Follow TV Tropes

Following

History VideoGame / MarioKart7

Go To

OR

Is there an issue? Send a MessageReason:
Fixing wrong game


* [[GreenHillZone Battle Course 1]] (''SNES'')

to:

* [[GreenHillZone Battle Course 1]] (''SNES'')(''Super Circuit'')
Is there an issue? Send a MessageReason:
None


* BigCreepyCrawlies: ''7'' includes the first and only appearances of Wiggler and Honey Queen/Queen Bee as playable drivers. The game also features Stingbies from ''VideoGame/SuperMario3DLand'' on Honeybee Hive in Battle Mode.

to:

* BigCreepyCrawlies: ''7'' includes the first and only appearances of Wiggler and Honey Queen/Queen Bee as playable drivers.drivers (and only appearance in the latter's case). The game also features Stingbies from ''VideoGame/SuperMario3DLand'' on Honeybee Hive in Battle Mode.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HeadDesk: Whenever Donkey Kong loses a race, he responds by bashing his head into the steering wheel of his kart over and over.
Is there an issue? Send a MessageReason:
An edit to Anthropomorphic Typography: Those notes are called Music Bashes/Bouncing Notes.


* AnthropomorphicTypography: Music Park has giant music notes with faces that act as obstacles in the track, bouncing back and forth to the music.

to:

* AnthropomorphicTypography: Music Park has the Music Bashes (formerly called Bouncing Notes,) giant music notes with faces that act as obstacles in the track, bouncing back and forth to the music.
Is there an issue? Send a MessageReason:
None


* UnderTheSea: Cheep Cheep Lagoon is the introduction to underwater's mechanic while Koopa Cape's SharkTunnel became this.

to:

* UnderTheSea: Ever since this game introduced underwater racing as a mechanic, many aquatic courses are either completely this theme, such as Cheep Cheep Lagoon is the introduction to underwater's mechanic while in Mushroom Cup; become this theme as a returning course, such as [[VideoGame/MarioKartWii Koopa Cape's Cape]] in Lightning Cup going from SharkTunnel became this.to this; or have this theme mixed with another theme, such as Wario Shipyard in Star Cup mixing GangplankGalleon with it.
Is there an issue? Send a MessageReason:
Crosswicking

Added DiffLines:

* ThemeAndVariationsSoundtrack: All three nitro battle courses share the same tune but each one uses different instrumentation.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DownTheDrain: Piranha Plant Slide features the drivers going down a sewer system that's mostly dry, until reaching a water-filled section.
Is there an issue? Send a MessageReason:
Per TRS, this is YMMV


* CameraScrew: On the last stretch of Rock Rock Mountain where you climb up the mountain, the camera slowly shifts to a different angle so you can see up the hill. The problem is the angle switch is done slowly to begin with, which means you can't see the oncoming boulders rolling downhill.
Is there an issue? Send a MessageReason:
None


* YodelLand: Daisy Hills takes place in a bavarian village.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* YodelLand: Daisy Hills takes place in a bavarian village.
Is there an issue? Send a MessageReason:
None


* DamnYouMuscleMemory: If you press down on the D-Pad, you switch to "tilt" mode where you turn the 3DS to steer. Simple enough, but the Trick command is still mapped to the shoulder Jump button. In ''VideoGame/MarioKartWii'', you jerked the Wii Remote up to do the same thing. Motion control users from ''Wii'' found their 3DS screens flying off if they do this too much with their more fragile handheld, and those who used a Classic or [=GameCube=] controller in ''Wii'' found themselves undergoing a CameraPerspectiveSwitch.

to:

* DamnYouMuscleMemory: If you press down on the D-Pad, you switch to "tilt" mode where you turn the 3DS to steer. Simple enough, but the Trick command is still mapped to the shoulder Jump button. In ''VideoGame/MarioKartWii'', you jerked the Wii Remote up to do the same thing. Motion control users from ''Wii'' found their 3DS screens flying off if they do this too much with their more fragile handheld, and those who used a Classic or [=GameCube=] controller in ''Wii'' found themselves undergoing a CameraPerspectiveSwitch.unwittingly activating the motion controls.
Is there an issue? Send a MessageReason:
None


* DamnYouMuscleMemory: If you press down on the D-Pad, you switch to "tilt" mode where you turn the 3DS to steer. Simple enough, but the Trick command is still mapped to the shoulder Jump button. In ''VideoGame/MarioKartWii'', you jerked the Wii Remote up to do the same thing. Motion control users from ''Wii'' found their 3DS screens flying off if they do this too much with their more fragile handheld, and those who used a Classic or [=GameCube=] controller in ''Wii'' found themselves undergoing a CameraPerspecitiveSwitch.

to:

* DamnYouMuscleMemory: If you press down on the D-Pad, you switch to "tilt" mode where you turn the 3DS to steer. Simple enough, but the Trick command is still mapped to the shoulder Jump button. In ''VideoGame/MarioKartWii'', you jerked the Wii Remote up to do the same thing. Motion control users from ''Wii'' found their 3DS screens flying off if they do this too much with their more fragile handheld, and those who used a Classic or [=GameCube=] controller in ''Wii'' found themselves undergoing a CameraPerspecitiveSwitch.CameraPerspectiveSwitch.
Is there an issue? Send a MessageReason:
None


* DamnYouMuscleMemory: If you press down on the D-Pad, you switch to "tilt" mode where you turn the 3DS to steer. Simple enough, but the Trick command is still mapped to the shoulder Jump button. In ''VideoGame/MarioKartWii'', you jerked the Wii Remote up to do the same thing. Wheel Users in ''Wii'' found their 3DS screens flying off if they do this too much with their more fragile handheld.

to:

* DamnYouMuscleMemory: If you press down on the D-Pad, you switch to "tilt" mode where you turn the 3DS to steer. Simple enough, but the Trick command is still mapped to the shoulder Jump button. In ''VideoGame/MarioKartWii'', you jerked the Wii Remote up to do the same thing. Wheel Users in Motion control users from ''Wii'' found their 3DS screens flying off if they do this too much with their more fragile handheld.handheld, and those who used a Classic or [=GameCube=] controller in ''Wii'' found themselves undergoing a CameraPerspecitiveSwitch.
Is there an issue? Send a MessageReason:
None



to:

* Koopa Troopa
Is there an issue? Send a MessageReason:
Crosswicking

Added DiffLines:

* AthleticArenaLevel: In addition to having circuits hosted by Toad and Mario, the game also has two courses set within Wuhu Island, of ''VideoGame/WiiSportsResort'' fame. Specifically, the tracks are based on the Cycling tracks. These courses are so long that they only have to be traversed in one lap each (the only other course to have this distinction in the game is Rainbow Road). Among the retro tracks, the game has the second Mario Circuit from ''Super'' and Luigi Raceway from ''64''.

Added: 17

Changed: 34

Is there an issue? Send a MessageReason:
None


[[AC:Starting Drivers]]

to:

[[AC:Starting Drivers]]Roster]]



[[AC:Unlockable Drivers]]

to:

[[AC:Unlockable Drivers]]
[[AC:Unlockable]]


Added DiffLines:

Is there an issue? Send a MessageReason:
None


** [[SpringySpores Mushroom Gorge]] (''Wii'')

to:

** [[SpringySpores [[FungusHumongous Mushroom Gorge]] (''Wii'')
Is there an issue? Send a MessageReason:
None


** [[ClimbingTheCliffsOfInsanity Mushroom Gorge]] (''Wii'')

to:

** [[ClimbingTheCliffsOfInsanity [[SpringySpores Mushroom Gorge]] (''Wii'')
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Drivers]]
([=*=] indicates a character newly introduced to the series in this game)
[[AC:Starting Drivers]]
* Bowser
* Donkey Kong
* Luigi
* Mario
* UsefulNotes/{{Mii}}
* Peach
* Toad
* Yoshi
[[AC:Unlockable Drivers]]
* Daisy
* [[VideoGame/SuperMarioGalaxy Honey Queen]][=*=]
* Lakitu[=*=]
* [[VideoGame/SuperSmashBros64 Metal Mario]][=*=]
* Shy Guy
* Rosalina
* Wario
* Wiggler[=*=]
[[/folder]]

Changed: 141

Removed: 143

Is there an issue? Send a MessageReason:
There's no point in adding this as a sub-bullet. It's the only example of its kind


* ShoutOut:
** If she manages to hit an opponent with an item, Daisy will sometimes let out a [[WesternAnimation/TheSimpsons Nelson Muntz]]-esque "Ha-ha!".

to:

* ShoutOut:
**
ShoutOut: If she manages to hit an opponent with an item, Daisy will sometimes let out a [[WesternAnimation/TheSimpsons Nelson Muntz]]-esque "Ha-ha!".
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ShoutOut:
** If she manages to hit an opponent with an item, Daisy will sometimes let out a [[WesternAnimation/TheSimpsons Nelson Muntz]]-esque "Ha-ha!".
Is there an issue? Send a MessageReason:
None


* ShiftingSandLand: Shy Guy Bazaar is the ArabianNightsDays version while N64 Kalimari Desert is TheWildWest equivalent.

to:

* ShiftingSandLand: Shy Guy Bazaar is the an ArabianNightsDays version while N64 of this setting, as it features palatial buildings and references to the Arabian-inspired ''VideoGame/SuperMarioBros2'' (such as flying carpets, Cobrats and drawings of Phanto). There's also Kalimari Desert is Desert, which returns from ''Mario Kart 64'' and serves as TheWildWest equivalent.
Is there an issue? Send a MessageReason:
None


** [[{{Cyberpunk}} Neo Bowser City]]

to:

** [[{{Cyberpunk}} [[CyberpunkWithAChanceOfRain Neo Bowser City]]
Is there an issue? Send a MessageReason:
Crosswicking

Added DiffLines:

* GoldMakesEverythingShiny: Gold vehicle parts, which are usually the last parts unlocked. They resemble the Standard Kart, Wheels, and Glider, but have different stats, generally being [[MightyGlacier less maneuverable with higher top speed and weight]].

Added: 10256

Changed: 1323

Is there an issue? Send a MessageReason:
Massive example crosswicking. Took me almost 7 hours, but here it is! Also removed a YMMV link


* BlindIdiotTranslation: The British English version of the game dubs the track Neo Bowser City "Koopa City". Koopa is Bowser's Japanese name, and that is indeed the name used for the track in the Japanese version of the game, but to international audiences "Koopa" calls to mind an ordinary turtle mook that appears nowhere in the stage. You'd think the fact that the track has pictures of Bowser plastered everywhere would have tipped them off...
* BonusFeatureFailure: There are a few unlockable gliders you can earn. However, some of them are just a copy of the Super Glider in terms of stats, basically giving no bonus, and the rest are just a copy of the Peach Parasol in its bonus stats. This also includes all the golden parts that take so long to get, even if used together.
* CameraScrew: On the last stretch of Rock Rock Mountain where you climb up the mountain, the camera slowly shifts to a different angle so you can see up the hill. The problem is the angle switch is done slowly to begin with, which means you can't see the oncoming boulders rolling downhill.



* CyberpunkForFlavor: Star Cup features Neo Bowser City. The course has lots of futuristic skyscrapers crowded together, a plethora of neon lights and giant screens [[{{Egopolis}} with Bowser's face plastered on them]], lots of rain, and even ''Blade Runner'' style advertising blimps.



* DamnYouMuscleMemory: If you press down on the D-Pad, you switch to "tilt" mode where you turn the 3DS to steer. Simple enough, but the Trick command is still mapped to the shoulder Jump button. In ''VideoGame/MarioKartWii'', you jerked the Wii Remote up to do the same thing. Wheel Users in ''Wii'' found their 3DS screens flying off if they do this too much with their more fragile handheld.



* DerelictGraveyard: Wario Shipyard takes place in a graveyard of sunken ships.

to:

* DeathMountain: The Flower Cup course Rock Rock Mountain, known in the game's European version as Alpine Pass. It's a grassy alpine biome located in a tall, rocky mountain of great altitude the drivers ride across. At one point, they enter a cave with some Swoops and exit by gliding towards the alpine forest; this is later followed by driving upward through a steep ascent while dodging some incoming boulders.
* DerelictGraveyard: Wario Shipyard in Star Cup takes place in a graveyard of sunken ships.ships.
* DesignItYourselfEquipment: In addition to bringing back the coins from ''VideoGame/SuperMarioKart'' and ''VideoGame/MarioKartSuperCircuit'', the game introduces gliders, and underwater driving, introduces the option to personalize the player's vehicle, even more so than ''VideoGame/MarioKartDS'' (where each driver had a standard kart plus a unique kart) or ''VideoGame/MarioKartWii'' (where each weight class had its own set of bikes and karts). The player can select the kart body, the tires, and the glider to build the desired kart. By collecting many coins from the races in Grand Prix mode, the player can unlock a new body, a new set of tires, or a new glider to use. It is possible to acquire a maximum of ten coins in a race. As the user chooses the parts, the stats may vary according to the parts' combination, and the vehicle will work better in particular situations.



* EasyModeMockery: All of the character unlocks are tied to 150cc, the hardest difficulty.
* {{Egopolis}}: Neo Bowser City is one. And moreso in its upgrade for ''Mario Kart 8''.

to:

* EasyModeMockery: EasyModeMockery:
** The top screen on the UsefulNotes/Nintendo3DS shows Mario demonstrating how fast you'd expect to be going when you select a difficulty level. In 50cc mode, Mario drives really slowly. On top of this, the added beat to the music that plays when you have a big lead in a race doesn't play on the easy setting.
**
All of the character unlocks are tied to 150cc, 150cc and Mirror, the hardest difficulty.
difficulty levels.
* {{Egopolis}}: Neo Bowser City is one. And moreso more so in its upgrade for ''Mario Kart 8''.8''.
* FakeLongevity: The game pads out the requirements to unlock kart parts to the extreme. Every part requires you collecting coins to unlock them. Some parts only need a few hundred coins while other parts can only be unlocked every few ''thousand'' coins. One of the final parts will force you to get 10,000 coins or more. Have fun playing the same tracks over and over again since you can only hold 10 coins max per race. The only consolation is that a few select parts can be unlocked (or at least be unlocked a bit faster) by winning races online and successfully connecting to another player with the [=StreetPass=] feature in ''7''. If you lack Wi-Fi and/or don't live in a dense city where you can run into someone who also has their [=StreetPass=] turned on, or you don't have friends to play with, then you will have to resort to coin collecting.



* GimmickLevel: [[VideoGame/WiiSportsResort Wuhu Loop, Maka Wuhu]], and the new Rainbow Road are all divided into three sections of one large course, instead of being standard three-lap circuits.



* HighTechHexagons: The {{Cyberpunk}}-inspired Neo Bowser City have some futuristic hexagonal motifs.
* HornetHole: The battle stage Honeybee Hive, which takes place inside a giant hollow beehive and houses a swarm of the bee-like Stingby enemies that will damage any driver they come in contact with.



* 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]].
* [[IWantMyMommy I Want Mommy!]]: Subverted; The playable Lakitu may say this while falling off the track, but is soon rescued by the green-shelled Lakitu.

to:

* 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]].
overall.
* [[IWantMyMommy I Want Mommy!]]: IWantMyMommy: Subverted; The playable Lakitu may say this while falling off the track, but is soon rescued by the green-shelled Lakitu.



* LandOfTulipsAndWindmills: The incredibly upbeat Daisy Hills give very strong vibes of this trope, with its windmills and flowers. Although it is mixed with some alpine, Austrian flair.

to:

* JungleJapes: DK Jungle, which in this game incorporates a section based on the Golden Temple from ''VideoGame/DonkeyKongCountryReturns'', as well as the Tiki enemies from that game.
* LandOfTulipsAndWindmills: The incredibly upbeat Daisy Hills give very strong vibes of this trope, setting, with its windmills and flowers. Although it is mixed with some alpine, Austrian flair.



* LoadsAndLoadsOfLoading: The game comes with beautifully designed track stages that move in full stereoscopic 60FPS, but with the jarring side-effect that you're presented with 4 to 7 seconds of white loading screens, each before and after the track preview. Granted, it's not much, but we're talking about a Nintendo handheld game stored on flash memory!
* LongSongShortScene: Rainbow Road [[OnceASeason in this game]] is one long lap, broken into three sections. This game's version of the Rainbow Road theme has a very long intro, and on most speed settings it will have only just reached the 'normal' Rainbow Road leitmotif when you get to the third section, at which point it restarts and plays at a higher speed. The section on the Moon also has its own VariableMix of the course's entire soundtrack loop, but you'll only hear around twenty seconds of it unless you deliberately park in place.



* MadeOGold: The Gold Standard and its parts are a go-kart entirely made of just gold. This includes the steering wheel, glider (because weight is relative to ToonPhysics), and tires.



* MarathonLevel: Rainbow Road is long enough that it's also one long lap around the course, divided into three segments, rather than one whole lap. It's one of three courses in its game to be a three segment course rather than a three lap one, the others being the two Wuhu Island courses (Wuhu Loop, where you loop around Wuhu Island; and Maka Wuhu, where you drive up Maka Wuhu then glide back to the beach).



* MetropolisLevel: Star Cup has Neo Bowser City, a racetrack set within a futuristic city [[{{Egopolis}} with Bowser's image heavily present]]. It has many curves that make driving difficult and, due to the rain, there are also water puddles that cause drivers to spin out of control and waste time. Part of its music is a nod to Toad's Turnpike from ''VideoGame/MarioKart64''. It makes a return in ''VideoGame/MarioKart8'', and again in ''Mario Kart Tour'', as a NostalgiaLevel.



* MusicalGameplay: The game adds drums to the BackgroundMusic when you are in the lead. And one of its stages, Music Park / Melody Motorway, has jumping musical notes for obstacles, that jump in time to the BackgroundMusic. They even speed up their jumping to match the sped-up music in the last lap.



* NewNeoCity: Neo Bowser City

to:

* NewNeoCity: Neo Bowser CityCity is set in a futuristic metropolis, with lots of bright lights, shiny towers, and flying vehicles for backdrops. In the PAL release, though, it's just called Koopa City.
* NewWorkRecycledGraphics: The game reuses various assets from both ''Double Dash!!'' and ''Wii'', which makes for a technically impressive game developed for a handheld system instead of a home console like the aforementioned titles.



* NostalgiaLevel: In addition to bringing retro tracks as usual, the game also evokes other Nintendo games with some of the new courses:
** Shy Guy Bazaar is a major shout out not only to ''VideoGame/SuperMarioBros2'', but also to ''VideoGame/DokiDokiPanic'', considering the Arabian setting.
** Piranha Plant Slide, later a retro course in ''VideoGame/MarioKart8'', is one giant homage to [[VideoGame/SuperMarioBros1 the original game]].
** DK Jungle, later a retro course in ''Mario Kart 8'', is a love letter to ''VideoGame/DonkeyKongCountryReturns'', since Retro Studios designed it.



** N64 Koopa Troopa Beach, on the other hand, is a more traditional example.

to:

** N64 [=N64=] Koopa Troopa Beach, on the other hand, is a more traditional example.


Added DiffLines:

* PipeMaze: Piranha Plant Slide, based on the ''Super Mario Bros.'' underground levels. Not only do you enter the underground portion via a large entrance shaped like a green pipe, but also drive alongside a current of water (and there's a flooded part later on). It returns in ''VideoGame/MarioKart8'' and ''VideoGame/MarioKartTour'' as a NostalgiaLevel.
* PortTown: [[VideoGame/WiiSportsResort Wuhu Loop]] starts and ends in a small touristic town while the whole battle stage Wuhu Town happens in the said town.


Added DiffLines:

* RacingGhost: This game in particular takes the concept pretty far. Every track has multiple staff ghosts (each unlocked after beating the last). If left in sleep mode, the 3DS will download ghosts from random players. There's an option to play against 7 ghosts at once.


Added DiffLines:

* RubberBandAI: Maka Wuhu has an exploitable glitch that lets you skip at least half the track. If you do this while racing against the AI, they will magically catch up to you without fail.


Added DiffLines:

* SequenceBreaking: Eventually patched for online play, but the game had a certain glitch that effectively cut one third of one race track. Maka Wuhu was one of the courses that were really long and cut into three sections instead of laps. However, if you jump off the course at the right area near the beginning of the second section, you'll respawn right near the end, skipping it entirely. Eventually everyone who played the course online did this, necessitating the patch.


Added DiffLines:

* StoppedNumberingSequels: Inverted. The first six games in the ''Mario Kart'' series resorted to either SuperTitle64Advance or a unique subtitle for their names. This one, being the seventh (not counting the ''Arcade'' games), is simply called ''Mario Kart 7''.
* SuperDrowningSkills: Falling into the lake of Daisy Hills equals falling into a bottomless pit. The reason for this is because the game's novelty of underwater sections isn't introduced until the ''next'' course, as Daisy Hills itself focuses on introducing aerial driving instead.
* SuperNotDrowningSkills: The game has underwater racing in many levels. And yes, you can stay underwater for as long as you like, use fireballs and explosive items down there and see the sights of an eight person go-kart race along the sea bed.
* UndergroundLevel: Piranha Plant Slide, which is part of the Star Cup. It is modeled after (and is a {{Homage}} to) the underground levels from the 2D games, especially the original ''Super Mario Bros.''; as you navigate within, you'll find Piranha Plants popping out of large green pipes, and a large underwater area.


Added DiffLines:

* VariableMix: The game adds extra percussion (bass/snare "dance" beat or a hi-hat, for example) to the BGM if the player takes a significant lead in 100cc or higher.

Added: 362

Changed: 538

Is there an issue? Send a MessageReason:
None


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

to:

* AbsurdlySpaciousSewer: Piranha Plant Slide makes you drive Slide, the first course of Star Cup, takes place within a vast sewer network entered through one, albeit enormous pipes which tansport water. There are some Piranha Plants have have to be avoided, and a colourful Nintendo version.later area is flooded. It makes a return in ''VideoGame/MarioKart8'' and ''VideoGame/MarioKartTour'' as a NostalgiaLevel.



* AnthropomorphicTypography: Music Park from both ''VideoGame/MarioKart7'' and ''VideoGame/MarioKart8'' have giant music notes with faces that act as obstacles in the track, bouncing back and forth to the music.

to:

* AnthropomorphicTypography: Music Park from both ''VideoGame/MarioKart7'' and ''VideoGame/MarioKart8'' have has giant music notes with faces that act as obstacles in the track, bouncing back and forth to the music.



* BigCreepyCrawlies: ''7'' includes the first and only appearances of Wiggler and Honey Queen/Queen Bee as playable drivers.

to:

* BatScare: There are Swoopers on Rock Rock Mountain, as well as a glider that resembles them.
* BigBoosHaunt: Though the game doesn't introduce a new spooky track, it does bring back Luigi's Mansion from ''VideoGame/MarioKartDS''.
* BigCreepyCrawlies: ''7'' includes the first and only appearances of Wiggler and Honey Queen/Queen Bee as playable drivers. The game also features Stingbies from ''VideoGame/SuperMario3DLand'' on Honeybee Hive in Battle Mode.
Is there an issue? Send a MessageReason:
None


** There are a lot of musical references to ''VideoGame/MarioKart64'' in particular: the race results theme is a new rendition of the one from that game, the 1st place victory theme sounds a lot like 64's with an electric guitar and additional notes, and 3DS Rainbow Road features a loving section of the ''64'' Rainbow Road melody (which [[RecurringRiff was similarly]] implemented in ''Double Dash''), which even kickstarts the theme in the faster variant that plays as you enter the third section of the track. THe main theme heard in circuits has a segment that sounds an awful lot like part of ''64's'' raceway theme, and Neo Bowser City features both this riff and parts of the Toad's Turnpike theme. On a non-music note, the Blue Shell returns to its wingless design and ground-travelling behavior from its debut and ''Super Circuit''.
** The ''original'' Mario kart, the lone vehicle in the entries prior to ''Double Dash!!'' introducing a selection of vehicles[[note]]''Super Mario Kart'', ''64'' and ''Super Circuit''[[/note]], is now selectable as an unlockable kart body with the name of Pipe Frame.

to:

** There are a lot of musical references to ''VideoGame/MarioKart64'' in particular: the race results theme is a new rendition of the one from that game, the 1st place victory theme sounds a lot like 64's with an electric guitar and additional notes, and 3DS Rainbow Road features a loving section of the ''64'' Rainbow Road melody (which [[RecurringRiff was similarly]] implemented in ''Double Dash''), which even kickstarts the theme in the faster variant that plays as you enter the third section of the track. THe The main theme heard in circuits has a segment that sounds an awful lot like part of ''64's'' raceway theme, and Neo Bowser City features both this riff and parts of the Toad's Turnpike theme. On a non-music note, the Blue Shell returns to its wingless design and ground-travelling behavior from its debut and ''Super Circuit''.
** The ''original'' Mario kart, the lone vehicle in the entries prior to ''Double Dash!!'' ''[[VideoGame/MarioKartDoubleDash Double Dash!!]]'' introducing a selection of vehicles[[note]]''Super vehicle selection[[note]](''Super Mario Kart'', ''64'' and ''Super Circuit''[[/note]], Circuit'')[[/note]], is now selectable as an unlockable kart body with the name of Pipe Frame.Frame. This game is the first ''Mario Kart'' to bring back older entries' vehicles in general (at least as kart bodies), with the Barrel Train returning from ''Double Dash!!'' with a design adjusted for one racer and the Egg 1 and B Dasher making a comeback from ''[[VideoGame/MarioKartDS DS]]''.



* LightningBruiser: [[VideoGame/MarioKartDoubleDash Barrel Train]] comes back as a vehicle body: its acceleration and off-road are average but still decent compared to heavyweights, it makes you gain the maximum weight bonus and the second land top speed, and while the others speeds are mediocre, it can compensate with a monstruous mini-turbo. However, it is among the hardest cars to drive.

to:

* LightningBruiser: [[VideoGame/MarioKartDoubleDash Barrel Train]] comes back as a vehicle body: its acceleration and off-road are average but still decent compared to heavyweights, it makes you gain the maximum weight bonus and the second land top speed, and while the others speeds are mediocre, it can compensate with a monstruous monstrous mini-turbo. However, it is among the hardest cars to drive.



** ''7'' vehicle bodies like Bruiser, Zucchini, Blue Seven, and Bolt Buggy give a great top speed, a good weight to push opponents and a decent off-road, but lame acceleration. Gold Standard is heavy and powerful, but is weak to off-road, while [[LightningBruiser Barrel Train]] actually has a good acceleration.

to:

** ''7'' vehicle bodies like the Bruiser, Zucchini, Blue Seven, and Bolt Buggy give a great top speed, a good weight to push opponents and a decent off-road, but lame acceleration. Gold Standard is heavy and powerful, but is weak to off-road, while the [[LightningBruiser Barrel Train]] actually has a good acceleration.
Is there an issue? Send a MessageReason:
None


** There are a lot of musical references to ''VideoGame/MarioKart64'' in particular: the race results theme is a new rendition of the one from that game, the 1st place victory theme sounds a lot like 64's with an electric guitar and additional notes, and 3DS Rainbow Road features a loving section of the ''64'' Rainbow Road melody (which [[RecurringRiff was similarly]] implemented in ''Double Dash'''s), which even kickstarts the theme in the faster variant that plays as you enter the third section of the track. THe main theme heard in circuits has a segment that sounds an awful lot like part of ''64'''s raceway theme, and Neo Bowser City features both this riff and parts of the Toad's Turnpike theme. On a non-music note, the Blue Shell returns to its wingless design and ground-travelling behavior from its debut and ''Super Circuit''.

to:

** There are a lot of musical references to ''VideoGame/MarioKart64'' in particular: the race results theme is a new rendition of the one from that game, the 1st place victory theme sounds a lot like 64's with an electric guitar and additional notes, and 3DS Rainbow Road features a loving section of the ''64'' Rainbow Road melody (which [[RecurringRiff was similarly]] implemented in ''Double Dash'''s), Dash''), which even kickstarts the theme in the faster variant that plays as you enter the third section of the track. THe main theme heard in circuits has a segment that sounds an awful lot like part of ''64'''s ''64's'' raceway theme, and Neo Bowser City features both this riff and parts of the Toad's Turnpike theme. On a non-music note, the Blue Shell returns to its wingless design and ground-travelling behavior from its debut and ''Super Circuit''.

Added: 981

Changed: 1882

Is there an issue? Send a MessageReason:
None


** Shy Guy's Bazaar takes place in a desert a la [[VideoGame/SuperMarioBros2 World 2 of Subcon]], bringing back a Middle Eastern motif of ''VideoGame/DokiDokiPanic'' as well as the vases from that game.

to:

** There are a lot of musical references to ''VideoGame/MarioKart64'' in particular: the race results theme is a new rendition of the one from that game, the 1st place victory theme sounds a lot like 64's with an electric guitar and additional notes, and 3DS Rainbow Road features a loving section of the ''64'' Rainbow Road melody (which [[RecurringRiff was similarly]] implemented in ''Double Dash'''s), which even kickstarts the theme in the faster variant that plays as you enter the third section of the track. THe main theme heard in circuits has a segment that sounds an awful lot like part of ''64'''s raceway theme, and Neo Bowser City features both this riff and parts of the Toad's Turnpike theme. On a non-music note, the Blue Shell returns to its wingless design and ground-travelling behavior from its debut and ''Super Circuit''.
** The ''original'' Mario kart, the lone vehicle in the entries prior to ''Double Dash!!'' introducing a selection of vehicles[[note]]''Super Mario Kart'', ''64'' and ''Super Circuit''[[/note]], is now selectable as an unlockable kart body with the name of Pipe Frame.
** Shy Guy's Bazaar is filled with referenced to the games that introduced Shy Guys and brought them to the ''Mario'' series - it takes place in a desert a la [[VideoGame/SuperMarioBros2 World 2 of Subcon]], bringing back a Middle Eastern motif of ''VideoGame/DokiDokiPanic'' as well as the vases from that game.game, and red carpets throughout the track feature the sprites of Phantos, Pansers, and Cobrats, as well as the Angry Sun.



** Wario's Shipyard brings back a [[RecurringRiff musical motif]] from the first two ''VideoGame/WarioLand'' games.

to:

** Wario's Shipyard brings back features Wario in his Bull Wario form on a sign, and features a [[RecurringRiff musical motif]] from the first two ''VideoGame/WarioLand'' games.games. While its exact location and shipwreck theme isn't an obvious reference to one location, these coupled with its pirate theming make the course an homage to ''VideoGame/WarioLandSuperMarioLand3'', which had both many ships and pirate-themed locations and enemies owing to the presence of the Brown Sugar Gang led by [[BigBad Captain Syrup]].



** 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.

to:

** Rosalina's Ice World lives up to its name. Most name, with most of the track is being covered in snow and ice.
ice. Being a Special Cup track, it's designed a lot more dangerously than most snow-themed tracks (which after ''Super'''s Vanilla Lake 2 have all been found in the Star or Flower Cups of their debut games), with the slippery ice becoming especially hazardous when navigating narrow roads next to a pit and dodging giant impeding icicles. Penguins also show up near the underwater segment, which can be skipped on lap 1 or with a speed boost on later laps, where the ice on the water's surface has drifted slightly farther out.
** DK Pass returns from ''DS''. There's no ice, but plenty of snow. snow that's as slippery to drive on. Snowballs and snowmen show up as obstacles on the course.course.
** Sherbet Rink is the first ''battle'' course with this look since SNES Battle Course 3, taking place in a colorful ice rink decorated with Peach signage. It's possibly the most colorful ice stage in a ''Mario Kart'' game, and both Snowmen ''and'' waddling penguins act as obstacles.
Is there an issue? Send a MessageReason:
None


** Regarding kart bodies, Birthday Girl, Bumble V and Egg 1 have the best acceleration while Cloud 9 and Pipe Frame are close second, but are the lightest. Bumble V's turbo is also the most powerful while others' are only average and is faster than others on land (even if only above average), but is the least controllable on land. On the other hand, Birthday Girl and Cloud 9 are extremely precise but the slowest while Egg 1 and Pipe Frame are average in these two areas. Their off-road, however, is variable: Bumble V and Pipe Frame are excellent in this area while Cloud 9 and Egg 1 are average and Birthday Girl is mediocre.
** Roller, Sponge and Wood tires amplify this trope for these vehicles in varying ways (though all of them give a great acceleration and the best air top speed): the first gives the best acceleration, handling, turbo and stability, but no weight, land top speed or drift, and average off-road; Sponge also gives a good acceleration, an incredible drift, a decent off-road and an average stability, but a moderate handling, a lightweight and a small land top speed; Wood tires give a ludicrous drift, stability and good handling and off-road, but a lightweight (but not as light as others), a bad land top speed and no mini-turbo.

to:

** Regarding kart bodies, Birthday Girl, Bumble V and Egg 1 have the best acceleration while Cloud 9 and Pipe Frame are close second, but are the lightest. Bumble V's turbo mini-turbo is also the most powerful while others' are only average and is faster than others on land (even if only above average), but is the least controllable on land. On the other hand, Birthday Girl and Cloud 9 are extremely precise but the slowest while Egg 1 and Pipe Frame are average in these two areas. Their off-road, however, is variable: Bumble V and Pipe Frame are excellent in this area while Cloud 9 and Egg 1 are average and Birthday Girl is mediocre.
** Roller, Sponge and Wood tires amplify this trope for these vehicles in varying ways (though all of them give a great acceleration and the best air top speed): the first gives the best acceleration, handling, turbo mini-turbo and stability, but no weight, land top speed or drift, and average off-road; Sponge also gives a good acceleration, an incredible drift, a decent off-road and an average stability, but a moderate handling, a lightweight and a small land top speed; Wood tires give a ludicrous drift, stability and good handling and off-road, but a lightweight (but not as light as others), a bad land top speed and no mini-turbo.



** The Soda Jet offers the second-to-best top speed and acceleration with a decent turbo, handling and the best drift, but is extremely light and endures off-road more than the [[MightyGlacier Bruiser]].
** B Dasher is heavier than Soda Jet and has the best top speed in the game, but can be considered this because it is as vulnerable to off-road, which is the {{Mighty Glacier}}s' privilege in this game. It is also slower to start and gives an average drift couple with a lame mini-turbo.
** Slick tires are the Glass Cannon tires of this game: they give the best land top speed and the most precise drift with a decent turbo and stability (and weight), but only a small acceleration, no handling and are the most vulnerable to off-road.

to:

** The Soda Jet offers the second-to-best top speed and acceleration with a decent turbo, mini-turbo, handling and the best drift, but is extremely light and endures off-road more than the [[MightyGlacier Bruiser]].
** B Dasher is heavier than Soda Jet and has the best top speed in the game, but can be considered this because it is as vulnerable to off-road, which is the {{Mighty Glacier}}s' privilege in this game. It is also slower to start and gives an average drift couple with a lame mini-turbo.
mini-mini-turbo.
** Slick tires are the Glass Cannon tires of this game: they give the best land top speed and the most precise drift with a decent turbo mini-turbo and stability (and weight), but only a small acceleration, no handling and are the most vulnerable to off-road.



* LightningBruiser: [[VideoGame/MarioKartDoubleDash Barrel Train]] comes back as a vehicle body: its acceleration and off-road are average but still decent compared to heavyweights, it makes you gain the maximum weight bonus and the second land top speed, and while the others speeds are mediocre, it can compensate with a monstruous turbo. However, it is among the hardest cars to drive.

to:

* LightningBruiser: [[VideoGame/MarioKartDoubleDash Barrel Train]] comes back as a vehicle body: its acceleration and off-road are average but still decent compared to heavyweights, it makes you gain the maximum weight bonus and the second land top speed, and while the others speeds are mediocre, it can compensate with a monstruous turbo.mini-turbo. However, it is among the hardest cars to drive.



** A distinction is applied between Cruiser characters (Donkey Kong, Rosalina and Wiggler) and Heavy characters (Bowser, Wario, Honey Queen and Metal Mario): the former share some flaws of the latter like a weaker turbo and drift, a larger hitbox and their advantages like weight and top speed aren't as strong, but some flaws like the weak acceleration aren't as problematic and they also benefit middleweights' off-road.

to:

** A distinction is applied between Cruiser characters (Donkey Kong, Rosalina and Wiggler) and Heavy characters (Bowser, Wario, Honey Queen and Metal Mario): the former share some flaws of the latter like a weaker turbo mini-turbo and drift, a larger hitbox and their advantages like weight and top speed aren't as strong, but some flaws like the weak acceleration aren't as problematic and they also benefit middleweights' off-road.



** Gold and Slick Tires give the best top speed with a decent weight and turbo, but a lame acceleration and off-road. Monster and Red Monsters also give a good top speed coupled with a good weight and off-road, but are unstable and make the vehicle slower to start.

to:

** Gold and Slick Tires give the best top speed with a decent weight and turbo, mini-turbo, but a lame acceleration and off-road. Monster and Red Monsters also give a good top speed coupled with a good weight and off-road, but are unstable and make the vehicle slower to start.

Top