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Added missing info, this game's additions besides the bikes are so commonly forgotten.
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The sixth installment of the ''VideoGame/MarioKart'' series, ''Mario Kart Wii'' is an arcade-style RacingGame for the Platform/{{Wii}}, released worldwide in April of 2008. This game introduces motorbikes as a secondary form of vehicle, as well as a Tournament mode, which functions similar to the Mission mode from ''VideoGame/MarioKartDS''.
The game is also notable for the improving upon the implementation of online multiplayer support present in the [[VideoGame/MarioKartDS previous installment]], focusing on versus and battle modes for up to twelve participants, and up to two players could connect and play from the same Wii console. Players could compete against random players from within the same region or from any continent, or could compete only against players registered as friends. At the end of each race or match, each player's VR (versus rating) or BR (battle rating) would change based on their final ranking. Mario Kart Wii also featured the "Mario Kart Channel", which was available as an optionally selectable channel on the Wii Menu, that presented current regional or worldwide rankings for Time Trials, and the option of sending or receiving ghost data via [=WiiConnect24=].
It was '''the''' game to play on the Wii's online service, with [[DefiantToTheEnd one of the last ever games being a race of Mario Kart Wii]]. A third-party server; [[https://wiimmfi.de/ Wiimmfi]] [[labelnote:*]]Pronounced: Wii-m-F-eye[[/labelnote]]ran by the eponymous Wiim, has taken upon himself to keep the servers up for this game, as well as other Wii games, meaning this game still has a niche online playerbase to this day.
The game is also notable for the improving upon the implementation of online multiplayer support present in the [[VideoGame/MarioKartDS previous installment]], focusing on versus and battle modes for up to twelve participants, and up to two players could connect and play from the same Wii console. Players could compete against random players from within the same region or from any continent, or could compete only against players registered as friends. At the end of each race or match, each player's VR (versus rating) or BR (battle rating) would change based on their final ranking. Mario Kart Wii also featured the "Mario Kart Channel", which was available as an optionally selectable channel on the Wii Menu, that presented current regional or worldwide rankings for Time Trials, and the option of sending or receiving ghost data via [=WiiConnect24=].
It was '''the''' game to play on the Wii's online service, with [[DefiantToTheEnd one of the last ever games being a race of Mario Kart Wii]]. A third-party server; [[https://wiimmfi.de/ Wiimmfi]] [[labelnote:*]]Pronounced: Wii-m-F-eye[[/labelnote]]ran by the eponymous Wiim, has taken upon himself to keep the servers up for this game, as well as other Wii games, meaning this game still has a niche online playerbase to this day.
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The sixth installment of the ''VideoGame/MarioKart'' series, ''Mario Kart Wii'' is an arcade-style RacingGame for the Platform/{{Wii}}, released worldwide in April of 2008. 2008.
This game introduces motorbikes as a secondary form ofvehicle, as well as vehicle which can perform wheelies (at the cost of not being able to use Super Mini-Turbos), tricks (a new type of boost which can be obtained by jumping off ramps), half-pipe ramps, and a Tournament mode, mode which functions similar similarly to the Mission mode from ''VideoGame/MarioKartDS''.
''VideoGame/MarioKartDS''. It also increases the number of racers from eight to twelve and introduces a new motion control scheme via using the Wii Remote alongside a Wheel accessory called the Wii Wheel.
The game is also notable forthe considerably improving upon the implementation of online multiplayer support present in the [[VideoGame/MarioKartDS previous installment]], focusing on versus and battle modes for up to twelve participants, participants up from four, and up to two players could connect and play from the same Wii console. Players could compete against random players from within the same region or from any continent, or could compete only against players registered as friends. At the end of each race or match, each player's VR (versus rating) or BR (battle rating) would change based on their final ranking. Mario Kart Wii also featured the "Mario Kart Channel", which was available as an optionally selectable channel on the Wii Menu, that presented current regional or worldwide rankings for Time Trials, and the option of sending or receiving ghost data via [=WiiConnect24=].
It was '''the''' game to play on the Wii's online service, with [[DefiantToTheEnd one of the last ever games being a race of Mario Kart Wii]]. A third-party replacement server; [[https://wiimmfi.de/ Wiimmfi]] [[labelnote:*]]Pronounced: Wii-m-F-eye[[/labelnote]]ran by the eponymous Wiim, has taken upon himself to keep the servers up for this game, as well as otherWii Nintendo Wi-Fi Connection games, meaning this game still has a niche online playerbase to this day.
This game introduces motorbikes as a secondary form of
The game is also notable for
It was '''the''' game to play on the Wii's online service, with [[DefiantToTheEnd one of the last ever games being a race of Mario Kart Wii]]. A third-party replacement server; [[https://wiimmfi.de/ Wiimmfi]] [[labelnote:*]]Pronounced: Wii-m-F-eye[[/labelnote]]ran by the eponymous Wiim, has taken upon himself to keep the servers up for this game, as well as other
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General clarification on works content
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* AthleticArenaLevel: This became the first game in the series to feature an athletic ''battle'' course, namely Funky Stadium. It is based on skateboard parks, and its primary focus besides the wide space it covers is the various ramps and half-pipes that can be used to perform tricks and gain extra speed. Within racing courses, the game not only has its own Luigi and Mario Circuits, but also brings back the Mario Circuits from ''Mario Kart 64'', ''Double Dash!!'' and the third from ''Super'' (there's also a Daisy Circuit, but it's themed around PortTown instead).
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* AthleticArenaLevel: This became the first game in the series to feature an athletic ''battle'' course, namely Funky Stadium. It is based on skateboard parks, and its primary focus besides the wide space it covers is the various ramps and half-pipes that can be used to perform tricks and gain extra speed. Within racing courses, the game not only has its own Luigi and Mario Circuits, but also brings back the Mario Circuits from ''Mario Kart 64'', ''Double Dash!!'' and the third from ''Super'' (there's also a Daisy Circuit, but it's themed around PortTown instead).instead), plus Waluigi Stadium from ''Double Dash!!''
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Misplaced, moving to the correct tab
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* NintendoHard: The game is especially infamous for this as the increase of Racers from eight to twelve on Tracks results in a crazy spike in difficulty compared to previous games, there are horror stories from people who get in dead last because of a Blue Shell, Pow Block etc.; and there's the utterly insane means of unlocking characters and karts, like getting first in every track on 150cc or completing 4.950 races.
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* AntiTrollingFeatures: Starting with this game, attempting to go backwards on the course to abuse the more powerful items in last place to disrupt an online race will eventually force you to disconnect once you get too far behind.
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The sixth installment of the ''VideoGame/MarioKart'' series, ''Mario Kart Wii'' is an arcade-style RacingGame for the UsefulNotes/{{Wii}}, released worldwide in April of 2008. This game introduces motorbikes as a secondary form of vehicle, as well as a Tournament mode, which functions similar to the Mission mode from ''VideoGame/MarioKartDS''.
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The sixth installment of the ''VideoGame/MarioKart'' series, ''Mario Kart Wii'' is an arcade-style RacingGame for the UsefulNotes/{{Wii}}, Platform/{{Wii}}, released worldwide in April of 2008. This game introduces motorbikes as a secondary form of vehicle, as well as a Tournament mode, which functions similar to the Mission mode from ''VideoGame/MarioKartDS''.
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* {{Feelies}}: This game comes with one of the many plastic Wii remote accessories, the Wii Wheel, which the Wii Remote can be slotted into to provide more surface area to grip.
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** [[AstralFinale Rainbow Road]]
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** [[AstralFinale [[VideoGame/SuperMarioGalaxy Rainbow Road]]
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Crosswicking
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* ConspicuousElectricObstacle: The SharkTunnel that is traversed in Koopa Cape feature rotating electrified junctions that shrinks drivers upon contact, effectively having the same effect as the lightning and thundercloud items. Since this part of the course is turned into an UnderTheSea in all subsequent games where the course itself has reappeared, the electrified junctions are removed and the trope is averted in those games.
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* PortTown: Star Cup has Daisy Circuit and [[NostalgiaLevel Banana Cup brings back DS Delfino Square]] while the battle stage Delfino Pier happens on a docking stage with raising water.
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* PortTown: Star Cup has Daisy Circuit Circuit, which takes place in a coastal town and is raced during sunset; statues of Luigi and Daisy dancing together (both in their adult and infant forms) decorate the plaza as well. On its part, [[NostalgiaLevel Banana Cup brings back DS Delfino Square]] Square]], while the battle stage Delfino Pier happens on a docking stage with raising water.water
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This is Progressive Instrumentation
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* ProgressiveInstrumentation: The menu music adds a new instrument as you move from one page of the menu to the next.
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* ProgressiveInstrumentation: The menu When starting a game, the music adds a new instrument as has more layers added to it the farther you move from one page get through the selection process of the menu to type of game you'll play, the next.difficulty, the racer you want, the car you'll use, and what sort of drifting you'll be playing with.
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* VariableMix: Some tracks have added sound effects inside of caves. A distortion effect is added whenever the player is shrunk or flattened due to item or track effects. Finally, when starting a game, the music has more layers added to it the farther you get through the selection process of the type of game you'll play, the difficulty, the racer you want, the car you'll use, and what sort of drifting you'll be playing with. As a specific example, Toad's Factory adds clapping to the music while you're indoors.
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* VariableMix: Some tracks have added sound effects inside of caves. A distortion effect is added whenever the player is shrunk or flattened due to item or track effects. Finally, when starting a game, the music has more layers added to it the farther you get through the selection process of the type of game you'll play, the difficulty, the racer you want, the car you'll use, and what sort of drifting you'll be playing with. As a specific example, Toad's Factory adds clapping to the music while you're indoors.
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* HailfirePeaks: Koopa Cape is a mixture of RoaringRapids and DownTheDrain. The music even reflects this.
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Crosswicking
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* MetropolisLevel: Moonview Highway, true to its name, is a racetrack that takes place in a highway during late night. The first half of the road goes across a dense forest located next to a pristine lake, but the second half goes through a thriving urban city with many billboards placed in the buildings and a toll booth. It makes a return in ''Mario Kart Tour'' as a NostalgiaLevel.
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This Fake Difficulty example is very much a Zero Context Example. Also this game being the hardest doesn't convince me (and I have played all MK games), seems to me OP is just speaking from his experience instead of this objectively being the case. Also, as seen in Mario Kart Double Dash, Mario Kart 8, and Super Mario Bros, this is Older Than They Think and either of them could be considered the hardest for different reasons such as having 8x2 racers doubling the number of items alongside the Winged Blue Shells (MKDD) or having 12 racers with Double items boxes increasing the number of items even further with the coin item being very common in first place making it much easier to get bombarded by items (MK 8), both of which could be seen as harder and more of a Luck Based Mission than this game. Therefore, I'm removing this example.
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* FakeDifficulty: This is arguably the hardest Mario Kart game, and considering how the franchise is a giant LuckBasedMission, that's saying a lot.
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* JungleJapes: Two returning tracks, [=N64=] DK's Jungle Parkway, and [=GCN=] DK Mountain. The former is set in the jungle around a river, with trees lining the sides of the road, a bridge near a waterfall, and a small cave. The latter is set on a volcano and surrounding paths down the wooded mountainside, featuring similar jungle decor and style.
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* JungleJapes: Two returning tracks, [=N64=] DK's Jungle Parkway, and [=GCN=] GCN DK Mountain. The former is set in the jungle around a river, with trees lining the sides of the road, a bridge near a waterfall, and a small cave. The latter is set on a volcano and surrounding paths down the wooded mountainside, featuring similar jungle decor and style.
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* FragileSpeedster: As usual, ''Mario Kart Wii'' still has the "quick to start, hard to catch up" variant, this time divided between newcomers-friendly vehicles are intermediate level ones.
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* FragileSpeedster: As usual, ''Mario Kart Wii'' still has the "quick to start, hard to catch up" variant, this time divided between newcomers-friendly vehicles are and intermediate level ones.