- Release Date: February 10, 1997
- Genre: Racing
- Style: Go-Kart Racing
- Similar Games: Diddy Kong Racing (Nintendo 64), Street Racer (PlayStation), Street Racer (Super Nintendo Entertainment System), Super Mario Kart (Super Nintendo Entertainment System), Street Racer (IBM PC Compatible), Street Racer (Game Boy), Street Racer (Atari Video Computer System), Wreckin' Crew (IBM PC Compatible), Wreckin' Crew (PlayStation), Street Racer (Sega Genesis), CTR: Crash Team Racing (PlayStation), CTR (Crash Team Racing) (PlayStation), Sonic R (Sega Saturn)
Game Description
Mario Kart 64 is the 64-bit sequel to one of the best-selling games of the 16-bit era. Mario and his peers race against each other around lap-based tracks, using special items to their advantage. Items of mischief with roots in the Nintendo universe include banana peels,Eight of Nintendo's best-known characters -- Mario,
Mario Kart 64 also features the same gameplay modes as the original. Mario GP, which is for one or two players, pits your character in a series of races against the rest of the computer-controlled field. The VS mode is for two to four players, with no computer competition. Little "kart bombs" populate the track to make things even more interesting. Battle is the famous mode in which two to four players chase each other around a closed arena.
A Time Trial mode also exists for one player. For the sequel, Nintendo implemented a feature that enables ghost riders of your best races to be saved. Additionally, the go-karts are available in three engine sizes: 50cc, 100cc and 150cc. The engine size affects the speed of the game.
Peripheral support is available with the Controller Pak and Rumble Pak. The game does contain a built-in EEPROM chip to save your options and your best times, but an entire Controller Pak is required to save two ghost riders from the Time Trial mode.
Review: Overall
The original Super Mario Kart made a surprise appearance for the Super NES in 1992, taking the world by storm. The game, which has spawned an entire battle racing genre by itself, consistently has been considered one of the best games of all time. Nearly five years later, Mario Kart 64 has appeared. Sequels often fall flat compared to their originals, and one might say that Mario Kart 64 would be hard-pressed to meet the high expectations set by the first one. Opinions, therefore, may seem muddled in this case.How does the gameplay in Mario Kart 64 compare to the original game? In some ways it's better, and in some ways it's not. The tracks are much longer, with some laps taking two-plus minutes to complete, and much wider than the original. Question boxes are found at several places on the track; this is essential since the tracks are a lot longer. There are new items such as triple shells, banana bunches, spiny shells and fake question boxes. These items definitely help the gameplay. Alas, the feather was removed from the sequel because it would be too easy to take some massive shortcuts.
The original's proven formula is also retained with Grand Prix, Time Trial, Versus and Battle modes. The Mario GP mode is the same as before, with computer competition for one or two players, except only four courses comprise each cup this time. The Time Trial mode is nicely improved over the original. You can now save a "ghost" of your best race to the Controller Pak. That means you can take your ghost driver over to your friend's house so they can race not only against your best time but against an exact replica of your best race.
The VS mode is pretty much the same as the original, except annoying "kart bombs" must be avoided. Finally, the legendary Battle Mode is included. Disappointingly, only four courses are available, and the overall course design isn't as good as the original. Some items from the other modes aren't included here, either. On the plus side, two to four players can participate in the fun.
The biggest problem with Mario Kart 64 is its questionable artificial intelligence. This problem is evident in two areas: how the items are given out and how the computer plays in the GP mode. First of all, the type of item you get is completely dependent on what place you're in. So if you're in first, then you'll pretty much only get green shells and banana peels. But if you're behind, then you'll get all kinds of good items, such as stars, lightning bolts, spiny shells, triple red shells and so forth.
The problem lies within the fact that you can just hit the brakes so your opponent passes you, and then you can get a better item and win the race. Since the items are so frequent and liberally dealt, it commands a whole new type of strategy over the original. The other fault with the AI is in the Grand Prix mode. The computer opponents have the uncanny ability to make sure they're always close to you. Even if you get a lightning bolt and cruise by everyone, they'll be back close to you within a few seconds after they become big again.
Both of these AI quirks will cause you and your friends to say "That's unfair" or "That's cheap" on a consistent basis. Once you start to master the game with new techniques, you'll begin to appreciate somewhat the cheating ways of the computer because races always will be very close.
Control in Mario Kart 64 is very good. As expected, the A button is gas and the B button is brake. The Z button, or Bottom C button, activates an item. New to the sequel is the ability to have two items at once. For example, if you get a single shell, you can hold down the Z button while racing to keep it behind you as protection. And if you run over an item block, another item will be waiting for you once the shell is used. The R button jumps this time, too. But it's not the key to the power slide. The key to the power slide is using the analog Control Stick.
Basically, while going around a bend, you must hold the Control Stick to the direction of the wall for a second or two, jerk it to the opposite direction and back again for holding. Then you must repeat the process of holding one way and jerking the other way and pressing back. The letters underneath your go-kart will change if you're doing it properly.
Graphically, Mario Kart 64 received some enhancements, but the graphics don't have the "wow" factor that one would expect when going from a 16-bit to a 64-bit game. The courses are now three dimensional and composed of polygons. But sometimes the courses can seem too bare and simple. Surprisingly, the drivers are still sprites, not polygons, like the original game. It appears these concessions were made to enable a multi-player mode that plays well.
One of the more impressive aspects of Mario Kart 64 is the sound. All the characters have several voice samples that are used throughout the game. They're useful so you know who's around you and whom you attacked. It's a nice feeling to hear
Now the question is, which game is better: Super Mario Kart or Mario Kart 64? My vote goes to the original. Super Mario Kart has the advantages of better control (especially the power slide technique); much less cheating; narrower, shorter tracks; and a cooler Battle mode. On the other hand, Mario Kart 64 improves on the original with nifty new items, new gameplay additions (e.g., towing an item behind you), some very cool GP tracks, and a four-player mode.
Despite the fact that Mario Kart 64 doesn't quite compare to the original, it's nevertheless one of the best racing games for the system. The good still far outweighs the bad. And you'll eventually learn that you can fight cheapness with cheapness of your own. You may find that races turn into a chess match of sorts, as you take advantage of cheating techniques. Another classic from Nintendo.






