Mario Kart

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Mario Kart is a series of Nintendo racing games that feature characters from the Mario Bros. video game franchise. Mario Kart differs from many other racing games in that it does not seek to accurately simulate real world cars, driving conditions, or physics, making Mario Kart easy to learn, even for young children.

The games are particularly popular as multiplayer games. Two-, four-, eight-, and even sixteen-way challenges are possible. The success of the game series led other companies to try (often unsuccessfully) to imitate the game with characters from their own franchises, as well as licensed characters from film and television.

Contents

Installments

"Mario Kart" is used to refer to any of the following popular video games released by Nintendo: Image:MKDS9.jpg

  • Mario Kart 64 is the sequel to Super Mario Kart. It was released in 1996 in Japan, and in 1997 in North America & Europe for Nintendo 64. It was the first 3D Mario Kart game, allowing four players to race and battle on the same screen.
  • Mario Kart Super Circuit was released in 2001 for Game Boy Advance. It was the first portable version of Mario Kart and was a slight remake as it contained the tracks from the original Super Mario Kart (with some obstacles oddly missing, such as the Mario Circuit pipes). Because the original tracks had to be unlockable, and also because it is vastly different in that the mechanics of Mario Kart 64 were borrowed instead of Super Mario Kart, it is not normally considered to be part of the Super Mario remake series, although the dates on the title screen officially recognize it as at least part-remake. It's mostly new material. There was also a multiplayer mode for up to four players, playable with the Game Boy Advance link cable.
  • Mario Kart: Double Dash!! was released in November 2003 for GameCube. This game strayed away from the classic Mario Kart formula by omitting the jump action and changing the traditional karts into themed vehicles, seating two characters. The two characters could be individually controlled in multiplayer, one player controlling the vehicle and the other controlling the obtained Items. This game is LAN-enabled, such that sixteen players can play with each other over four GameCubes in the same LAN environment.
  • Mario Kart DS was released in November 2005 for Nintendo DS. Being the most advanced Mario Kart game to date by adding numerous stats to each vehicle, it was also the first Mario Kart game to expand the single player experience by adding the Mission Run mode, and allowing players to play VS and Battle mode against bots rather than real-life opponents. Mario Kart DS is also the first game to use Nintendo's online gaming service, Nintendo Wi-Fi Connection.

It also features an assortment of tracks from previous Mario Kart games.

  • Mario Kart Arcade GP was released in autumn of 2005 in Japan and North America. It is the first Mario Kart arcade game. It was developed by Namco and features Pac-Man, Ms. Pac-Man, and Blinky as some of the playable characters. A European release date is unknown.

Gameplay

In Mario Kart, the characters from the Mario series of video games get together and race go-karts (or character-inspired variations of them) around a variety of tracks. Players can obtain random items by driving through (or over in Super Mario Kart) question mark blocks, which can be used for either defence, offence or by powering up the engine for a short amount of time (boost). Each Mario Kart game hosts several gameplay modes, which can be played in both singleplayer and multiplayer.

Time Trial

In Time Trial the goal is to set the fastest time in the selected track. Players are usually given three speed boosts which they can use any time during the trial. (However, MKDD only gives the two, and MKDS gives 1-3 mushrooms depending on the selected vehicle's Item stat). Once a record is set, the game saves a ghost, a replay of the set record, to compete against. In Mario Kart 64, Mario Kart: Double Dash!!, and Mario Kart DS, the makers put in their own "Staff Ghosts" for the player to race against. They must be unlocked by achieving a certain time which differs on each track. It is also possible to download a ghost from friends. Only 3 ghosts (the player's own, a friend's one and the staff's one) can be saved.

Grand Prix

In Grand Prix, eight characters compete against each other for a themed Cup. There are usually four Cups: Mushroom Cup, Flower Cup, Star Cup and Special Cup.

  • Super Mario Kart has the standard four cups.
  • Mario Kart 64 has the standard four cups.
  • Mario Kart Super Circuit adds in a fifth cup, the Lightning Cup, between the Flower and Star cups. It also includes an "extra" version of each cup that features all the tracks from Super Mario Kart.
  • Mario Kart: Double Dash!! has an All-Cup Tour with all sixteen tracks in the game.
  • Mario Kart DS has two modes: Nitro and Retro. Nitro (all-new tracks) retains the four standard cups: Mushroom Cup, Flower Cup, Star Cup, and Special Cup. Retro (classic tracks) features the Shell Cup, Banana Cup, Leaf Cup, and Lightning Cup.

Cups usually consist of four unique tracks. The Special Cup traditionally ends with Rainbow Road. Super Mario Kart is the only game to date that has five instead four tracks a cup. Most tracks in Super Mario Kart are also reincarnations of each other (such as Mario Circuit 1, 2, 3, and 4). To date, only Super Circuit has had that numbering system, with the four Bowser Castle tracks.

The player to win the cup is the player who received the most points throughout the Cup. Points are received by crossing the finish line with the highest rank possible. Originally, points were not awarded to players who rank fifth or lower. Since Mario Kart: Double Dash!!, however, every player except the eighth (last) place finisher receives at least one point.

Grand Prix comes in four difficulty settings; 50cc, 100cc, 150cc and (in some games) Mirror. Mirror mode is identical to one of the previous modes; however, all tracks are reversed horizontally (left turns become right turns and vice-versa).

Missions

A single player-only mode which offers several levels, each of which contain nine challenges (one of which is a boss battle). These challenges may involve collecting X amount of coins, driving through X amount of gates, destroying X amount of enemies, and so-on. The player is given a grade, with C being the lowest and *** being the highest. There is only one mission level to start with, but by beating each mission level's boss players can reach level 6. Getting at least a one-star rank on all missions and bosses will unlock a mission level 7. This mode was introduced in Mario Kart DS.

VS

In VS mode, multiple players can compete against each other in a race. The one who crosses the finish line first wins. Depending on the platform, up to eight players can play simultaneously. In Mario Kart Super Circuit (GBA), players can race against CPU opponents for the first time.

Battle

In Battle Mode, every player is, traditionally, assigned a set of balloons which are popped by attacks. Once all balloons are popped, the player loses. Since Mario Kart: Double Dash!!, there have been a wider variety of Battle rules (conditions for clearing), as follows:

  • Balloon Battle is the classic Mario Kart Battle rule. Each character carries balloons from his/her tailgate, and loses one when he/she spins out, flips over, falls off the stage, or, in some cases, is rammed by a heavier character or a character using a Mushroom or Star. Whoever is the last one with inflated balloons wins (deflated balloons, which must be blown up in MKDS, don't count).
  • Shine Thief, so far included only in Double Dash!!, is a mode where a Shine Sprite appears in a central part of the stage. The game proceeds like Keep-away, where, once a kart touches the Shine, the owners pick it up and start a timer. If they are hit, they lose the Shine as it falls to the field. The timer may continue from its initial sixty seconds or from another point when picked up again. The kart holding the Shine when the timer runs out wins.
  • Bob-omb Blast, also only included in Double Dash!!, is a star-based explosive blow-out. Instead of getting Mushrooms, Shells, and other items when touching an item box, players get Bob-ombs. Explosions from Bob-ombs do not hurt their thrower, and they can either be thrown forward or dropped backward for a time-bomb style explosion. Characters can carry five bob-ombs at a time for a total of ten per kart. When players get blown up by one of the opposing Karters' bob-ombs, they gain a star. If one team explodes an opposing team's Kart who already has a star, the victims will lose one of their stars to the attackers. Whoever has three or four stars first (depends on number of players) wins.
  • Shine Runners premiered in Mario Kart DS. Similar to Shine Thief, the game involves players running around the arena looking for Shine Sprites, although there are multiple Shines at a time. Instead of each Shine having a timer, however, the overall timer counts down several times over the course of the game. When it reaches zero, those in last place (having the least amount of Shines) are removed from the game. This continues until only one player is left standing. If all remaining players have the same amount of shines, the clock starts again with no racers eliminated.

Battle Mode is set in specially designed tracks, or arenas, which usually offer hiding places.

Some items don't appear in Battle Mode because of unfairness or impossibility. This includes Spiny Shells, Bullet Bills, Chain Chomps, and Thunderbolts (exception: Shine Runners). Mushrooms were also out before the stealing of balloons was introduced in Double Dash!!. Mario Kart DS is the only game where players can battle against CPU opponents.

Nintendo Wi-Fi Connection

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Abbreviated as WFC, the Wi-Fi Connection is essentially the same as VS, but eight people can compete against each other. Players connect to Nintendo's online gaming service and can randomly match anyone in the world, nationally or with comparable skill. NWFC Mode also includes a "friends roster" which allows a player to play with a group of people he or she knows.

This mode was introduced in Mario Kart DS.

Drivers

Template:Spoiler-about The drivers and which games they appear in.

All games

Super Mario Kart

Mario Kart 64

  • Donkey Kong – Mario Kart 64, Mario Kart Super Circuit, Mario Kart: Double Dash!!, Mario Kart DS, Mario Kart Arcade GP
  • Wario – Mario Kart 64, Mario Kart Super Circuit, Mario Kart: Double Dash!!, Mario Kart DS, Mario Kart Arcade GP

Mario Kart: Double Dash!!

Because Double Dash!! featured two drivers on each kart, more characters were introduced to give existing karts a second player.

Mario Kart DS

  • Dry Bones – Mario Kart DS
  • R.O.B. – Mario Kart DS
  • Shy Guy – Mario Kart DS (Note-Shy Guy cannot be unlocked in the main game. This is the character players without the game card use when downloading to another user's DS to play multiplayer matches.)

Mario Kart Arcade GP

  • Pac-Man – Mario Kart Arcade GP
  • Ms. Pac-Man – Mario Kart Arcade GP
  • Blinky – Mario Kart Arcade GP

Types of Tracks

There are several types of tracks that are long-running favorites and have been featured in many of the Mario Kart games.

Beaches

All Mario Kart games have included a beach level of sorts, such as Shy Guy Beach (MKSC) and Cheep Cheep Beach (MKDS). They feature sand (which usually does not slow the kart), sometimes crabs (racers spin out if they hit them) and tides that allow shortcuts when low, but heavily impair speed when high. Beaches normally come early in a game (Mushroom Cup). Both Koopa Beaches from Super Mario Kart are among the more challenging tracks.

Bowser Castles

Bowser Castles are particularly well known for unforgiving and straight 90-degree turns, lava pits, and Thwomps. Super Mario Kart features three Bowser Castle tracks, while Super Circuit has four; the rest only have one (Mario Kart DS has two but one is taken from Super Circuit). They are usually the penultimate tracks of the game. Due to their stiff turns and obstacles, they are considered to be technically demanding. The name has also been spelled as Bowser's Castle; this name appears in Mario Kart 64, Mario Kart: Double Dash!! and Mario Kart DS.

Circuits

There have been various "Circuit" tracks in all of the games, such as Mario Circuit (SMK), Peach Circuit (MKSC), and Luigi Circuit (MKDD). These tracks are curvy and often feature many U-turns. A memorable circuit is Yoshi Circuit (MKDD), which is in the shape of a Yoshi. Every Mario Kart game to date has started with a circuit. There are usually three circuits in a game, although Super Mario Kart has four and Mario Kart DS has two. In Mario Kart 64, circuits were referred to as "raceways".

Deserts

There has been a desert track in each Mario Kart game since Mario Kart 64. Deserts usually feature quicksand and long stretches of bumpy terrain. In Mario Kart 64, there was Kalimari Desert, in which a train crossed the track in two places. For Super Circuit, Yoshi Desert made an appearance (the Sphinxes had Yoshi heads), and Double Dash!! had a sandstorm that made any object fly into the air plus an area with quicksand. The desert in Mario Kart DS included the Angry Sun, who rained fire down on the track, and a Super Mario Bros. 3 desert level-like theme.

Haunted Tracks

Every Mario Kart game besides Mario Kart: Double Dash!! has had a haunted course. Usually the haunted tracks are boardwalks or piers. Super Mario Kart had three Ghost Valleys, Mario Kart 64 had Banshee Boardwalk, Mario Kart Super Circuit had both Boo Lake, and Broken Pier, and Mario Kart DS had Luigi's Mansion (it also had Banshee Boardwalk but it was from Mario Kart 64). This track went through and around Luigi's haunted mansion from the 2001 Gamecube title Luigi's Mansion. These tracks are either at the beginning of the game (Mushroom or Flower Cup) or at the end of the game (Special Cup). While Mario Kart: Double Dash!! had no haunted courses, it did contain a haunted battle level, Luigi's Mansion, also based on the game of the same name.

Jungles

All games from Mario Kart 64 onwards featured at least one jungle type track. Mario Kart 64 had DK's Jungle Parkway, set atop a waterfall with a steamboat patrolling the river. Mario Kart Super Circuit had both Riverside Park and Lakeside Park, the latter featuring volcanoes which shot out lava balls that spun players out when hit. Mario Kart: Double Dash!! had both DK Mountain and Dino Dino Jungle. DK Mountain's centrepiece was a gigantic DK Barrel which shot players to the top of the mountain. They would then have to drive down the mountain, avoiding massive boulders and traversing a swaying bridge over a fast flowing river. Dino Dino Jungle, as the name suggests, had several dinosaurs stomping and flying around the course. Mario Kart DS had Yoshi Falls, set in a large valley and circling a lake.

Public Roads

In all 3D Mario Kart games, there have been tracks that include other traffic to avoid. Mario Kart 64 had Toad's Turnpike, which had huge vehicles that went the same direction as karts. (in the Mirror Mode, they come at the karts). Double Dash!! had Mushroom Bridge and Mushroom City. They featured different kinds of cars, such as Mushroom trucks, the Wiggler vehicle, and Bob-omb cars. Mario Kart DS has both Mushroom Bridge (from Mario Kart: Double Dash!!) and Shroom Ridge, in which vehicles travel on the left-hand side of the road (in Mirror Mode they go on the right-hand side), set on road which winds around a mountain.

Rainbow Road

Rainbow Road is the last track in the last cup (Special Cup) in every Mario Kart game to date. As the name implies, the track is rainbow-coloured and the course is suspended in space. It is well known for being one of the most surreal and toughest tracks to master, since most of the Rainbow Road tracks have no rails to stay on.

  • Super Mario Kart has no rails at all and contains 90-degree turns, the rainbows are made of tiles and flashing Thwomps (named electric Thwomps by many). When remade for Mario Kart Super Circuit, the Thwomps were removed.
  • Mario Kart 64 version contains rails throughout the course, roving Chomps, neon-light pictures of characters, and a huge drop just after the start line. A carefully timed jump at the beginning could be used as a huge shortcut. This course is described as a "Psychedelic Experience" (this was often claimed in F-Zero X, a different game in which this track appears). It is the longest course in the series at two minutes a lap.
  • Mario Kart Super Circuit has rails at the beginning and end of the course. Edges of the course are lined with bounce-jumps, and astute racers can use Mushrooms for significant shortcuts. This game also features the Rainbow Road course from Super Mario Kart, but without the flashing thwomps.
  • Mario Kart: Double Dash!! also has rails in parts of the course. It contains a pipe that makes players invincible as they shoot to the high point in the track. It also contains floating sculptures of items.It rains stars that racers can pick up. It has the most pearlized colours of all the Rainbow Roads. Additionaly, the entire course is placed high above a city, whereas all the other Rainbow Roads are just floating in space.
  • Mario Kart DS also has some rails and includes a loop and corkscrew. Those elements may have been added to ensure some challenge; players can time items so their opponents fall off the corkscrew or loop. Also, the colouring is different from the other Rainbow Roads: here, the stripes on the track follow the track, instead of crossing it.This Rainbow Road coarse is the shortest in the series.

Rainbow Road courses are the most popular courses because of their difficulty, track design, music, and inclusion in every Mario Kart game. Among players, the Mario Kart 64 version is generally disliked because the laps are too long (two minutes a lap) and the easiest (since it has rails throughout the entire course). That version of Rainbow Road also appeared in F-Zero X on Joker Cup (possibly because the aforementioned complains, there are no rails at all in this version). The Super Mario Kart version is considered to be the hardest because it has no rails at all and has flashing Thwomps.

Snow Tracks

All Mario Kart games to date have included at least one snow-themed track, such as Frappe Snowland (MK64) and DK Pass (MKDS). Super Mario Kart, Mario Kart 64, and Mario Kart DS have two snow tracks (one of which is from Mario Kart 64 in Mario Kart DS), the rest have one. They are normally around the middle of the game in regards to difficulty. They feature snow-elemental-based obstacles, such as snowmen, penguins, and ice skating Shy Guys.

Stadiums

In three of the games (MK64, MKDD, and MKDS), there has been a stadium track, which takes place in front of thousands of spectators on a dirt bike-ish course. They are typically associated with Wario and Waluigi and contain many jumps, bumps, turns, and (more recently) fire and oil. Stadiums are normally around the middle of the game in regards to difficulty, although the stadium in Mario Kart DS is among the most challanging tracks. The Wario Stadium track in Mario Kart 64 is notorious for a shortcut that can reduce the time a single lap takes to two seconds.

With the introduction of Waluigi in the Mario Kart series, there has always been two stadiums in the game. Two stadiums, instead of being dirt tracks, are mostly made of metal, with a definitive superstructure. The two metal cage tracks are Wario Colosseum (the second encountered in MK:DD!!) and Waluigi Pinball (the first encountered in MKDS).

Items

The main selling point of Mario Kart is the item system. In certain parts of the course, players can drive through an "item box" and receive a random item. There is an equalizer aspect: karts in worse positions get better (and rarer) items. There are four categories of items: hazards (left on the track as an obstacle), projectiles (items fired as obstacles), boosts (gives the kart more speed), and special (does not fit in to any of the three categories). There are a few items in a category of their own. Hazards and projectiles can be trailed behind the kart by holding the item button, this serves as defense against opponent attacks. Note: Items from Mario Kart: Arcade GP will not be mentioned here, as there are too many.

Items in all Games

  • Banana: hazard. It is placed on the track. The next kart to hit it will get the slip. Bananas also block shells (excluding Spiny Shells), and can be thrown forwards.
  • Green Shell: projectile. It bounces around the track until one of three things happen: it hits a kart, it hits an obstacle, or its wall-hit limit expires. By default, shot forwards. Can be shot backwards, but in some games this results in less speed.
  • Red Shell: projectile. It homes in on the next kart ahead of the user. Homing programming has ranged over the years from crude (point-and-attack) to sophisticated (follow track to target, if miss then come in from side). If they can be fired backwards, they lose the homing ability, with the exception of Mario Kart Super Circuit, in which if they are fired backwards, they will sit in one spot until a Kart passes by, and will give chase.)
  • Mushroom: boost. One-time use for a simple boost. Useful for shortcuts.
  • Star: boost. It gives a constant speed burst as well as invincibility; hitting anything will destroy it or knock it away (including opponents). Does not protect from falling off the course. can be picked up in Mario kart Double dash's rainbow road
  • Thunderbolt: special. Only given to those close to or in last place. When used, all others on the track are shrunk and are reduced to half speed. When the user runs over a shrunken opponent, he or she is either knocked away or flattened (depending on game). The shrinking lasts around ten seconds and does not affect invincible or off-the-track karts, including karts in the air above the track(eg. after a ramp), as well as karts in the process of boosting. In Mario Kart DS, the shrunken drivers return to normal size at different times (in reverse order of their positions when the thunderbolt was used).

Items in most Games

  • Fake Item Box: hazard. It only appears in the 3D games. It looks almost identical to a real item box, but punishes whoever takes the bait. Although the differences between it and a real box vary between the games, one difference is usually an upside-down or missing question mark. In Mario Kart DS, fake item boxes appear red in color on the Touch Screen map.
  • Triple Shells: projectile. Three Green or Red Shells to use at separate times. In most games, they circle the kart for protection once brought out. Any kart that touches the circling shells will crash.
  • Boo: special. Makes the user invisible (and consequently invincible) for a limited time. Boo also tries to steal an item from an opponent. In Mario Kart DS, using Boo while off-road does not result in speed loss with any character.
  • Triple Mushroom: boost. Three Mushrooms to use at any time. Using them all at once gives no more speed than using one at a time.
  • Golden Mushroom: boost. Gives infinite Mushroom boosts for a limited time.
  • Spiny Shell: projectile. There are two versions of the Spiny Shell, but they both have the same purpose: to seek out the kart in first place and attack him or her. In Mario Kart 64 and Mario Kart Super Circuit, the Spiny Shell travels along the ground, blowing through anyone and anything that gets in its way. Starting in Double Dash!!, the Spiny Shell flies above the track at incredible speeds and, once it gets to the leader, explodes. Unlike ground-based Spiny Shells, nobody can be affected by a flying Spiny Shell until it reaches its target, after which anyone caught within the blast radius when it explodes will be flipped over or slipped out. If thrown by a person in first place, both types of Spiny Shells will go a ways, turn around, and attack the person who threw them.

Items in One or Two Games

  • Feather: boost. Found only in Super Mario Kart, gives the user a huge jump. Fans want this item to make a return.
  • Multiple Bananas: hazards. Exactly what it sounds like: multiple bananas. In Mario Kart 64, it is called "Banana Bunch" and contains five, while in Mario Kart DS it is called "Triple Bananas" and contains three.
  • Blooper: special. Only in Mario Kart DS, this item spurts ink all over the top screen of everyone in front of the user. Effects are temporary and can be nullified by getting a boost (excluding mini-turbos).
  • Chain Chomp/Bullet Bill: special. Two similar (and rare) items; the Chain Chomp from Mario Kart: Double Dash!! and the Bullet Bill from Mario Kart DS. When used, the user is put on autopilot for a short amount of time while the item's manifestation plows through anything in the way. Here the similarities end: the Chain Chomp keeps going after it detaches from the kart, while the Bullet Bill makes the user invincible.
  • Bob-omb: special. A bomb that blows up after a certain time or when hit by something. Only appears in Mario Kart: Double Dash!! and Mario Kart DS.


Items restricted to certain characters

In Super Mario Kart, character-restricted items were used because of technical limits: computer players could not get and use items the way human players can. Instead, each computer player was given a special item that it could use at any time. Although Mario, Luigi, Donkey Kong Junior, and Koopa Troopa used standard items (Starman, Banana, and Shell respectively), the others got special items.

  • Shrinking Mushroom: hazard. Used by Peach and Toad. When touched, then kart shrinks as if it were shot by a Thunderbolt.
  • Fireball: hazard. Used by Bowser (and Mario and Luigi in MKDD). It travels back and forth across the track setting players on fire if they touch it..
  • Yoshi Egg: hazard, used by Yoshi (and Birdo in MKDD). Although karts still have a little speed after hitting a normal item, the Egg makes them stop dead.

In Mario Kart: Double Dash!!, all characters had an item exclusive to them and their partner. (Exception: King Boo and Petey Piranha, who could use any of the other characters' special items instead). Items mentioned elsewhere will only be mentioned again here.

  • Fireballs: projectile. Used by Mario and Luigi. Five fireballs, shot in an "expension" pattern. Aiming is hard but a big surprise when thrown backwards. Mario has red fireballs while Luigi has green.
  • Hearts: special. Used by Peach and Daisy. When used, hearts surround the kart. The next two items to hit the kart will be picked up and subsequently used. Falling off the course or getting hit with a Thunderbolt will get rid of the shield, while some items cannot be caught.
  • Yoshi/Birdo Egg: projectile. Used by Yoshi and Birdo. Exactly like a Red Shell, but when it hits something or its timer runs out, it spills three items onto the track. This can include Bananas, Green Shells, Mushrooms, (more rarely) a Star or Bob-Omb.
  • Giant Banana: hazard. Used by Donkey Kong and Diddy Kong. A very big banana that can only be destroyed by a kart, a Bowser Shell, or an Egg. When destroyed, it produces three normal bananas.
  • Koopa Shell: projectile/hazard, used by Bowser and Bowser Jr. An enormous shell that acts like a Green Shell with a shorter timer. Only a Giant Banana can re-route it.
  • The Bob-omb can only be used by Wario and Waluigi.
  • Triple Shells can only be used by Koopa and Paratroopa. The color of the Koopa who obtains it does not affect the color of the shells.
  • The Golden Mushroom can only by used by Toad and Toadette.
  • The Chain Chomp can only be used by Baby Mario and Baby Luigi.

Similar games

Due to its success and originality, there are several games patterned off the Mario Kart series' gameplay. These games include Wacky Wheels (PC), Street Racer (various), Xtreme Racing (Amiga), Megaman Battle and Chase (PSone), Crash Team Racing (PSone), Diddy Kong Racing (N64), Bomberman Kart (PS2), Konami Krazy Racers (GBA), Crash Nitro Kart (various), Jak X (PS2), Crash Tag Team Racing (various), and Pac-Man World Rally (various). To this date, gamers consider these games inferior to the Mario Kart titles, Diddy Kong Racing being the only title to gain a similar volume of critical acclaim in addition to a large fanbase.

External links


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