Mario Kart Wii is a racing game for the console. It is the sixth installment in the main series and the eighth overall.
Mario Kart Wii includes new features such as new race courses along with other courses that appeared in past Mario Kart games, like its predecessor. It features both classic and new Mario Kart characters and items, as well as an increased number of players for the races. Mario Kart Wii also introduces the use of that vary in capabilities along with the traditional. Game modes are also present such as the Grand Prix, Versus, Battle, and Time Trial, many of them made use of the before its discontinuation for worldwide online play. A is included in most Mario Kart Wii packages, though the game is still compatible with other controllers such as a regular held sideways, the Wii Remote and Nunchuk, the Nintendo GameCube controller, and the Classic Controller and Classic Controller Pro.
This game requires 23 blocks of storage on the player's Wii system to save game data. Also, the game data cannot be copied onto another Wii. The game also includes its own, called the, which allows players to play in special tournaments and trade their racing profile with other players around the world. This channel uses 74 to 88 blocks (depending on the game's region), but unlike the game data, players can copy the channel onto their SD cards.
Mario Kart Wii, unlike the preceding Mario Kart games, has twelve players present in normal races instead of eight. All twelve racers head to the finish in a multi-lap race around a given circuit. Along the way, players may employ, utilize techniques, and take shortcuts to earn first place. With over 36 million copies of the game sold, Mario Kart Wii is the second best-selling Wii game (after ) and the best-selling Mario game for the Wii console. Was terminated by Nintendo starting on May 20th, 2014, therefore making it no longer available to play Mario Kart Wii (as well as and other games that support WFC) online. This map shows all the countries listed in the in Mario Kart Wii. Some countries are registered only in the version of their own region, but there is also the possibility that they are registered in the game.
Contribute to SM64StarDisplay development by creating an account on GitHub. Originally posted by RedToad. I have a major problem with cajeASM. I wrote the code in Notepad++ and I have MIPS highlighting on and it shows no errors but I try to assemble it to a rom and it doesn't change the rom at all. It says it was successful but nothing happened. I am running it as administrator and.
Some countries or islands disappeared or disintegrated, but still registered as such on the Wii or the game, as, and () and (which gained independence from, but the two countries still registered as 'Sudan'). While every previous Mario Kart game allowed for a maximum of eight racers on each course, up to twelve are on the course at a time in Mario Kart Wii. In Mario Kart Wii, players can select twelve types of vehicles (six karts and six bikes) for each of the three classes.
Vehicle selection varies depending on the character's size class, and color schemes for available vehicles also vary depending on the character selected. A major departure from prior games is the change of the drifting system. Performing a depends on how long players can hold the button for drifting and the angle at which they drift. Drifting can be used strategically and involves managing the drifts to avoid losing speed. It is also unique that there are two drift modes (Automatic and Manual).
Players are now able to perform as part of the gameplay. When drivers perform a trick and land successfully, they gain a momentary boost of speed. Tricks consist of mid-air acrobatics and are performed by shaking the upward, shaking the in the Wii Remote + Nunchuk combo, pressing the on the Classic Controller, or pressing the on the GameCube controller. Players can now look backwards while pressing the button. Motorbikes are introduced in this game.,, and wear an alternate outfit while driving motorbikes, as opposed to their traditional dresses while riding karts, possibly due to the fact that it would be very difficult to ride a motorbike while wearing a dress. Although Wario does have a biker outfit of his own from the series, he does not wear it when driving motorbikes and he still wears his classic outfit while driving motorbikes.
Special Items which were introduced in, are not featured in the game. Overall, Mario Kart Wii is based heavily on and has some influence from Mario Kart: Double Dash!! Prior to discontinuation of online services, Mario Kart Wii featured a text chat in Online Multiplayer Mode when racing or battling against Friends.
Users can send pre-written phrases to other users before the series of races starts. However, there is no facility for a user to type custom messages. Another new change is the point system used for Grand Prix races. With twelve racers competing in each race, the point value has increased. The following chart shows the difference of the point spreads from previous games to this installment.
Point Spread Comparisons (GP) 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th Super Mario Kart Mario Kart 64 Mario Kart: Super Circuit 9 6 3 1 0 0 0 0 - - - - Mario Kart: Double Dash!! Mario Kart DS 10 8 6 4 3 2 1 0 - - - - Mario Kart Wii 15 12 10 8 7 6 5 4 3 2 1 0 Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race music Yellow-limegreen bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP) Normal bg signifies losing results, losing music; - means not available In Super Mario Kart, and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. In Mario Kart: Double Dash and other installments after that game including this installment, the Grand Prix normally goes forth.
Basic controls and actions • Accelerate: When drivers hold down the corresponding button, the vehicle goes forward. Accelerating time depends on the type of karts: Lightweight karts have a high acceleration, but low speed. Heavyweight karts tend to have a low acceleration, but a high top speed. Middleweight karts tend to have an average top speed and acceleration. • Steer: Steering lets drivers move around corners.
• Brake: Braking slows the vehicle to an abrupt stop. • Reverse: The driver's kart goes backwards if the driver continues holding the brake button after the vehicle comes to a stop. If a vehicle reaches maximum top speed, the vehicle will drift instead. If the player tries to accelerate while going in reverse, the vehicle will start to build momentum. When blue sparks start to appear, the player can release the brakes to get a small speed of boost. • Look Behind: Drivers can look behind their vehicle. In this way, drivers can be alert from other drivers incoming to steal their place.
Drivers can also use this feature to see where they are going while backing up, or to aim a weapon at an opponent following up. This feature once appeared in. • Drift: Drivers drift to keep the vehicle's speed and take corners more easily, with the benefit of getting mini-turbos. The feature can be set to happen automatically or when a button is held. Advanced control modes.
Performing a successful Rocket Start. •: Drivers can perform a speed boost when a race begins. If drivers hold down the corresponding acceleration button right after the countdown timer displays the number 2, then they will receive an extra speed boost when the word GO! Appears on the screen. However, if drivers hold down the button for too long, when the final beep is heard, their engine bursts and they get an even worse start than a regular one and take a few seconds to recover.
•: When drivers for a reasonable amount of time varying on the vehicle used, blue sparks erupt from the vehicle's rear tires. Releasing the drift button gives them a short burst of speed. In a kart, drivers can keep drifting for longer periods to get orange sparks and a longer boost. However, orange sparks cannot be created on bikes. The amount of time the player must drift also depends on the vehicle's drifting stats.
Drivers can also perform a 'standing mini-turbo' by holding the brake/drift and acceleration buttons at the same time. This is helpful for vehicles with slow acceleration, as it will get the vehicle to top speed. A mini-turbo can't be performed when drifting is set to automatic, but the standing mini-turbo can. • Jumps: If players jump over ramps or mushrooms, the length of the jump can be controlled by (shorter jump) and (longer jump). •: Drivers can pull off a trick when they jump in order to gain a momentary mini-turbo. Drivers can perform a trick by flicking the Wii Remote, pressing the on Classic Controller, or on the GameCube Controller in any direction when going off a ramp or hill.
They obtain a speed boost when landing. •: Wheelies can be performed only when drivers are riding.
Drivers can increase their speed by lifting up the front of their bike. While drivers perform a wheelie, the bike cannot be easily steered. The wheelie can be ended by braking, hopping, waiting for the wheelie to end, or simply setting the Wii Wheel or Wii Remote back down or pressing.
If drivers are bumped into while they are performing a Wheelie, they lose most of their speed. •: If flying as Bullet Bill, its route can be controlled a little bit with and. The range may differ for every part of a track. Modes of play. • Grand Prix (1 player) In this mode, the player races against eleven other CPU players in a quest to finish in first. There are eight cups to choose from, ranging from the most to the least difficult. Drivers earn points by placing within twelve positions (see ).
A driver with the most points at the end of the four races wins the cup. The driver will be awarded a grade for their racing performance at the end of the cup. • Time Trial (1 player) Drivers race for the fastest time on a selected course. The fastest record is saved as a and can be raced against at a later time. Drivers can also race staff records, Regional Records/Champions, World Records/Champions (Wi-Fi must be used), and Friend Records (Friend must be registered and must send the Ghost for Ghost Races, and Wi-Fi also must be used.) • VS Race ( 1 to 4 players, up to 12 online) Drivers can race with their own custom settings, but it is otherwise relatively the same as Grand Prix, other than the fact that drivers can see the other racers' character's names.
The driver may choose a Solo Race, where they try to win for themselves, or Team Race, where two teams, red and blue, try to win by gathering the most points and beating the other. • Battle (1 to 4 players, up to 12 online) Drivers team up with each other in a battle for the most points.
Only work against the opposite team, and have no effect on the team that uses them. The player can only select the Standard. There are two ways to battle: • Balloon Battle: All drivers get three balloons and must use the items to hit the opponents to pop their balloons and get one point for every hit. If drivers lose all their balloons, one point is deducted and remain out for a while to be brought back to the battle with three balloons once more. • Coin Runners: The goal for drivers is to obtain more coins with their team than the other. In the top right corner of the screen, the score shows, which are the coins obtained altogether for each team.
If drivers hit opponents, opponents drop their. The number of dropped depends on the item that hits the player and the number of coins that the player has already gathered. • Ghost Race (Mario Kart Channel, 1 player) A Time Trial race with Ghosts made by players around the world with relatively the same skill level to the actual player. • Tournament (also known as Competition) (Mario Kart Channel, 1 player) Drivers would compete in a timed competition with specific goals (see list below). This mode served as the replacement of Mission Mode from.
New tournaments were posted twice a month. The tournaments were discontinued after the first tournament in May 2014 was over. Grand Prix Mode initially allows only Karts in 50cc and only Bikes in 100cc; if all the Grand Prix's are won in a single engine class, the other vehicle type will become available for it. Mirror Mode is unlocked by scoring first place on all 150cc Grand Prix. Other information • Additionally, in this game, both normal races and battles are playable online through the use of (WFC). This is the second game in the series to utilize the WFC, the third to support online connectivity, and the first to allow for online battles.
Races and Battles will now cater up to 12 players via Wi-Fi connection. • Just like in Mario Kart DS, it is not possible to play Grand Prix with multiple players. Players can now only win cup trophies by playing alone. • In Battle Mode, the player can only play in teams.
Also, the makes its first appearance in Battle Mode. It chases the player of the opposite team with the most points.
Also, is an item in Battle Mode. It shrinks the drivers of the opposite team and makes them lose their items, but does not take a balloon or drop coins. Tournaments A list of Tournaments up to the most recent one can be found. Collecting in Tournament Mode. Mario Kart Wii introduced a new mode for the Mario Kart series, entitled 'Tournament Mode' (also known as Competition mode in the European version). Tournament Mode was somewhat similar to Mission Mode from.
Tournaments could be played on the Mario Kart Channel, as long as the Mario Kart Wii disc was in the Wii. Tournaments required an Internet connection, and WiiConnect24 to be turned on before they can be played. After a while, a tournament was retired to make room for a new one. However, the rankings of older tournaments could still be viewed on the rankings table. The tournaments began in May 2008 and continued even after all WiiConnect24 services were discontinued on June 28, 2013. The tournament service itself was later discontinued on May 20, 2014, the date on which the Nintendo WFC servers shut down.
The varieties of tournaments include: • VS Race - A standard VS race; however, race courses were somewhat altered. • Time Trial - A standard Time Trial; however, race courses were somewhat altered. • Numbered Gates - The player had to drive through ordered gates as fast as possible. • Coin Collecting - The player had to collect the coins on the stage as fast as possible. • Boss Battle - The player had to fight against a special boss. An example of a Mario Kart Wii license. Licenses replace normal save files.
It is the first Mario Kart game to feature save files. Each license contains each player's data, their, nickname, Friend Code, and a table including all categories and cups with an empty space. After a cup is won, the corresponding space is filled in with a colored square: gold for first place, silver for second, bronze for third. If at any time the Mii being used for Mario Kart Wii is deleted from the Mii Channel, the in-game Mii is also deleted.
Friend roster. Boards Of Canada Geogaddi 320. A friend roster. Players can add different people around the world on to their Mario Kart Wii Friend Roster. Two people need to add the Friend Codes on their licenses. A player can have up to 30 people on their Friend Roster.
If two people are friends on a roster, one can open a room, which allows who is ever friends with the person to join that room. In the room, the players who joined can send messages. If a player who added the person who created the room, and another person joins and the player has not added them, they have an ability to do so. The host of the room can choose a VS Race, Team VS Race, Balloon Battle, and Coin Runners. If a player joins a race when another player is online and friends with them, the player who added the player in the race can join that race and race with the friend.
Items For the probability of obtaining each item when an Item Box is opened in the various modes, see. Mario Kart Wii includes two new items: the and the, and brings back the (from the Mario Kart Arcade GP installments). Items can be earned by driving through on the courses, just like in previous games. Once a player has done so, an item will be selected via the Item Roulette.
Players can use items by pressing. In general, players tend to obtain a weak item such as a or a when they are in first.
However, if players are in a lower place, they obtain a slightly more powerful item such as a or is more frequent. Usually, the lower the place of the player, the rarer and more powerful the item they get.,, and are examples of powerful items as they provide speed boosts and invincibility. This is the only game in the Mario Kart series where the drivers do not vocally react to getting inked by a Blooper. Items with an asterisk (*) signify this item's last appearance in the Mario Kart series.
Image Name Description Gives players a short speed boost that ignores terrain. Gives players three Mushrooms, which give separate boosts. It is the default item in Time Trial mode. The driver gets an infinite number of mushroom boosts for 7.5 seconds.
New Item * The driver grows bigger, which allows them to squash other racers by running over them, making them lose their items and slow down for a moment. The Mega Mushroom makes the racer invincible to all attacks except those from Stars, Bullet Bills, and Bloopers. It allows the user destroy items and course obstacles and gives the driver a speed boost. In addition, the player can go off-road without suffering any effect of slowing down. The effect lasts for 7.5 seconds but will be ended prematurely if the player is hit by a Lightning Bolt. When a driver runs into an Item Box, they will obtain an item, depending on their rank on the current race course.
* This item imitates an Item Box, but is colored red and has an upside down question mark. It causes opponents to flip over once hit. It cannot block item attacks. When drivers run into a Banana, it causes them to slip and slow down. It can also be held behind the player's vehicle to block attacks from shells and other vehicles.
This item gives the driver a trail of three bananas. A basic green shell that can be thrown forwards and backwards. It bounces off obstacles several times before it hits an opponent or is destroyed.
Three green shells that surround the racer until released. These can also be thrown forward or backward. A fragile shell that tracks the nearest opponent when fired forward.
Will break if it hits an obstacle. Three red shells that surround the racer until released. A blue shell that flies directly to the racer in first place and explodes like a Bob-omb. The driver obtains total invincibility for 7.5 seconds, allowing them to knock over items, course obstacles, and other players on contact. Also, the driver receives a speed boost and the power to drive off-road with no speed loss.
Racers that are hit will lose all items in their possession. Lightning strikes every racer ahead of the user, causing them to spin out, drop their items and shrink to very small size, driving more slowly.
This item takes no effect on racers with invincibility items activated. The effects wear off from lowest place to first. Any users with the Mega Mushroom in effect shrink to normal size.
New Item * A thundercloud hovers over the recipient and strikes it with lightning after ten seconds. The user shrinks to very small size for 10 seconds, driving more slowly. Before this happens, the user has higher speed and acceleration while not losing speed when driving off-road, and may pass the cloud to an opponent by bumping into them. Blows up a racer anywhere on the track. Has the same effect as the spiny shell except that it can be lobbed or tossed backwards just like a banana.
Squirts ink on any racer ahead of the user, partially obscuring vision. It eventually wears off, but can be immediately removed by a speed boost from a mushroom or boost tile, etc. Transforms the racer into a large bullet bill, which rockets down the entire track at very high speeds on auto-pilot. The Bullet Bill provides total invincibility and will knock over any item, any course hazard and any player that is in the way, making them lose or drop all their items. New Item * A POW block appears onscreen and causes any racer on the ground ahead of the user to spin out and drop their items.
Players who deploy the wheelie button get a milder version of the effect. The complete roster. Mario Kart Wii features 12 starting characters, while 14 (if both Mii outfits are counted as separate characters) more can be unlocked for a total of 26 playable characters. Unlike with the past Mario Kart titles, however, the characters are categorized under a size class system, instead of the usual weight class system. Excluding the Mii, each size class has 8 characters, making Mario Kart Wii the only game in the Mario Kart series where the weight/size classes have an equal amount of characters, if including from. The size classes are as follows: • Small: Small drivers will drive small vehicles.
They usually have good acceleration, handling, and off-road stats, but low top speed and weight. • Medium: Medium drivers will drive medium-sized vehicles. Most of the karts show average weight and off-road. • Large: Large drivers will drive large vehicles. They mostly feature high top speed and weight, but low acceleration, handling, and off-road. Large New Driver • are also featured as an unlockable character with two different costumes to unlock – a racing suit and an outfit that varies depending on the gender (Males wear Mario-style overalls, while females wear a Peach-styled short dress).
The color of the outfit and the Mii's voice depends on the Mii's favorite color, while their size class is determined based on their height and weight. Actual stats The stats reported do not correspond to all the actual in-game stats. Characters' Bonuses There are 20 different kinds of bonuses, some of them divided in Standard bonuses (relative to when the vehicle is going straight or drifting) and in bonuses obtained While Steering: • Weight: increase in the weight of the vehicle. • Speed: increase in the top speed of the vehicle. • While Steering: increase in the top speed of the vehicle while steering, expressed as fraction of the top speed. • Acceleration: increase in the acceleration during each phase.
• Drift: increase in how fast the vehicle can change direction while drifting (angular velocity). • Handling: increase in how fast the vehicle can change direction while steering (angular velocity). • Traction: improvement on the grasp of the vehicle. • Mini-Turbo: increase in the duration of the Mini-Turbo boost. • Off-Road Speed: increase in the top speed on each of the kinds of off-road sections. • Off-Road Handling: increase in the Handling on each the kinds of off-road sections.
Races towards a steep downhill portion of. Race courses are divided into various again:,, and for new courses and,, and for old courses. Notably, these are the same as. All thirty-two tracks have three laps, regardless of length and difficulty.
At first, only two Wii and two Retro Cups are available, but clearing the former two in first place unlocks the Star Cup, while clearing the latter two in first place unlocks the Leaf Cup; likewise, clearing the Star and Leaf Cups in first place unlocks the Special and Lightning Cups, respectively. This process only applies for the difficulty level the player is in, so it must be repeated for all others to have the secret Cups available in each of them.
New courses There are sixteen new courses in Mario Kart Wii. DK's Snowboard Cross Retro courses These are courses that appeared in previous Mario Kart installments, much like in.
This includes two courses from and, and four from, and. These have been graphically updated and have some new details such as extra trees and ramps, new features such as jumps, pipe tricks, and even added shortcuts. These retro courses appear in the Shell, Banana, Leaf and Lightning cups. This game has the most retro courses of any Mario Kart game. Battle stages This game has the most battle courses of any Mario Kart game, and each course does not share the same music.
New Stages Retro Stages Chain Chomp Roulette. Other stages (Galaxy Arena in the PAL Version) was featured in a Tournament. Ghosts In Mario Kart Wii, there are Normal Staff and Expert Staff Ghosts. Beating the normal staff Ghosts by a certain amount of time unlocks the Expert Staff Ghosts.
Unlocking Expert Staff Ghosts can help unlock certain characters and vehicles in the game. Below are two tables: the first shows the Normal Staff Ghosts, while the second shows the Expert Staff Ghosts, and also shows the character and vehicle the Ghost used. An unused CSS Icon for as a player. Glitches Main article: Note: All names are conjectural unless otherwise specified. Thirteen players online Rarely, when a player finishes a race and leaves the results screen, the top left corner will say, 'The next match might have 13 players', although it should say 12. It is also possible, although unlikely, to say more than 13 players (i.e.
'The next match might have 14 players'). The reason is, that during matchmaking the Wiis are counted, but not the players. A Wii with 2 players uses 2 racing slots of 12 total, but is counted only as one. The next match will never have more than 12 players, though. Rock lap glitch If the player manages to get on top of the large rock to the left of the starting line in, each time they drive around it, the game will act as if the player completed a lap, and it will count a lap for the player.
Staff Main article: Mario Kart Wii is developed. Is the general producer of the game, with the producer being and the executive producer being. Yasuyuki Oyagi directed the game. Trading cards Main article: Mario Kart Wii Trading Cards were released to celebrate the release of Mario Kart Wii. Trading Card packs additionally included tattoos called.
Media For a complete list of media for this subject, see. Title Screen - The music for the Title Screen.
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