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Mainline Entry 01 - Super Mario Kart
Formats: Super NES and Others
Twenty Seven (!) years ago Nintendo decided to make a Mode 7 based racer that was more complex in design than F-Zero had been and to risk it all by putting their top mascot character front and centre. Eight Mario series characters are selectable to control through multi-race GP Cups, the racing action taking place on a horizontally split screen that also contains the map. Many hold the original acclaimed game to be the best (wrong!) and all of the series core gameplay cornerstones are present in this launching entry. Famed not just for its SP content but also its multiplayer support and the battle mode options, the game was universally received.
Mainline Entry 02 - Mario Kart 64
Formats: Nintendo 64 and Others
Four years passed and Mario Kart returned making the quick jump to 3D. Well, the courses did, making use of the visual advances players raced through new courses that showcased shortcut options and the host consoles visuals and new found freedom, even able to go off course in one track and drive up to the entrance of Peach's Castle. Racers were pre-rendered and the game introduced the controversial Blue Shell.
Mainline Entry 03 - Mario Kart: Super Circuit
Formats: Game Boy Advance and Others
It would be another five years until the series appeared again and this time, due to the shift to handheld, it moved back to something closer to the SNES original. Super Circuit. Other than enhanced visuals and its new courses this entry is one of the more conservative entries, simply aiming to accurately reproduce the console experience, something it succeeded at.
Mainline Entry 04 - Mario Kart: Double Dash
Formats: Gamecube and Others
Those only experiencing the series had waited an eye watering 7 years for a sequel to MK64 and when Double Dash hit anticipation was high. Expanding the racer selection up to 20 racers and using the Sunshine engine, Double Dash's hook was two racers on the kart allowing for two items to be held. It went on to be the second highest selling game on the system but its reputation amongst the franchise isn't one of the strongest.
Mainline Entry 05 - Mario Kart DS
Formats: Nintendo DS and Others
The second handheld focused entry sold itself on being the first to support wi-fi multiplayer and being the first 3D based handheld entry. It targeted N64 standard visuals but with 3D character models and introduced earned unlockable karts to the series. Another addition is the ability to draft behind other racers for a boost. Once again the series had another hit on its hands and huge acclaim.
Spin Off Entry 01 - Mario Kart Arcade GP
Formats: Arcade
Licensing the franchise to Namco, this arcade based spin-off broadly delivers the same home experience but as it comes from a different company the feel of the racing isn't the same. GP was the first entry to include racers and content from non-Mario series and despite its arcade roots it contained 11 racers and 24 courses. Gameplay was designed to play out broadly the same way as the home versions though weapons were different here.
Spin Off Entry 02 - Mario Kart Arcade GP 2
Formats: Arcade
Two years on Namco knocked out a sequel to the arcade game, the game featured some new characters and tweaks but was broadly a very vanilla follow up.
Mainline Entry 06 - Mario Kart Wii
Formats: Wii and Others
The Wii entry remains the most successful of all entries thanks to the popularity of the host system. On paper, in some ways, this latest sequel was somewhat lazy in reusing many Double Dash assets that bordered on being quite ugly by this time. The game visually paled next to even Nintendo's own Galaxy games given how the series had broadly tried to keep pace with the main series in this way. It sold itself though on expanding the online support, racers from around the world able to race together, and was also released alongside a moulded wheel shell for the remote for motion controlled steering. It expanded the series content too with 32 courses included. It's success didn't exclude it from some criticism, such as some disagreement over the aggressiveness of its rubber banded AI and the courses being too wide but Nintendo had a monster hit on its hands regardless.
Mainline Entry 07 - Mario Kart 7
Formats: Nintendo 3DS
Returning to handhelds, the final (ever?) handheld focused Mario Kart introduced vehicle customisation and a mostly visual feature of Kart's being able to glide and race underwater, a feature making use of the 3D capabilities of the handheld. It's a broadly safe sequel but it nails the experience of the home MK on a portable and set a tone for the sequel that followed.
Spin Off Entry 03 - Mario Kart Arcade GP DX
Formats: Arcade
Forever doomed to only be available in arcades, the spin-offs continued with this third release. DX brought in features from MK7 and made changes to some of the previous games course layouts in addition to new guest racers from the Taiko series.
Mainline Entry 08 - Mario Kart 8
Formats: Wii U and Switch
The latest entry is now five years old with no sequel on the horizon. MK8 once again ramped up the visuals and tightened course design in answer to the Wii game. The anti-grav aspect was a key selling point even if once again a purely visual one though it did help to explain more imaginative theming in the game. The game also began experimenting with introducing content from other Nintendo franchises, expanded by the DLC released. To some the game stands as the peak of the franchise as it marches in pursuit of the Wii entries sales.
Spin Off Entry 04 - Mario Kart Arcade GP VR
Formats: Arcade
Namco returned for a fourth iteration of their entries but this time the game plays in first person with gamers wearing a VR visor to experience the game from their personal perspective. The game is broadly similar to before only now players wave their arm in a throwing motion to use weapons.
Share your thoughts and memories of the Mario Kart series
Mainline Entry 01 - Super Mario Kart
Formats: Super NES and Others
Twenty Seven (!) years ago Nintendo decided to make a Mode 7 based racer that was more complex in design than F-Zero had been and to risk it all by putting their top mascot character front and centre. Eight Mario series characters are selectable to control through multi-race GP Cups, the racing action taking place on a horizontally split screen that also contains the map. Many hold the original acclaimed game to be the best (wrong!) and all of the series core gameplay cornerstones are present in this launching entry. Famed not just for its SP content but also its multiplayer support and the battle mode options, the game was universally received.
Mainline Entry 02 - Mario Kart 64
Formats: Nintendo 64 and Others
Four years passed and Mario Kart returned making the quick jump to 3D. Well, the courses did, making use of the visual advances players raced through new courses that showcased shortcut options and the host consoles visuals and new found freedom, even able to go off course in one track and drive up to the entrance of Peach's Castle. Racers were pre-rendered and the game introduced the controversial Blue Shell.
Mainline Entry 03 - Mario Kart: Super Circuit
Formats: Game Boy Advance and Others
It would be another five years until the series appeared again and this time, due to the shift to handheld, it moved back to something closer to the SNES original. Super Circuit. Other than enhanced visuals and its new courses this entry is one of the more conservative entries, simply aiming to accurately reproduce the console experience, something it succeeded at.
Mainline Entry 04 - Mario Kart: Double Dash
Formats: Gamecube and Others
Those only experiencing the series had waited an eye watering 7 years for a sequel to MK64 and when Double Dash hit anticipation was high. Expanding the racer selection up to 20 racers and using the Sunshine engine, Double Dash's hook was two racers on the kart allowing for two items to be held. It went on to be the second highest selling game on the system but its reputation amongst the franchise isn't one of the strongest.
Mainline Entry 05 - Mario Kart DS
Formats: Nintendo DS and Others
The second handheld focused entry sold itself on being the first to support wi-fi multiplayer and being the first 3D based handheld entry. It targeted N64 standard visuals but with 3D character models and introduced earned unlockable karts to the series. Another addition is the ability to draft behind other racers for a boost. Once again the series had another hit on its hands and huge acclaim.
Spin Off Entry 01 - Mario Kart Arcade GP
Formats: Arcade
Licensing the franchise to Namco, this arcade based spin-off broadly delivers the same home experience but as it comes from a different company the feel of the racing isn't the same. GP was the first entry to include racers and content from non-Mario series and despite its arcade roots it contained 11 racers and 24 courses. Gameplay was designed to play out broadly the same way as the home versions though weapons were different here.
Spin Off Entry 02 - Mario Kart Arcade GP 2
Formats: Arcade
Two years on Namco knocked out a sequel to the arcade game, the game featured some new characters and tweaks but was broadly a very vanilla follow up.
Mainline Entry 06 - Mario Kart Wii
Formats: Wii and Others
The Wii entry remains the most successful of all entries thanks to the popularity of the host system. On paper, in some ways, this latest sequel was somewhat lazy in reusing many Double Dash assets that bordered on being quite ugly by this time. The game visually paled next to even Nintendo's own Galaxy games given how the series had broadly tried to keep pace with the main series in this way. It sold itself though on expanding the online support, racers from around the world able to race together, and was also released alongside a moulded wheel shell for the remote for motion controlled steering. It expanded the series content too with 32 courses included. It's success didn't exclude it from some criticism, such as some disagreement over the aggressiveness of its rubber banded AI and the courses being too wide but Nintendo had a monster hit on its hands regardless.
Mainline Entry 07 - Mario Kart 7
Formats: Nintendo 3DS
Returning to handhelds, the final (ever?) handheld focused Mario Kart introduced vehicle customisation and a mostly visual feature of Kart's being able to glide and race underwater, a feature making use of the 3D capabilities of the handheld. It's a broadly safe sequel but it nails the experience of the home MK on a portable and set a tone for the sequel that followed.
Spin Off Entry 03 - Mario Kart Arcade GP DX
Formats: Arcade
Forever doomed to only be available in arcades, the spin-offs continued with this third release. DX brought in features from MK7 and made changes to some of the previous games course layouts in addition to new guest racers from the Taiko series.
Mainline Entry 08 - Mario Kart 8
Formats: Wii U and Switch
The latest entry is now five years old with no sequel on the horizon. MK8 once again ramped up the visuals and tightened course design in answer to the Wii game. The anti-grav aspect was a key selling point even if once again a purely visual one though it did help to explain more imaginative theming in the game. The game also began experimenting with introducing content from other Nintendo franchises, expanded by the DLC released. To some the game stands as the peak of the franchise as it marches in pursuit of the Wii entries sales.
Spin Off Entry 04 - Mario Kart Arcade GP VR
Formats: Arcade
Namco returned for a fourth iteration of their entries but this time the game plays in first person with gamers wearing a VR visor to experience the game from their personal perspective. The game is broadly similar to before only now players wave their arm in a throwing motion to use weapons.
Share your thoughts and memories of the Mario Kart series
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