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Mario Kart DS

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Template:Infobox Mario Kart DS is a Nintendo DS racing game developed and published by Nintendo. It is the fifth installment of the Mario Kart series and the second game for a handheld console. It was released first in North America, in November 14, 2005, being the first and only mainstream Mario Kart game to be released first in North America. Unlike its predecessor, Mario Kart: Double Dash!!, it retains the traditional single-driver kart racing elements in the Mario Kart series, where players race against seven competitors in obstacle tracks, using item-based weaponry to gain further advantages over their opponents. It is the first handheld Mario Kart title to use live-rendered 3D graphics for most of the objects in the game, including characters, vehicles, and race-tracks.

Mario Kart DS expands and introduces mechanics that would later become the standard in future titles, with the most standout and notable being the Retro Grand Prix, and the advent of retro courses in general, that revamps tracks from all previous titles from the Mario Kart series. Mario Kart DS is the first Mario title to support Nintendo Wi-Fi Connection, allowing players to race against opponents using online services across the world. Mario Kart DS's unique mechanics introduced include its single player-oriented mission mode that tasks players to complete objectives in a short series of special events, including defeating Mario franchise bosses and the ability to create custom emblems for their vehicles. Mario Kart DS takes advantage of the Nintendo DS features as well, using the bottom screen to display other HUD elements such as two types of maps, character order, and what items their opponents have.

On April 23, 2015, the game became available to purchase on the Virtual Console service for the Wii U, via the eShop, coinciding with the near 10th anniversary of the game's initial release, and the 2nd DLC pack for Mario Kart 8. However, the Virtual Console version of the game is only playable in single player mode.

Characters

Drivers

A total of 12 characters (13 including Shy Guy) take part in the fifth installment of the Mario Kart series. Only eight can be chosen at the beginning, but the player can win gold trophies in the Grand Prix mode to unlock the other four drivers. The eight starting characters, Mario, Luigi, Peach, Yoshi, Toad, Donkey Kong, Wario and Bowser were taken from Mario Kart 64 and Mario Kart: Super Circuit, while two playable characters, Daisy and Waluigi, return from Mario Kart: Double Dash!!, and two playable characters, Dry Bones and R.O.B., make their first Mario Kart playable appearance.

Starting drivers

Unlockable drivers

Unlock criteria
Character Criteria
Dry Bones Obtain all Gold Trophies on 50cc Nitro Grand Prix cups.
Daisy Obtain all Gold Trophies on 50cc Retro Grand Prix cups.
Waluigi Obtain all Gold Trophies on 100cc Retro Grand Prix cups.
R.O.B. Obtain all Gold Trophies on 150cc Mirror Mode cups (Nitro or Retro).

Download play only

Non-playable characters

The following characters appear in the game as spectators, hazards, or obstacles of certain courses.

Name Course Appearance(s) Description
Angry Sun

 

Desert Hills The Angry Sun shoots out Fire Snakes onto certain areas of the track when the second lap begins.
Boo

File:BooMKDS.png

Luigi's Mansion and N64 Banshee Boardwalk In addition to being items in the game, Boos appear at certain parts of the race and make their trademark noises. These Boos are merely there, and are not hazards nor obstacles.
Boss Bass

File:MKDSBossBass.png

N64 Banshee Boardwalk Boss Bass jumps out of the water over the track. It makes no interaction with the racers.
Bullet Bill

File:MKDSBulletBill.png

Airship Fortress Also in addition to being an item in the game, Bullet Bills are shot out of the Airship towards the starting line, knocking out any racers in their path.
Burner

 

Airship Fortress and Bowser Castle Burners drop out of the ceiling onto the ground for a brief moment, setting the racer on fire if contact is made.
Chain Chomp

 

Peach Gardens and GCN Luigi Circuit In Peach Gardens, chain-less Chain Chomps are all around the path. Some have a tail of Item Boxes. In Luigi Circuit, a Chain Chomp chained to a stake lunges at nearby players.
Cheep Cheep

File:CheepCheepMKDS.png

Cheep Cheep Beach and SNES Koopa Beach 2 In both courses, Cheep Cheeps bounce on the shoreline and spin racers out of control if driven into them.
Crab

 

Cheep Cheep Beach Crabs are stationed on the sand, spinning players out of control if driven into them.
Fire Bar

 

Wario Stadium Different variations of Fire Bars are abundant on the track. Some spin in circles after a Dash Panel ramp. Others are in a triangle-like formation. Both set the racers on fire.
Fire Piranha Plant

 

Mario Circuit Fire Piranha Plants are stationed in pipes and spit fire at oncoming racers.
Fire Snake

 

Desert Hills Fire Snakes are projected from the Angry Sun and bounce around at certain points on the track.
Goomba

 

Mario Circuit Goombas are situated on the track and spin players out of control. If Lightning strikes, they turn into Mushrooms.
Lava Bubble

 

GBA Bowser Castle 2 Lava Bubbles jump out of lava pits at many places around the map. If driven into, they set players on fire, usually resulting in the racer falling into the lava as well.
Monty Mole

 

Peach Gardens and N64 Moo Moo Farm Monty Moles peak out of holes and then jump, posing as obstacles for the drivers.
Moo Moo

 

N64 Moo Moo Farm Moo Moos are abundant in the background of the track, only posing as onlookers.
Pianta

File:MKDSPianta.png

Delfino Square Piantas appear as spectators of the race. Additionally, a Pianta statue is found in the beginning of the track.
Piranha Plant

File:MKDSPiranhaPlant.png

Mario Circuit and SNES Choco Island 2 Piranha Plants pose as obstacles on the race tracks, spinning drivers out of control for a brief moment.
Pokey

 

Desert Hills Many Pokeys appear on the track, creating obstacles for the drivers.
Rocky Wrench

File:RockyWrenchDS.png

Airship Fortress Rocky Wrenches are situated under lids on the track. They briefly peak out, causing the driver to slightly jump if driven over. After peaking out, they expose their entire bodies, creating an obstacle for the drivers.
Snowman

 

DK Pass and N64 Frappe Snowland Snowmen are situated on the track, causing the player to spin out if driven into them.
Swoop

 

N64 Banshee Boardwalk A colony of Swoops fly towards the racers, slowing them down if they drive directly into the swarm.
Thwomp

 

Bowser Castle and GBA Bowser Castle 2 Thwomps appear as enemies, performing their trademark slam attempt at the drivers below. Additionally, some Thwomps move side to side on the ground.
Walking Tree

 

Luigi's Mansion Walking Trees walk in patterns and pose as obstacles for the drivers.

Controls

Menu controls

  •   - Scroll
  •   - Select
  •   - Back
  •   - Tap selection

Race controls

  •   - Accelerate/Rocket Start (hold at 2 during the countdown before the race starts)
  •   - Brake/reverse
  •  /  - Use current Item/Stop Item Roulette/Equip Item
  •   - Steer
  •   - Throw items backward or forward.
  •   - Hop/Powerslide/Drift (Hold)/Mini-Turbo (Release)
  •  /  - Change map view (does not work in Mission Mode)
  •   - Pause/resume game
  •   - Blow Balloon (Balloon Battle), Toggle arrows/mushrooms on/off (Time Trial)
  •   - Blow Balloon (Balloon Battle)

Wii U Menu controls

  •   - Scroll
  •   - Select
  •   - Back
  •   - Tap selection

Wii U Race controls

  •   - Accelerate/Rocket Start (hold at 2 during the countdown before the race starts)
  •   - Brake/reverse
  •  /  - Use current Item/Stop Item Roulette/Equip Item
  •   - Steer
  •   - Throw items backward or forward.
  •   - Hop/Powerslide/Drift (Hold)/Mini-Turbo (Release)
  •  /  - Change map view (does not work in Mission Mode)
  •   - Pause/resume game
  •   - Blow Balloon (Balloon Battle), Toggle arrows/mushrooms on/off (Time Trial)
  •   - Blow Balloon (Balloon Battle)

Game modes

File:WiFiSTP 2.png
The title screen after the game's completion.

As in Mario Kart 64 and Mario Kart: Double Dash!!, sixteen new courses were added in the game for the four main cups: Mushroom Cup, Flower Cup, Star Cup, and Special Cup. However, the game also includes sixteen courses that appeared in earlier Mario Kart games, each of which has an acronym which referred to the game console where it debuted. The Super Mario Kart tracks were represented by the acronym SNES; the Mario Kart 64 tracks by N64; the Mario Kart: Super Circuit tracks by GBA; and the Mario Kart: Double Dash!! tracks by GCN. The order of the tracks by game is the exact same as the order that the games themselves were released: SNES, N64, GBA, and GCN. Mario Kart Wii and the successors added on to this, with DS, Wii, and 3DS the appropriate abbreviations for those games respectively.

These classic courses make up the retro cups: the Shell Cup, Banana Cup and Leaf Cup, as well as the Lightning Cup from Mario Kart: Super Circuit, and these cups are sorted by difficulty in the exact same way that the nitro cups are, with the Shell Cup being on par with the Mushroom Cup, the Banana Cup being on par with the Flower Cup, the Leaf Cup being on par with the Star Cup, and the Lightning Cup being on par with the Special Cup. There are a total of thirty-two courses in eight cups. In addition, four new battle courses appear, while N64 Block Fort and GCN Pipe Plaza appear in this game as Retro Battle Courses.

Grand Prix

In Grand Prix mode (single-player only), a player competes in each cup in 50cc, 100cc, 150cc, and Mirror 150cc engine classes, with ascending speed and difficulty. The game takes the point system of Mario Kart: Double Dash!! by awarding 10/8/6/4/3/2/1/0 points for first to eighth place respectively. Also, a rating of how well a player performed is shown after the trophy presentation: ⭐⭐⭐, ⭐⭐, ⭐, A, B, C, D and E (E, being the lowest ranking and ⭐⭐⭐ as the highest). An overall "game ranking" of ⭐, ⭐⭐, or ⭐⭐⭐ is shown in the Records area if the player has earned the designated ratings in all cups and all classes; for example, if the player earned three-star rankings in all cups and all classes, then they would have a game ranking of three stars, but if they only got two-star rankings in some cups or classes, then they would only have a game ranking of two-stars, and the same applies for all other ranks.

Time Trial

In Time Trial mode (single player only), a player goes for the fastest time on a course. The item rating of a kart determines how many mushrooms a player can have when the race starts. Vehicles with low item rate can only use one Mushroom; the ones with average item rate use two and the ones with high item rate use three. Players can choose to race against their best time as a Ghost, the Staff Ghost (raced by a Japanese Nintendo staff player with a * game ranking), or no Ghost. The game is also able to download records from other players and let the player race against their Ghosts.

VS

In VS mode (single or multiplayer), player(s) choose their Karts and head out on the race track. They can earn points based of their finish position in each race. The player can also choose what course they race on (provided they've unlocked it). Up to eight players can play locally via wireless - simple mode only uses one game card but is limited. The essential requirement is that everyone has a DS or 3DS system. In VS mode, the player can choose the engine class, the CPU's difficulty level, the way the courses will be chosen - by the player, in order or random; the rules to win races (either free - infinite races; number of wins from 1 to 10 - where only the first racer earns points, or the number of races from 1 up to 32 (functions similarly to the All-Cup Tour from Mario Kart: Double Dash!), and team race mode.

It is possible to have up to eight players play using just one Mario Kart DS game card - using the DS Download Play locally. Here, only the Mushroom Cup and Shell Cup tracks are playable, and everyone must play as a random color of Shy Guy, in which he becomes playable then. If everyone has a game card, all tracks are available and there are no limitations.

When playing in VS races where players place for a set number of races rather than for a set number of wins, players score points based off their finish position. If the game is being played in teams, the amount of points each player earns for each race is multiplied by about 1.5. The point system is the same as the one used in Wi-Fi when playing with 2-4 players and the one used in Grand Prix when playing with 8 players or with CPU opponents. However, when playing with 5-7 players, the distribution is as follows:

Point Spread
Number of Players 1st 2nd 3rd 4th 5th 6th 7th 8th
2 players 10 5 - - - - - -
3 players 10 7 4 - - - - -
4 players 10 7 4 1 - - - -
5 players[1] 10 8 5 2 0 - - -
6 players[2] 10 8 6 3 1 0 - -
7 players[3] 10 8 6 4 2 1 0 -
8 players 10 8 6 4 3 2 1 0
  • Blue text indicate winning results.
  • Green text indicate moderate results.
  • Black text indicate losing results.

Battle

In Battle mode, players play a different aspect of kart racing that was born from Super Mario Kart on one of six stages, two of them from past Mario Kart games. The stages are the following:

Tracks listed with * above are not playable in the simple version of multiplayer mode. In single player mode, the user faces CPU controlled racers, whose difficulty can be set in the battle's setup menu. All racers drive their respective standard Kart only within this mode (note that all the standard karts have the same stats in battle mode and only the weight will differ, depending on the weight of the character chosen). Additionally, other players can join a battle locally. However, Battle Mode is unavailable on the Wi-Fi mode. Like in versus, battles can also be played in teams, and rounds in team battles end when all of one team's players have been eliminated.

Mario Kart DS is the only Mario Kart game that have the name of the retro battle courses that do not state the abbreviation of the game console version of the Mario Kart game they were from; in other words, the game does not list Block Fort and Pipe Plaza as N64 Block Fort and GCN Pipe Plaza. Additionally, its retro battle courses do not have the same music as in their original appearances. Instead, they have the same music used for nitro battle courses.

Balloon Battle

 
Mario in a Balloon Battle at Palm Shore.

The classic battle mode seen in all Mario Kart mainstream, gets a new twist in Mario Kart DS. From previous games, racers begin a match with three balloons. In this game, however, all players begin with a single balloon, though they can get more by blowing up their balloons using the microphone feature on the DS, or just holding the   button. Each player has four balloons in stock (five in total) and racers can hold up to three balloons in battle. On the other hand, the less balloons a player has, the more powerful items will obtain from the Item Boxes. Racers may also take possession of a balloon from their opponents if the thief has used a mushroom and made contact to the opponent's kart. If the player loses all their balloons they are eliminated.

The following is what the game describes this mode as:

Burst your opponents' balloons with items! If all your inflated balloons burst, you lose! Blow into the mic or press   to inflate your balloons!

Shine Runners

Adopted from the Mario Kart: Double Dash!! version, nine Shine Sprites are scattered onto the course at the beginning. Players need to capture the Shine Sprites, and to avoid being hit, as it causes a player to lose one sprite. The sprite then moves to a random spot for someone else to grab. In the meantime, a clock ticks down to zero. Anyone with or tied with the lowest Shine total when the clock hits zero is eliminated. The clock resets itself to a lower time and the battle continues until at least one is left (there are nine sprites to avoid a tie, but it is possible to have two players with four sprites each or four players with two sprites each or all eight players with one sprite each trying to get that last one on the course when time expires, or have three players with three sprites each; in either case, no one is eliminated and the clock resets as usual). The less sprites a player has, the better an item is obtained (Spiny Shells and Bullet Bills remain out). Shine Runners is almost the same as Coin Runners in Mario Kart Wii and Mario Kart 7, but instead of Shine Sprites, they use coins.

Collect more Shines than anyone else! Steal opponents' Shines to add to your total. Those with less Shines get booted over time.

Missions

File:Gran Bronco.PNG
Yoshi battling Big Bully in Mission Mode.

Missions mode is a new single-player mode for Mario Kart DS which the player must complete some tasks and earn a ranking similarly to that in Grand Prix mode. It involves seven levels, each containing eight "missions" and a boss battle, most of which are taken from Super Mario 64 DS. Almost always the ranks depend on how much time is left or taken. There are varying mission types:

  • Driving through gates - driving in between giant half wheels in the ground. Very often the player has to pass these gates in numerical order.
  • Collecting coins - Players must pick up all the coins set in the track. Players may lose these coins by some obstacle of such course.
  • Destroying item boxes - Players must run over Item Boxes. Usually the racer will obtain Mushrooms after taking a box. In some cases, Item Boxes will move, and the player will have to catch up with it. Other missions the player must take care not to pick up the Fake Item Boxes alongside real ones.
  • Using stars, Bob-ombs, or shells to destroy enemies.
  • Driving backwards - players must use the   button to move, and directions on the   are reversed. It is sometimes combined with other mission types.
  • Performing power boosts within a certain lap - as said. More power boosts are often required to finish faster, meaning a higher ranking.
  • Racing a CPU player for one lap - item boxes contain mushrooms and stars that the CPU can't use - the key to win. CPU players will always perform a Rocket Start. This mission type also includes a race against a Red Car and a Chain Chomp.
  • Boss Battle - Unlocked after completion of the first eight courses in a level. Using items is usually a must in boss battles.

There are some one-time isolated missions that are self-explanatory. Each mission takes place on a course, often blocked off in some areas (sometimes even a battle course) and players are given a character in their own standard kart (CPU players are also in standard karts). None of the unlockable characters are playable, and Bowser and Donkey Kong do not fight a boss. Sometimes mushrooms are laid across the track to help the player to complete the mission. When at least a * ranking is achieved on all missions and bosses in the first six levels, Level 7 is unlocked. Boss battles are unique. They have their own battlefields and different strategies are used to beat them. When the boss battles of Level 6 and 7 are completed, the first version of the staff credits will roll. All of the bosses come from Super Mario 64 DS.

Missions table

The following table includes the mission number, in-game mission description, time limit for the mission (0:00 signifies it's a race, and the mission finishes at 2:00 if the race is not completed), course, and character the player plays as.

Mission Mode
1-1 Drive through all 5 numbered gates in order! 0:35 Figure-8 Circuit Mario
1-2 Collect all 15 coins! 0:30 GBA Peach Circuit Peach
1-3 Destroy all 10 item boxes! 0:45 Yoshi Falls Yoshi
1-4 Get the Star and use it to hit 5 Cheep Cheeps! 0:40 Cheep Cheep Beach Wario
1-5 Drive through all 6 numbered gates in order! 0:30 Nintendo DS Toad
1-6 Drive out of the mansion...backwards! 0:45 Luigi's Mansion Luigi
1-7 Collect all 20 coins! 0:35 N64 Moo Moo Farm DK
1-8 Perform 4 power-slide turbo boosts in 1 lap! 0:45 SNES Mario Circuit 1 Mario
Boss Use Mushrooms to crash into the Big Bully and knock him off the stage! 3:00 Water Arena* Yoshi
2-1 Crash into all 10 wooden crates and destroy every one! 0:55 Delfino Square Wario
2-2 Collect all 10 coins! 0:30 Figure-8 Circuit Yoshi
2-3 Drive through all 5 numbered gates in order! 0:45 SNES Donut Plains 1 DK
2-4 Destroy all 5 item boxes! 0:35 Luigi's Mansion Luigi
2-5 Collect all 20 coins! 0:30 Cheep Cheep Beach Peach
2-6 Use Bob-ombs to destroy all 5 Pokeys! 0:55 Desert Hills Wario
2-7 Drive through all 10 numbered gates in order! 0:55 GCN Luigi Circuit Toad
2-8 Perform 6 power-slide turbo boosts in 3 laps! 0:55 GCN Baby Park Peach
Boss Hit Eyerok's eyeball 3 times with shells! 5:00 Sand Arena* Mario
3-1 Destroy all 5 item boxes! 0:50 Waluigi Pinball Wario
3-2 Drive through all 5 numbered gates in order...backwards! 0:50 Delfino Square Bowser
3-3 Collect all 15 coins while avoiding the Chain Chomp! 0:25 GCN Luigi Circuit Luigi
3-4 Reach the finish before Yoshi! 0:00 Yoshi Falls Peach
3-5 Drive through all 8 numbered gates in order! 0:45 GCN Pipe Plaza Yoshi
3-6 Hit Monty Moles with shells 5 times! 1:05 N64 Moo Moo Farm Luigi
3-7 Perform 10 power-slide turbo boosts in 1 lap! 1:10 Shroom Ridge DK
3-8 Collect all 20 coins! 1:05 Twilight House Mario
Boss Reach the finish before Goomboss! 0:00 GCN Baby Park Toad
4-1 Reach the finish before Donkey Kong! 0:00 DK Pass** Wario
4-2 Blast 20 crabs!1 2:00 Palm Shore Yoshi
4-3 Reach the finish before the red car! 0:00 Shroom Ridge Mario
4-4 Drive through all 7 numbered gates in order! 0:45 Desert Hills Wario
4-5 Collect all 15 coins. If you get squished by a Thwomp, you fail! 0:30 GBA Bowser Castle 2 Bowser
4-6 Break all 10 item boxes while avoiding the Fake Items! 1:10 N64 Choco Mountain DK
4-7 Drive through all 10 gates!2 0:45 Waluigi Pinball Toad
4-8 Perform 9 power-slide turbo boosts in 1 lap! 1:00 GBA Luigi Circuit Luigi
Boss Collect 50 coins while avoiding King Boo! 5:00 Lava Arena* Peach
5-1 Reach the finish before the stray Chain Chomp! 0:00 Peach Gardens Peach
5-2 Drive backward and collect 15 coins! If you hit a snowman, you fail! 0:30 N64 Frappe Snowland DK
5-3 Destroy all 5 item boxes! 0:35 SNES Koopa Beach 2 Toad
5-4 Drive through all 10 numbered gates in order! 1:05 GBA Bowser Castle 2 Bowser
5-5 Complete 1 lap in the opposite direction within the time limit! 0:55 GCN Mushroom Bridge Mario
5-6 Collect all 18 coins! 0:45 Tart Top Yoshi
5-7 Drive through all 8 numbered gates in order! 0:45 DK Pass** Toad
5-8 Reach the finish before Mario! 0:00 Mario Circuit Luigi
Boss Hit the King Bob-omb with 3 Bob-ombs! 5:00 Sand Arena* Wario
6-1 Drive backward across the spinning bridge! If you fall, you're out! 0:30 Bowser Castle Bowser
6-2 Get Stars and run over 15 Rocky Wrenches! 0:55 Airship Fortress Wario
6-3 Collect all 30 coins! 0:45 SNES Choco Island 2 Yoshi
6-4 Destroy all 10 item boxes! 2:00 N64 Block Fort Mario
6-5 Drive through all 8 numbered gates in order! 0:50 GBA Sky Garden Peach
6-6 Perform 14 power-slide turbo boosts in 1 lap! 1:00 GCN Yoshi Circuit Yoshi
6-7 Collect all 40 coins! 1:30 Tick-Tock Clock Toad
6-8 Reach the finish before Peach! 0:00 Peach Gardens** Bowser
Boss Use Mushroom boosts to hit Chief Chilly and knock him off the stage 3 times! 5:00 Water Arena* Luigi
7-1 Perform 6 power-slide turbo boosts in 1 lap! 1:00 Rainbow Road Peach
7-2 Reach the finish before Bowser! 0:00 Bowser Castle Mario
7-3 Complete 2 laps within the time limit!3 1:30 Tick-Tock Clock DK
7-4 Use shells to defeat all 30 Goombas within the time limit! 2:00 Mario Circuit Toad
7-5 Collect all 20 coins! 0:55 Wario Stadium Wario
7-6 Drive through all 8 numbered gates in order! 0:11 Nintendo DS Mario
7-7 Drive backward and collect all 12 coins! If you hit a burner, you fail! 0:50 Airship Fortress Bowser
7-8 Break all 10 item boxes while avoiding the Fake Items! 1:05 N64 Banshee Boardwalk Luigi
Boss Reach the finish before Wiggler! 0:00 GCN Mushroom Bridge Mario
*Conjectural title based on surroundings.
**Denotes that the player drives through the course in the opposite direction.
1Using Green Shells (solo or triple) and Bob-ombs
2The gates don't necessarily have to be driven through in order.
3Players can use any means - normal or powersliding - to finish.

Nintendo Wi-Fi Connection mode

Mario Kart DS is the first Mario Kart game to ever support online play; though it's worth noting that it's the second Mario Kart game to support online connectivity, with the Japanese version of Mario Kart: Super Circuit being the first. (The use of online connectivity for this game was made primarily to exchange ghost data with other players.)[4] Being one of the first Nintendo DS games to feature wireless connection, the game mode required some technical changes in order to avoid connection malfunctions and long time loads during online play.

The following changes and restrictions have been applied to prevent excessive lags:

  • Only up to four players
  • Only 100cc engine is available
  • 12 of 32 courses are omitted
  • No triple Bananas or triple shells
  • No spilled Items onto course to be used; items are just lost
  • Items cannot be dragged behind the kart
  • Item roulette cannot be stopped earlier
  • Course obstacles cannot be destroyed (e.g. boxes in Delfino Square or snowballs in DK Pass)
Point Spread Comparisons
1st 2nd 3rd 4th 5th 6th 7th 8th
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 Grand Prix
10 8 6 4 3 2 1 0
Mario Kart DS Teams[5] 15 12 9 6 4 2 1 0
Mario Kart DS WFC 4 Players 10 7 4 1 -
Mario Kart DS WFC 3 Players 10 7 4 -
Mario Kart DS WFC 2 Players 10 5 -
Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race music
Lime-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner but different in Grand Prix
Normal bg signifies losing results, losing music (kart engine stops if not in Grand Prix mode if the player placed last). In Super Mario Kart, Mario Kart 64 and Mario Kart: Super Circuit, the race will be restarted (0 pts) if the racer comes in 5th-8th. If this happens more than three times (except in Mario Kart 64), the Grand Prix must be started over.
— means not available

Connection

Players connect using a wireless connection or a Nintendo Wi-Fi USB Connector (preferably high-speed.) Racers choose to search for other players in "Friends" (more info below), "Rivals" (players with a similar record), "Regional" or "Continental" in Non-American versions of the game (players in same country or continent), and "Worldwide", the latter possible to cause long lags. Other racers searching in the same category are randomly grouped. The game tries to find four players, but will eventually settle for three or two if necessary. Players choose their characters, karts, and the course they want for the first of four races.

In addition to the 20 courses listed in order of when it is encountered, there is also a random button. After everyone's selection is placed, a course is chosen based on the responses. If all players each pick a different course, the system randomly picks one. If four players choose two courses, two each, the game randomly picks from those two. On the other hand, the most voted course by a group of users is selected to race. It goes like so for four races, then the points are tallied up, and after the match, a player's wins and losses are totaled.

Each player receives one "win" for finishing ahead of a player and one "loss" for finishing behind of a player. If a player ties with another player, it does not count as a "win" or "loss". For example:

  • A player winning a 3-player match, or ties for 1st with one other player in a 4-player match receives 2 wins and 0 losses.
  • A player coming 2nd in a 4-player match receives 2 wins and 1 loss.
  • A player tied for third in a 4-player match gets only 2 losses, as compared to 3.
  • A player tied with all other players, no matter how many players are participating, is simply called a tie and does not affect either player's record.

Players can continue after the match to play the same racers again or quit to restart the process to find other players.

Issues

Problem: Trouble with friend codes

A) Friend Code System. Each copy of the game comes with a 12-digit code known as a "friend code". Players can enter codes into the each others "friend roster" to create a friend list, where Wi-Fi records between the players is stored. When a friend is online at the same time, a symbol will appear above the Wi-Fi strength symbol, whether trying to find racers or during racing. Yet, both (or more) players must have each (or all) of their friend codes registered and be looking in the friends section at the same time to hook up. If the player were to find a racer to compete against elsewhere online, there's no communication for a friend code swap; the only way to race again is to do it right away by selecting continue after a match.

Problem: Disconnecting racers change the outcome of the match; it is later reflected in the match records.

B) Disconnecting. Take this scenario into consideration:
Bob started in a four-player match, but two people have disconnected since, and he is now in a two-player match against a three-star player, and has come second and third in the first two races. It is 20-11. Bob wins the next match, bringing the totals to 25-21. But, in the fourth race, the three-star player is a full half-lap ahead with one lap to go. Bob realizes that he might not win this race; however, Bob has researched about Wi-Fi connections and has learned a trick. He leaves his DS untouched, bringing his kart to a stop, then finds his wireless router, and disconnects it. According to the record-book, Bob has won the match from which he has disconnected.

Causes:

  • The two players who disconnected earlier are experiencing certain effects. When a player is disconnected from Wi-Fi via turning off his or her DS, the player is charged with the same number of losses as there are other players. Players can disconnect at any time, but if they cancel before the first course is chosen, there is no effect on the win-loss record. Other players finishing the whole match gain one win per disconnected player.
  • Refer to the point spread chart for WFC. Mid-match, due to disconnected players, the point spread can change. For example, when it goes down from four to three players, the point conversion is not affected for the top three. Yet, from three to two, it is. In the first two races, Bob lost three and six points to the three-star player, under the 10-7-4(-1) point spread. But, if he had won the last two races, under the 10-5 point spread, he would have recovered ten points - and would have won, 31-30, even though he came in third once and only won two out of four races.
  • Players occasionally disconnect when losing. A glitch in the game affects the final results, and this is exactly what Bob does in the scenario. Instead of turning off the DS, he disconnects his actual connection. The three-star player would have gained three wins, but when everyone disconnects, it takes no effect on the winning player's records.
    • To restate and make clear: if Bob would have played it out and lost the fourth race, the result would have been 35-26, in favor of the three-star player.

Courses

In addition to the sixteen standard courses, Mario Kart DS is the first game in the series to include the Retro Grand Prix, which has been carried over into every future installment in the series to date. The Retro Grand Prix consists of sixteen courses from past Mario Kart games updated and compiled into four additional cups. Four courses are taken from each previous game, and are ordered according to the release dates of the previous games. Mario Kart DS is the only Mario Kart game where there is no Mario Circuit in the Flower Cup, unlike other Mario Kart games.

This is the only Mario Kart game to have three Grand Prix introduction fanfares; one for Figure-8 Circuit, Waluigi Pinball, Mario Circuit and GCN Luigi Circuit, one for Wario Stadium, and one for the other courses.

Nitro Grand Prix

File:MKDS-MushroomCup.png
Mushroom Cup
File:MKDS-FlowerCup.png
Flower Cup
File:MKDS-StarCup.png
Star Cup
File:MKDS-SpecialCup.png
Special Cup
File:MKDS-CourseIcon-Figure8Circuit.png
Figure-8 Circuit*
File:MKDS-CourseIcon-DesertHills.png
Desert Hills*
File:MKDS-CourseIcon-DKPass.png
DK Pass*
File:MKDS-CourseIcon-WarioStadium.png
Wario Stadium*
File:MKDS-CourseIcon-YoshiFalls.png
Yoshi Falls*
File:MKDS-CourseIcon-DelfinoSquare.png
Delfino Square*
File:MKDS-CourseIcon-TickTockClock.png
Tick-Tock Clock
File:MKDS-CourseIcon-PeachGardens.png
Peach Gardens
File:MKDS-CourseIcon-CheepCheepBeach.png
Cheep Cheep Beach*
File:MKDS-CourseIcon-WaluigiPinball.png
Waluigi Pinball
File:MKDS-CourseIcon-MarioCircuit.png
Mario Circuit*
File:MKDS-CourseIcon-BowserCastle.png
Bowser Castle
File:MKDS-CourseIcon-LuigisMansion.png
Luigi's Mansion*
File:MKDS-CourseIcon-ShroomRidge.png
Shroom Ridge
File:MKDS-CourseIcon-AirshipFortress.png
Airship Fortress
File:MKDS-CourseIcon-RainbowRoad.png
Rainbow Road*

Retro Grand Prix

File:MKDS-ShellCup.png
Shell Cup
File:MKDS-BananaCup.png
Banana Cup
File:MKDS-LeafCup.png
Leaf Cup
File:MKDS-LightningCup.png
Lightning Cup
File:MKDS-CourseIcon-SNES-MarioCircuit1.png
SNES Mario Circuit 1*
File:MKDS-CourseIcon-SNES-DonutPlains1.png
SNES Donut Plains 1
File:MKDS-CourseIcon-SNES-KoopaBeach2.png
SNES Koopa Beach 2
File:MKDS-CourseIcon-SNES-ChocoIsland2.png
SNES Choco Island 2*
File:MKDS-CourseIcon-N64-MooMooFarm.png
N64 Moo Moo Farm*
File:MKDS-CourseIcon-N64-FrappeSnowland.png
N64 Frappe Snowland*
File:MKDS-CourseIcon-N64-ChocoMountain.png
N64 Choco Mountain*
File:MKDS-CourseIcon-N64-BansheeBoardwalk.png
N64 Banshee Boardwalk
File:MKDS-CourseIcon-GBA-PeachCircuit.png
GBA Peach Circuit*
File:MKDS-CourseIcon-GBA-BowserCastle2.png
GBA Bowser Castle 2
File:MKDS-CourseIcon-GBA-LuigiCircuit.png
GBA Luigi Circuit
File:MKDS-CourseIcon-GBA-SkyGarden.png
GBA Sky Garden*
File:MKDS-CourseIcon-GCN-LuigiCircuit.png
GCN Luigi Circuit*
File:MKDS-CourseIcon-GCN-BabyPark.png
GCN Baby Park*
File:MKDS-CourseIcon-GCN-MushroomBridge.png
GCN Mushroom Bridge
File:MKDS-CourseIcon-GCN-YoshiCircuit.png
GCN Yoshi Circuit*

* - Was playable on Nintendo Wi-Fi Connection

Staff Ghosts

Course Time Name Character/kart
Figure-8 Circuit 1:36:481 Ninten★たなか Mario/Standard MR
Yoshi Falls 0:57:677 Ninten★まっは Yoshi/Egg 1
Cheep Cheep Beach 1:43:654 Ninten★しんご Donkey Kong/Standard DK
Luigi's Mansion 1:59:357 Ninten★しんご Luigi/Streamliner
Desert Hills 1:31:262 Ninten★かつ R.O.B./ROB-LGS
Delfino Square 1:54:601 Ninten★いわ Peach/Royale
Waluigi Pinball 2:23:288 Ninten★しんや Waluigi/Gold Mantis
Shroom Ridge 2:05:123 Ninten★ジョー Toad/Mushmellow
DK Pass 2:14:607 Ninten★™NN Donkey Kong/Wildlife
Tick-Tock Clock 1:54:903 Ninten★だい8 Daisy/Light Dancer
Mario Circuit 1:56:533 Ninten★モリオ Mario/Shooting Star
Airship Fortress 2:07:748 Ninten★シュン Bowser/Hurricane
Wario Stadium 2:14:868 Ninten★マトゥ Wario/Brute
Peach Gardens 1:52:989 Ninten★ゆきつ Peach/Royale
Bowser Castle 2:19:661 Ninten★ひろむ Bowser/Hurricane
Rainbow Road 2:16:246 Ninten★たえこ R.O.B./ROB-BLS
SNES Mario Circuit 1 0:50:688 Ninten★いわ Mario/Standard MR
N64 Moo Moo Farm 1:17:751 Ninten★だる® Donkey Kong/Wildlife
GBA Peach Circuit 1:12:011 Ninten★だい8 Peach/Royale
GCN Luigi Circuit 1:29:759 Ninten★おつぼ Luigi/Poltergust 4000
SNES Donut Plains 1 1:08:027 Ninten★しばた Dry Bones/Dry Bomber
N64 Frappe Snowland 2:08:781 Ninten★ジョー Wario/Brute
GBA Bowser Castle 2 1:52:258 Ninten★ジョー Bowser/Standard BW
GCN Baby Park 0:50:920 Ninten★ひょう Toad/Mushmellow
SNES Koopa Beach 2 0:54:847 Ninten★しんや Yoshi/Egg 1
N64 Choco Mountain 2:15:571 Ninten★イシビ Wario/Dragonfly
GBA Luigi Circuit 1:46:581 Ninten★モリオ Luigi/Poltergust 4000
GCN Mushroom Bridge 1:30:600 Ninten★ひょう Toad/Mushmellow
SNES Choco Island 2 1:01:620 Ninten★おつぼ Waluigi/Zipper
N64 Banshee Boardwalk 2:14:403 Ninten★まさ Dry Bones/Dry Bomber
GBA Sky Garden 1:44:400 Ninten★ドリー Daisy/Power Flower
GCN Yoshi Circuit 1:48:793 Ninten★たろう Yoshi/Standard YS

Items

To know the probability of obtaining each item when an Item Box is opened in the various modes, see Mario Kart DS item probability distributions.

Mario Kart DS includes the main element preserved in every Mario Kart created; power-ups that allow the racer to take certain advantage over their opponents, obtainable by running through an Item Box. Afterwards, the item Roulette in the top left of the screen will choose a random item. While most of the power-ups are the same since Super Mario Kart, the game also features some additional items to increase the challenge. There are also two new items: the Blooper and Bullet Bill.

Normally, lead racers receive less powerful items than stragglers in the rear. The variety of items to receive is also determined by the Items stats ratio granted to a kart. While a kart has a higher items ratio, the player has more possibility to obtain rare items to use. In subsequent games, this stat was removed so the only factor influencing items is position.

The game gives the player an indication when they receive a more powerful Item. When the Item Roulette has chosen a normal Item, it will make a simple plong sound. However, if the player receives a more powerful item from the Item Roulette, it makes a more special sounding plong.

Some Items are not available in Battle Mode. Just as in Versus Mode, leaders who have the most Balloons or Shines will receive less powerful items accordingly.

Stars, Bullet Bills, and Boos are examples of powerful items, as they provide speed boosts and total invincibility.

NOTE: These artworks - except Fake Item Box, Boo, Triple Banana and the new items - are reused from Mario Kart: Double Dash!!

Image Name Instruction Booklet Description
  Mushroom Provides a short speed boost.
  Triple Mushrooms Each press of   or   uses up one Mushroom.
File:Golden mushroom.PNG Golden Mushroom Allows you to use Mushroom boosts as many times as you want for a short period of time.
  Item Box Drive through the item boxes on the tracks to get the items contained within. The item inside is determined randomly.1 In Balloon Battle, if the player is eliminated from the game and gets an Item Box, the player only receives an Item Box, as an actual item. This can be placed on the floor, and someone not eliminated can use it, but it only lasts for a short time before disappearing.
File:FItembox.PNG Fake Item Box Looks just like an item box, but when you run into it, it knocks you over.
  Banana Makes karts spin out when run over.
  Triple Bananas Press   or   to deploy behind the kart. Tap the button again to drop one.
  Green Shell When thrown, this shell travels in a straight line and knocks over the first kart it hits.
File:Triplegreenshell.jpg Triple Green Shells Press   or   to deploy, then press the button again to launch a shell. Each one has the same effect as a single Green or Red Shell.
  Red Shell These automatically lock onto and chase after the next kart in front of you. When hit, the kart rolls over.
File:Tripleredshell.jpg Triple Red Shells Press   or   to deploy, then press the button again to launch a shell. Each one has the same effect as a single Red Shell.
  Spiny Shell This shell travels and chases after the lead kart and blows up when it reaches its target. Any kart in the blast radius will be knocked over or spun around.
  Star Makes you invincible for a brief period of time. While invincible, you will knock over any kart you hit.
File:Thunderbolt - Mario Kart Wii.png Lightning Makes all opponents spin out, drop their items, and shrink for a brief period of time.
  Bob-omb Explodes after a brief pause or when another kart comes near it. Any kart in the blast radius will be knocked over or spun around.
  Blooper
New Item
Sprays ink on all of the karts in front of you, obscuring those drivers' view of the track.
File:Bullet Bill Mario.jpg Bullet Bill
New Item
Briefly transforms the user into a Bullet Bill that soars through the air along the track, knocking over karts along the way.
File:BooMKDS.jpg Boo Unleashes Boo, who turns you invisible for a brief time, making you impervious to enemy attacks, and steals an opponent's item.
  • 1 — The instruction booklet provides this description in page 10.

Racing techniques

Rocket Start

Throughout the entire series, the Rocket Start allow drivers to give them an extra speed boost and get a head start when a race begins. To use the technique for this installment, players should stay at the starting line and wait for the countdown to hit two. When it does reach that number and when it starts to fade, players should hold the   button to rev up the kart's engine. When START appears on the race screen, the kart receives a small boost of speed out from the starting line, which is a very helpful move to get first place early on in a race. But, there is a risk to this move. If players hold the button before the two fades, it may make the player's kart falter, and takes a few seconds to get back up to normal speed. If the player holds the   after the second "ding" sound is heard and end, the player can get a boost that is a little faster than the normal small boost.

Drifting and powersliding

 
Yoshi powersliding at Figure-8 Circuit.

In the entire Mario Kart series, players drift by holding the   button on a turn. Gray wisps come out of their kart as they turn around corners, possibly tighter or better than normal turning.

The next step up is powersliding. While drifting, players can move the +Control Pad to the right, left, and vice versa to produce sparks behind the kart. If done correctly, the sparks change their colors and intensity from blue to orange on each alternated move. After the sparks turn orange, the player releases the   button to stop drifting and release a brief Mini-Turbo after powersliding. This can be used to dodge Spiny Shell if combined with a hop only during 100cc and 150cc races.

A player can perform a useful technique known as snaking by performing consecutive mini-turbos in a zigzagged direction, which offers a player the boost they need to get further ahead. This technique is much easier to perform with karts with higher handling, especially with Dry Bones.

Slipstreaming

Back from Mario Kart 64, slipstreaming is simply moving just behind another player. If racers can stay behind their opponent's vehicle for about four seconds, players get a momentary speed boost that is strong enough to pass the other player.

Multiplayer

Multi card play

Up to eight players can play via the wireless connection of the Nintendo DS. There are little to no restrictions while activating this. Players can access any character and kart combination they want as long as they unlocked it. All tracks unlocked on any copy of the game can be selected as well.

Download Play

Download Play can allow up to eight people playing the Mario Kart DS game using one (or more) game card(s). In this mode, players can only choose tracks from the Mushroom and Shell Cups. Also, instead of six battle tracks, players are only able to race on Nintendo DS, Tart Top and Pipe Plaza (chosen randomly by the system). Only the people with the game can pick their character, while the others use Shy Guy only. Shy Guy is not playable in other modes. When the players that want to Download play begin to race, each player will have a different color of Shy Guy, randomly generated with each Download Play.

Karts

File:CharacterinMKDS.PNG
The kart selection screen in Mario Kart DS with Mario only.

In Mario Kart DS, there are 36 different karts in total.

Every kart shows six ratings:

  • Speed: How high the top speed of the kart is; how fast the kart can go. Bowser and R.O.B. have the fastest karts.
  • Acceleration: The time the kart's top speed is achieved when accelerating (the higher the acceleration, the shorter players wait until they reach their kart's top speed, and the lower it is, the longer they wait). Dry Bones's karts can reach their top speed very quickly.
  • Weight: While a vehicle is heavy, the driver can knock a lighter kart. Unlike other stats, the character contributes to this stat, with Bowser's and R.O.B. being very heavy.
  • Handling: How tight the kart can normally turn without drifting. Dry Bones has the best turning curve.
  • Drift: How tight the kart turns while drifting or powersliding. Peach has the best drifting curve.
  • Items: The variety of items to use when touching an Item Box (a high Items rating signifies a higher chance of getting Triple Bananas in first place, Triple Mushrooms in third, fourth, etc).

For all stats, one or more karts will have a rating of one-hundred for that stat; for example, the Hurricane and ROB-BLS have speed ratings of one-hundred, the Dry Bomber has both acceleration and handling rates of one-hundred, the Tyrant has a weight rating of one-hundred if normally paired with Bowser, the Light Tripper has a drift rating of one-hundred, and each character has one kart each with an items rating of one-hundred (one of the Exclusive Karts), an items rating of sixty-six (all of the Standard Karts), and an items rating of thirty-three (one of the Exclusive Karts).

Originally, only two karts are available for each character; an Exclusive Kart and a Standard Kart. As the player wins gold trophies in the 100cc Nitro Grand Prix, the player will unlock a second Exclusive Kart for each character. When the player wins a gold trophy in either 150cc Special Cup or Lightning Cup, four Exclusive Karts from different characters will become available, bringing the total to seven karts for each character. After winning gold trophies in all eight 150cc cups (to unlock the Mirror) and all cups in Mirror Mode, each character can be paired in any of the 36 karts, making 432 combinations (excluding Shy Guy). CPU drivers will only use their characters' respective exclusive or standard karts in races and battles.

The following ratings are from zero to one hundred, directly obtained from the values used by the game to fill the bar in the kart selection screen.[6] On a side note, it is worth noting that a kart with a high items rating will usually have lower overall stats than the standard karts. Likewise, karts with a low items rating will usually have higher overall stats than the standard karts. Karts with a high items rating tend to be heavier than the karts with a low items rating. Karts with high items rating also receive more Mushroom boosts in Time Trial mode. The player will get one Mushroom boost if the items rating is low, two if the items rating is normal, and three if the items rating is high. The weight class of the character does not play an important role in Mario Kart DS, as the weight does not create Kart use restrictions.

Template:More images

In-game menu values of Mario Kart DS
Driver Driver Weight Kart Speed Acceleration Weight Handling Drift Items
Mario 32 File:BDasher.png
B Dasher
58 69 41 52 55 100
File:StandardKartMR.png
Standard MR
64 72 32 56 57 66
File:Shooting Star.png
Shooting Star
67 74 14 60 59 33
Luigi 32 File:Poltergust4000model.png
Poltergust 4000
75 76 17 77 33 33
Standard LG 72 74 32 73 32 66
File:Streamlinermodel.png
Streamliner
66 71 41 69 30 100
Peach 23 File:Royalemodel.png
Royale
41 69 44 45 94 100
Standard PC 47 73 32 48 97 66
File:LightTripper.png
Light Tripper
51 75 20 51 100 33
Yoshi 20 File:EggOne.png
Egg 1
59 91 14 89 41 33
Standard YS 55 90 32 84 39 66
File:Cucumber.png
Cucumber
49 88 38 80 37 100
Toad 17 File:Mushmellow.png
Mushmellow
43 87 17 69 69 33
Standard TD 39 85 32 65 67 66
File:4WheelCradle.png
4-Wheel Cradle
33 83 44 61 64 100
Donkey Kong 41 File:RambiRider.png
Rambi Rider
74 44 47 31 74 100
File:StandardKartDK.png
Standard DK
80 47 32 34 77 66
File:Wildlife.png
Wildlife
84 50 23 37 79 33
Wario 44 File:Brute.png
Brute
92 53 23 51 49 33
Standard WR 88 50 32 48 47 66
File:Dragonfly.png
Dragonfly
82 46 47 45 45 100
Bowser 50 File:Tyrant.png
Tyrant
90 25 50 25 64 100
Standard BW 96 30 32 28 67 66
File:Hurricanemodel.png
Hurricane
100 34 29 32 69 33
Daisy 26 File:PowerFlowermodel.png
Power Flower
58 61 35 36 84 100
Standard DS 64 64 32 40 87 66
File:LightDancer.png
Light Dancer
67 66 20 43 90 33
Dry Bones 14 File:Banisher.png
Banisher
25 97 35 91 45 100
Standard DB 31 99 32 96 47 66
File:DryBomber.png
Dry Bomber
34 100 26 100 49 33
Waluigi 35 File:GoldMantis.png
Gold Mantis
75 65 29 60 59 33
Standard WL 72 63 32 56 57 66
File:Zipper.png
Zipper
66 59 35 52 55 100
ROB 50 File:ROBBLSmodel.png
ROB-BLS
100 55 25 69 28 33
Standard RB 96 53 32 65 27 66
File:ROBLGSmodel.png
ROB-LGS
90 48 38 61 25 100
Shy Guy 20 Standard SG 55 90 32 84 39 66
Unknown Karts1 50 54 32 50 50 66
63 32 32 31 63 66
31 69 32 56 56 66
75 25 32 25 56 66
38 55 32 44 75 66
69 38 32 44 44 66
44 71 32 69 38 66
56 58 32 63 31 66
25 75 32 75 44 66
50 50 32 38 69 66
56 50 32 50 50 66
75 49 32 56 25 66
44 71 32 69 38 66
1: The table with the menu values of the karts show the statistics of 13 additional karts, it's unknown if those karts are actually karts used in the game, since they don't have associated data about the tires.

In-game statistics

Mario Kart DS features several in-game statistics, some of which are not shown in the kart selection menu.[7] There are three types of Tires, either Small (S), Medium (M) or Large (L). Just like in Mario Kart: Double Dash!!, there is a Mini-Turbo statistics that corresponds to the length of the Mini-Turbo boost in frames. Acceleration is determined by three triplets of values, that are presumably related to the acceleration while drifting and the acceleration in all other conditions; there is also a deceleration value that determines the speed of the next frame as fraction of the current speed when not accelerating (such as when the kart is spinning or the acceleration button is not being held). There are four different types of off-road terrains, and accordingly the karts have four off-road statistics that are the relative top speed in each type of terrain.

In-game statistics of Mario Kart DS
Driver Kart Tires Weight Mini-Turbo Top Speed Acceleration Deceleration Handling Drift Off-Road
Normal While Drifting
1st value 2nd value 3rd value 1st value 2nd value 3rd value Very Light Light Normal Heavy
Mario Standard MR kart_tire_M 0.5 45 7.5 0.0579 0.0239 0.7 0.0649 0.0239 0.75 0.984 0.0806 0.0537 0.9 0.7 0.5 0.3
Shooting Star kart_tire_S 0.2 51 7.523 0.0598 0.0249 0.7 0.0669 0.0249 0.75 0.984 0.0823 0.0547 0.9 0.7 0.5 0.3
B Dasher kart_tire_L 0.65 35 7.463 0.0549 0.0229 0.7 0.0608 0.0229 0.75 0.984 0.0789 0.0527 0.9 0.7 0.5 0.3
Donkey Kong Standard DK kart_tire_M 0.5 30 7.6 0.0449 0.0229 0.45 0.0669 0.0188 0.9 0.978 0.0708 0.0635 0.85 0.62 0.4 0.22
Wildlife kart_tire_S 0.35 34 7.623 0.0469 0.0239 0.45 0.0688 0.0198 0.9 0.978 0.0723 0.0647 0.85 0.62 0.4 0.22
Rambi Rider kart_tire_L 0.75 23 7.562 0.043 0.022 0.45 0.063 0.0178 0.9 0.978 0.0693 0.0623 0.85 0.62 0.4 0.22
Toad Standard TD kart_tire_M 0.5 50 7.35 0.085 0.0269 0.7 0.085 0.0278 0.75 0.988 0.0842 0.0586 0.92 0.74 0.55 0.34
Mushmellow kart_tire_S 0.25 56 7.372 0.0879 0.0278 0.7 0.0879 0.0288 0.75 0.988 0.0859 0.0598 0.92 0.74 0.55 0.34
4-Wheel Cradle kart_tire_L 0.7 39 7.313 0.0798 0.0259 0.7 0.0798 0.0259 0.75 0.988 0.0825 0.0574 0.92 0.74 0.55 0.34
Bowser Standard BW kart_tire_M 0.5 25 7.7 0.0398 0.0188 0.45 0.0588 0.0168 0.9 0.976 0.0684 0.0586 0.84 0.6 0.38 0.2
Hurricane kart_tire_S 0.45 28 7.723 0.0408 0.0198 0.45 0.0608 0.0178 0.9 0.976 0.0698 0.0598 0.84 0.6 0.38 0.2
Tyrant kart_tire_L 0.8 19 7.662 0.0378 0.0178 0.45 0.0559 0.0159 0.9 0.976 0.0669 0.0574 0.84 0.6 0.38 0.2
Peach Standard PC kart_tire_M 0.5 40 7.4 0.075 0.0298 0.45 0.1099 0.0249 0.9 0.982 0.0769 0.0732 0.88 0.67 0.46 0.27
Light Tripper kart_tire_S 0.3 45 7.422 0.0779 0.0308 0.45 0.1138 0.0259 0.9 0.982 0.0784 0.0747 0.88 0.67 0.46 0.27
Royale kart_tire_L 0.7 31 7.363 0.0708 0.0278 0.45 0.1038 0.0239 0.9 0.982 0.0754 0.0718 0.88 0.67 0.46 0.27
Wario Standard WR kart_tire_M 0.5 35 7.65 0.042 0.0188 0.7 0.0479 0.0168 0.75 0.98 0.0769 0.0488 0.86 0.64 0.43 0.24
Brute kart_tire_S 0.35 39 7.673 0.043 0.0198 0.7 0.0498 0.0178 0.75 0.98 0.0784 0.0498 0.86 0.64 0.43 0.24
Dragonfly kart_tire_L 0.75 27 7.612 0.0398 0.0178 0.7 0.0449 0.0159 0.75 0.98 0.0754 0.0479 0.86 0.64 0.43 0.24
Yoshi Standard YS kart_tire_M 0.5 60 7.45 0.095 0.0178 0.85 0.0618 0.0269 0.6 0.99 0.0928 0.0452 0.95 0.84 0.68 0.43
Egg 1 kart_tire_S 0.2 68 7.472 0.0979 0.0188 0.85 0.064 0.0278 0.6 0.99 0.0947 0.0461 0.95 0.84 0.68 0.43
Cucumber kart_tire_L 0.6 47 7.413 0.0898 0.0168 0.85 0.0588 0.0259 0.6 0.99 0.0908 0.0442 0.95 0.84 0.68 0.43
Luigi Standard LG kart_tire_M 0.5 55 7.55 0.063 0.0149 0.85 0.0488 0.0229 0.6 0.988 0.0879 0.0415 0.94 0.79 0.61 0.38
Poltergust 4000 kart_tire_S 0.25 62 7.573 0.0649 0.0159 0.85 0.0508 0.0239 0.6 0.988 0.0896 0.0422 0.94 0.79 0.61 0.38
Streamliner kart_tire_L 0.65 43 7.512 0.0598 0.0139 0.85 0.0459 0.022 0.6 0.988 0.0862 0.0408 0.94 0.79 0.61 0.38
Dry Bones Standard DB kart_tire_M 0.5 65 7.3 0.1199 0.022 0.85 0.073 0.0308 0.6 0.992 0.0977 0.0488 0.96 0.9 0.75 0.48
Dry Bomber kart_tire_S 0.4 73 7.322 0.1238 0.0229 0.85 0.0759 0.032 0.6 0.992 0.0996 0.0498 0.96 0.9 0.75 0.48
Banisher kart_tire_L 0.55 50 7.264 0.1128 0.021 0.85 0.0688 0.0288 0.6 0.992 0.0957 0.0479 0.96 0.9 0.75 0.48
Daisy Standard DS kart_tire_M 0.5 35 7.5 0.0618 0.0269 0.45 0.0898 0.022 0.9 0.98 0.0732 0.0684 0.86 0.64 0.43 0.24
Light Dancer kart_tire_S 0.3 39 7.523 0.064 0.0278 0.45 0.0928 0.0229 0.9 0.98 0.0747 0.0698 0.86 0.64 0.43 0.24
Power Flower kart_tire_L 0.55 27 7.463 0.0588 0.0259 0.45 0.085 0.021 0.9 0.98 0.0718 0.0669 0.86 0.64 0.43 0.24
Waluigi Standard WL kart_tire_M 0.5 40 7.55 0.0488 0.022 0.7 0.0559 0.0198 0.75 0.982 0.0806 0.0537 0.88 0.67 0.46 0.27
Gold Mantis kart_tire_S 0.45 45 7.573 0.0508 0.0229 0.7 0.0579 0.021 0.75 0.982 0.0823 0.0547 0.88 0.67 0.46 0.27
Zipper kart_tire_L 0.55 31 7.512 0.0459 0.021 0.7 0.053 0.0188 0.75 0.982 0.0789 0.0527 0.88 0.67 0.46 0.27
ROB Standard RB kart_tire_M 0.5 50 7.7 0.0459 0.012 0.85 0.043 0.0198 0.6 0.986 0.0842 0.0391 0.92 0.74 0.55 0.34
ROB-BLS kart_tire_S 0.38 56 7.723 0.0479 0.012 0.85 0.0449 0.021 0.6 0.986 0.0859 0.0398 0.92 0.74 0.55 0.34
ROB-LGS kart_tire_L 0.6 39 7.662 0.043 0.011 0.85 0.0408 0.0188 0.6 0.986 0.0825 0.0383 0.92 0.74 0.55 0.34
Shy Guy Standard SG kart_tire_M 0.5 60 7.45 0.095 0.0178 0.85 0.0618 0.0269 0.6 0.99 0.0928 0.0452 0.95 0.84 0.68 0.43
Unknown Karts1 0.5 35 7.35 0.0598 0.0149 0.8 0.0598 0.0198 0.85 0.98 0.0879 0.0635 0.9 0.7 0.5 0.3
0.5 35 7.37 0.0508 0.0139 0.8 0.063 0.0198 0.85 0.98 0.0842 0.0659 0.85 0.62 0.4 0.22
0.5 35 7.32 0.0659 0.0159 0.8 0.0659 0.021 0.85 0.98 0.0891 0.0647 0.92 0.74 0.55 0.34
0.5 35 7.39 0.0479 0.0139 0.8 0.054 0.0188 0.85 0.98 0.083 0.0647 0.84 0.6 0.38 0.2
0.5 35 7.33 0.0598 0.0149 0.8 0.0718 0.021 0.85 0.98 0.0867 0.0684 0.88 0.67 0.46 0.27
0.5 35 7.38 0.054 0.0139 0.8 0.054 0.0188 0.85 0.98 0.0867 0.0623 0.86 0.64 0.43 0.24
0.5 35 7.34 0.0688 0.0159 0.8 0.0569 0.0198 0.85 0.98 0.0916 0.061 0.95 0.84 0.68 0.43
0.5 35 7.36 0.063 0.0149 0.8 0.0508 0.0188 0.85 0.98 0.0903 0.0598 0.94 0.79 0.61 0.38
0.5 35 7.31 0.0718 0.0159 0.8 0.0598 0.0198 0.85 0.98 0.0928 0.0623 0.96 0.9 0.75 0.48
0.5 35 7.35 0.0569 0.0149 0.8 0.0688 0.021 0.85 0.98 0.0854 0.0671 0.86 0.64 0.43 0.24
0.5 35 7.36 0.0569 0.0149 0.8 0.0569 0.0198 0.85 0.98 0.0879 0.0635 0.88 0.67 0.46 0.27
0.5 35 7.39 0.0569 0.0149 0.8 0.0479 0.0188 0.85 0.98 0.0891 0.0586 0.92 0.74 0.55 0.34
0.5 35 7.34 0.0688 0.0159 0.8 0.0569 0.0198 0.85 0.98 0.0916 0.061 0.95 0.84 0.68 0.43
1: The statistics' tables show the statistics of 13 additional karts, it's unknown if those karts are actually karts used in the game, since they don't have associated data about the tires.

Options

The emblem maker can be used to make a variety of designs, for example this picture of Mario.

The options menu lets the player make their own emblem and name for racing throughout the game. They also have an option to make the emblem show up on the kart they are driving. Additionally, this emblem will show up next to a player's name while driving in a multiplayer or Nintendo WFC race. Other options include audio options and deleting data.

Gallery

For this subject's image gallery, see Gallery:Mario Kart DS.

Media

For a complete list of media for this subject, see List of Mario Kart DS media.
Help:MediaHaving trouble playing?

Pre-release and unused content

Main article: List of Mario Kart DS pre-release and unused content

There were two unused items: the Chain Chomp and Bowser's Shell, although the Chain Chomp was the only one found in the item roulette. The Chain Chomp would have likely functioned the same as in Mario Kart: Double Dash!!. Professor Elvin Gadd was planned to be playable and would have had the Poltergust 4000 as his kart. Birdo may have also be planned as a playable character as there is a pink version of the Egg 1 found in the data.

Glitches

Main article: List of Mario Kart DS glitches

Choco Mountain boulder glitch

In Choco Mountain, if the player goes to the lake and the water splashes before they fall, the boulder should hit them. If done correctly, they should start flying. The screen will then turn black as if they fell into the water. Lakitu will then pick them up. This glitch rarely works after the first time it's performed.

Delfino Square boardwalk glitch

When the player goes up to the boardwalk that has the one item box, they must press   when they are on the wall. If timed correctly, the player can float on the side of the road. This will work in any mode.

Pipe Plaza Bob-omb glitch

In Pipe Plaza, if the player has a Bob-omb and drops it near one of the pipe holes, another player or a CPU should hit the Bob-omb. If done correctly, the player should go through the pipe hole and he/she will fall. Lakitu will pick the player up as usual. This can also be done with a Super Star, but is harder to pull off.

Luigi's Mansion Freeze glitch

To perform this glitch the player must pick the Luigi's Mansion track in any mode with any character and kart. Once the race starts, the player must then park their character on the stairs at the entrance of the mansion. After that, hold down both   and   to drift in place. If the player tries to turn, the game will sometimes freeze. This glitch was fixed on the Wii U Virtual Console release.

Mini-Spin turn item glitch

To perform this glitch, the player must drive towards an item box in any mode (battle mode is preferred) and sit themselves right in the center where it appears so that they continuously break it open when it appears again. Then, the player should hold either left or right on  . When the item box appears again, it will break as usual, and the player will turn a very small amount in the direction pressed. Given time, so long as the player doesn't move, the player can turn all the way round in the direction pressed.

Staff

Main article: List of Mario Kart DS staff

General Producer

Producer

Directors

  • Makoto Wada
  • Yasuyuki Oyagi

Mission-Run Mode Director

  • Kimiharu Hyodo

Wi-Fi Mode Director

  • Katsuhito Nishimura

Planning

  • Shinya Hiratake
  • Taku Matoba

Programming Director

  • Katsuhisa Sato

System Programming

  • Yusuke Shiraiwa

Reception

Mario Kart DS was well received by game critics. It currently maintains a 9.2 average at Gamestats, the highest score for a Nintendo DS game on the site (as of December 2006).

Gamespy reviewer Bryn Williams said that online, Nintendo "trimmed it back a little too much for my liking", but was certain that "Even with a few online flaws, this is the best Mario Kart ever." With a rank of 5 out of 5 and describing the multiplayer experience as "great".

GameSpot reviewer Justin Calvert had similar quips with the online feature: "Whether these opponents were leaving voluntarily or because of network problems is anybody's guess, but it's equally irritating either way." He finished up similarly by saying "Mario Kart DS is without a doubt one of the best games to hit the Nintendo DS to date." Mario Kart DS received a score of 9.2 out of 10 and was regarded as GameSpot's Editor's Choice and DS game of the year.

IGN has given an overall score of 9.5 out of 10, granting the game the IGN Editor's Choice Award and DS game of the year. Reviewer Craig Harris commented that "it's just hard to ignore just how limited the online presentation is.", but ended the review with this: "The only way to finish this review is just to say it: this is the greatest Mario Kart game ever developed, and is without a doubt the best DS game of 2005."

Mario Kart DS is the 3rd best selling game for the Nintendo DS, selling 23.56 million copies worldwide.

Notable mistakes and errors

  • The instruction booklet for earlier versions of this game makes an error in page 9. "Perform" is misspelled as "perfprm". This was fixed in later releases of the booklet.
  • On page 12, the text of Blooper states, "Sprays ink on the all of the karts in front of you,...", where there is an extra "the" in between "on" and "all". This was not fixed in later releases of the booklet, however.

References to other games

References in later games

Names in other languages

Language Name Meaning Notes
Japanese マリオカートDS[?]
Mario Kāto DS
Mario Kart DS
Chinese 瑪利歐賽車DS[?]
Mǎlìōu Sàichē DS
Mario Racing DS
French Mario Kart DS[?] -
German Mario Kart DS[?] -
Italian Mario Kart DS[?] -
Korean 마리오 카트 DS[?]
Mario Kateu DS
Mario Kart DS
Spanish Mario Kart DS[?] -

Trivia

  • This is the only Mario Kart game where Lakitu does not start the matches off as a referee.
  • If the game is played on the original DS, Mario says, "Yahoo!" on the Nintendo logo screen but if it is played on the DS Lite, DSi, 3DS, or Wii U, he says, "Here we go!"[8]
  • Mario Kart DS is one of the few games on the DS to have a "Language Block". Depending on the language of the DS, the language of the game will change; however, it will not change into Japanese on non-Japanese copies of the game.

References

  1. ^ Point System for 5 Players.
  2. ^ Point System for 6 Players.
  3. ^ Point System for 7 Players.
  4. ^ http://tcrf.net/Mario_Kart_Super_Circuit#Misc.
  5. ^ https://youtu.be/rHS3RQfqxSg?t=835
  6. ^ A transcription of the in-game statistics of Mario Kart DS. The values used to fill the bars in the kart selection screen are found in the kartmenuparam and charmenuparam sections.
  7. ^ A transcription of the in-game statistics of Mario Kart DS. Please note that due to the 16-bit Fixed Point format used by the game, rational numbers are shown as integers that must be divided by 4096.
  8. ^ Mario Kart DS on DS lite YouTube. Retrieved October 11, 2015

External links

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