Mario Kart DS
The North American Boxart for Mario Kart DS.
For alternate box art, see the game's gallery.
Developer Nintendo EAD
Publisher Nintendo
Platform(s) Nintendo DS, Virtual Console (Wii U)
Release date Nintendo DS:
Template:Release Virtual Console (Wii U):
Template:Release[?]
Language(s) English (United States)
French (France)
German
Spanish (Spain)
Italian
Japanese
Korean
Genre Racing
Rating(s)
ESRB:E - Everyone
PEGI:3 - Three years and older
CERO:A - All ages
ACB:G - General
USK:0 - All ages
Mode(s) Single player
Local Wireless Play: 2–8 players
Wi-Fi Connection: 2-4 players
Format
Wii U:
Digital download
Nintendo DS:
Game Card
Input
Wii U:
Nintendo DS:
Serial code(s) Template:Serials

Mario Kart DS is a racing game in the Mario Kart series for the Nintendo DS, developed and published by Nintendo. Mario Kart DS was released first in North America, on November 14, 2005, and is the only mainline 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 racetracks.

Mario Kart DS expands and introduces mechanics that would later become the standard in future titles, most notably 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 supports both single pak and multi-pak gameplay via DS Download Play, and is the first Super Mario title to support Nintendo Wi-Fi Connection, allowing players to race against opponents by using online services across the world. On May 20, 2014, the Nintendo Wi-Fi Connection has been discontinued, making online play no longer possible.

Mario Kart DS has its own mechanics that are not available in other Mario Kart games, such as customizing emblems for the vehicles, and the Missions mode, in which racers are tasked to complete objectives in a short series of events. The game also makes use of the Nintendo DS's features, 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, Mario Kart DS became available for purchase for the Wii U's Virtual Console service via the Nintendo eShop until March 27, 2023 after the service's discontinuation. Players who purchased the title before this date can still play it as long as it is on their Wii U device. The Virtual Console version is only playable in single-player mode.

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

 
The title screen after the game's completion.

As in Mario Kart 64 and Mario Kart: Double Dash!!, the game introduced sixteen courses for the four main cups: Mushroom Cup, Flower Cup, Star Cup, and Special Cup, which are collectively known as the nitro cups. The game also includes sixteen courses that appeared in earlier Mario Kart games and are part of the retro cups: Shell Cup, Banana Cup, Leaf Cup, and the Lightning Cup. These cups are sorted by difficulty in the same way as the nitro cups.

In every retro cup, each of the four courses originate from a different Mario Kart game. Every retro cup has their courses ordered in the same way as the release order of the four previous Mario Kart games. Furthermore, every retro course's name starts with an abbreviation of the game console that their originating game was released for:

Starting with the following Mario Kart game, Mario Kart Wii, stages originating from Mario Kart DS were included as retro courses and were represented by the abbreviation "DS".

Grand Prix

Grand Prix is a single player-exclusive mode. In it, a player competes in each cup in 50cc, 100cc, 150cc, and Mirror 150cc engine classes, with ascending speed and difficulty. The game reuses 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. Similarly to Mario Kart: Super Circuit, a rating of how well a player performed is shown after the trophy presentation, from highest to lowest: ★★★, ★★, ★, A, B, C, D and E. An overall "game ranking" of ★, ★★, or ★★★ is shown in the Records area if the player has earned the designated rating in every cup and class.

Time Trial

Time Trial is a single player-exclusive mode. In it, the player's character races to complete a course in the fastest time. The item rating of a kart determines how many Mushrooms the racer can have once they start the race; 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 can download records from other players, allowing the player's character to race 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 except the host 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 indicates winning results.
  • Green text indicates moderate results.
  • Black text indicates losing results.

Battle

In single player battle 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 to exclude console abbreviations from the names of its retro battle courses; in other words, the game does not name Block Fort and Pipe Plaza as N64 Block Fort and GCN Pipe Plaza respectively. Additionally, the retro battle courses do not retain their music from their original appearances, instead using the same music as the 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 they 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 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, Mario Kart 7 and Mario Kart 8 Deluxe, 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

 
Yoshi battling Big Bully in Mission Mode.

Missions mode is a new single-player mode for Mario Kart DS in 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. The ranks almost always 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 cannot 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 missions in a level. The racer is usually required to use items in boss battles. Every boss is from Super Mario 64 DS, and each of them have their own battlefield stage and require a different strategy to defeat.

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. When the boss battles of Level 6 and 7 are completed, the first version of the staff credits is shown.

Missions table

The following table includes the mission number, in-game mission description, time limit for the mission (0:00 signifies it is a race, and the mission finishes at 2:00 if the race is not completed), course, character the player plays as, and item distribution used. For a list of the item sets used, see here. CPU opponents always use set 1.

Mission Description Time limit Track Character Item set
1-1 Drive through all 5 numbered gates in order! 0:35 Figure-8 Circuit Mario N/A
1-2 Collect all 15 coins! 0:30 GBA Peach Circuit Peach N/A
1-3 Destroy all 10 item boxes! 0:45 Yoshi Falls Yoshi 2
1-4 Get the Star and use it to hit 5 Cheep Cheeps! 0:40 Cheep Cheep Beach Wario 4
1-5 Drive through all 6 numbered gates in order! 0:30 Nintendo DS Toad N/A
1-6 Drive out of the mansion...backward! 0:45 Luigi's Mansion Luigi N/A
1-7 Collect all 20 coins! 0:35 N64 Moo Moo Farm DK 3
1-8 Perform 4 power-slide turbo boosts in 1 lap! 0:45 SNES Mario Circuit 1 Mario N/A
Boss Use Mushrooms to crash into the Big Bully and knock him off the stage! 3:00 Water Arena* Yoshi 3
2-1 Crash into all 10 wooden crates and destroy every one! 0:55 Delfino Square Wario N/A
2-2 Collect all 10 coins! 0:30 Figure-8 Circuit Yoshi N/A
2-3 Drive through all 5 numbered gates in order! 0:45 SNES Donut Plains 1 DK N/A
2-4 Destroy all 5 item boxes! 0:35 Luigi's Mansion Luigi 2
2-5 Collect all 20 coins! 0:30 Cheep Cheep Beach Peach N/A
2-6 Use Bob-ombs to destroy all 5 Pokeys! 0:55 Desert Hills Wario 9
2-7 Drive through all 10 numbered gates in order! 0:55 GCN Luigi Circuit Toad 2
2-8 Perform 6 power-slide turbo boosts in 3 laps! 0:55 GCN Baby Park Peach 4
Boss Hit the Eyerok's eyeball 3 times with shells! 5:00 Sand Arena* Mario 11
3-1 Destroy all 5 item boxes! 0:50 Waluigi Pinball Wario 4
3-2 Drive through all 5 numbered gates in order...backward! 0:50 Delfino Square Bowser N/A
3-3 Collect all 15 coins while avoiding the Chain Chomp! 0:25 GCN Luigi Circuit Luigi N/A
3-4 Reach the finish before Yoshi! 0:00 Yoshi Falls Peach 8
3-5 Drive through all 8 numbered gates in order! 0:45 GCN Pipe Plaza Yoshi N/A
3-6 Hit Monty Moles with shells 5 times! 1:05 N64 Moo Moo Farm Luigi 11
3-7 Perform 10 power-slide turbo boosts in 1 lap! 1:10 Shroom Ridge DK N/A
3-8 Collect all 20 coins! 1:05 Twilight House Mario N/A
Boss Reach the finish before Goomboss! 0:00 GCN Baby Park Toad N/A
4-1 Reach the finish before Donkey Kong! 0:00 DK Pass** Wario 8
4-2 Blast 20 crabs!1 2:00 Palm Shore Yoshi 10
4-3 Reach the finish before the red car! 0:00 Shroom Ridge Mario 3
4-4 Drive through all 7 numbered gates in order! 0:45 Desert Hills Wario 3
4-5 Collect all 15 coins. If you get squished by a Thwomp, you fail! 0:30 GBA Bowser Castle 2 Bowser N/A
4-6 Break all 10 item boxes while avoiding the Fake Items! 1:10 N64 Choco Mountain DK 2
4-7 Drive through all 10 gates!2 0:45 Waluigi Pinball Toad N/A
4-8 Perform 9 power-slide turbo boosts in 1 lap! 1:00 GBA Luigi Circuit Luigi N/A
Boss Collect 50 coins while avoiding King Boo! 5:00 Lava Arena* Peach N/A
5-1 Reach the finish before the stray Chain Chomp! 0:00 Peach Gardens Peach 3
5-2 Drive backward and collect 15 coins! If you hit a snowman, you fail! 0:30 N64 Frappe Snowland DK N/A
5-3 Destroy all 5 item boxes! 0:35 SNES Koopa Beach 2 Toad 2
5-4 Drive through all 10 numbered gates in order! 1:05 GBA Bowser Castle 2 Bowser N/A
5-5 Complete 1 lap in the opposite direction within the time limit! 0:55 GCN Mushroom Bridge Mario 2
5-6 Collect all 18 coins! 0:45 Tart Top Yoshi N/A
5-7 Drive through all 8 numbered gates in order! 0:45 DK Pass** Toad N/A
5-8 Reach the finish before Mario! 0:00 Mario Circuit Luigi 8
Boss Hit the Big Bob-omb with 3 Bob-ombs! 5:00 Sand Arena* Wario 9
6-1 Drive backward across the spinning bridge! If you fall, you're out! 0:30 Bowser Castle Bowser N/A
6-2 Get Stars and run over 15 Rocky Wrenches! 0:55 Airship Fortress Wario 4
6-3 Collect all 30 coins! 0:45 SNES Choco Island 2 Yoshi N/A
6-4 Destroy all 10 item boxes! 2:00 N64 Block Fort Mario 2
6-5 Drive through all 8 numbered gates in order! 0:50 GBA Sky Garden Peach 3
6-6 Perform 14 power-slide turbo boosts in 1 lap! 1:00 GCN Yoshi Circuit Yoshi N/A
6-7 Collect all 40 coins! 1:30 Tick-Tock Clock Toad N/A
6-8 Reach the finish before Peach! 0:00 Peach Gardens** Bowser 8
Boss Use Mushroom boosts to hit Chief Chilly and knock him off the stage 3 times! 5:00 Water Arena* Luigi 3
7-1 Perform 6 power-slide turbo boosts in 1 lap! 1:00 Rainbow Road Peach N/A
7-2 Reach the finish before Bowser! 0:00 Bowser Castle Mario 8
7-3 Complete 2 laps within the time limit!3 1:30 Tick-Tock Clock DK 3
7-4 Use shells to defeat all 30 Goombas within the time limit! 2:00 Mario Circuit Toad 5
7-5 Collect all 20 coins! 0:55 Wario Stadium Wario N/A
7-6 Drive through all 8 numbered gates in order! 0:11 Nintendo DS Mario N/A
7-7 Drive backward and collect all 12 coins! If you hit a burner, you fail! 0:50 Airship Fortress Bowser N/A
7-8 Break all 10 item boxes while avoiding the Fake Items! 1:05 N64 Banshee Boardwalk Luigi 2
Boss Reach the finish before Wiggler! 0:00 GCN Mushroom Bridge Mario 2 & 4
*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 was the first Nintendo game to support online play (which has since been discontinued) 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 were applied to prevent excessive lag:

  • Only up to four players
  • Only the 100cc engine class was available
  • 12 of 32 courses were omitted
  • No multi-items
  • No spilled Items onto course to be used; items were just lost
  • Items could not be dragged behind the kart
  • Item roulette could not be stopped earlier
  • Course obstacles could not 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 could connect using a wireless connection or a Nintendo Wi-Fi USB Connector (preferably high-speed.) Racers would 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 were randomly grouped. The game tried to find four players, but eventually settled for three or two if necessary. Players chose their characters, karts, and the course they wanted for the first of four races.

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

Each player received one "win" for finishing ahead of a player and one "loss" for finishing behind of a player. If a player tied with another player, it did 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, was simply called a tie and did not affect either player's record.

Players could 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 could enter codes into each other's "friend roster" to create a friend list, where Wi-Fi records between the players were stored. When a friend was online at the same time, a symbol would appear above the Wi-Fi strength symbol, whether trying to find racers or during racing. Yet, both (or more) players must have had 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 was 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. Josh 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. Josh realizes that he might not win this race; however, Josh 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, Josh 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 Josh 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 Josh would have played it out and lost the fourth race, the result would have been 35-26, in favor of the three-star player.

Characters

Drivers

The main game has 12 playable characters, 4 of which are unlockable. The eight starting characters, Mario, Luigi, Peach, Yoshi, Toad, Donkey Kong, Wario, and Bowser, are the same eight characters available in Mario Kart 64 and Mario Kart: Super Circuit. The other four drivers can be unlocked by winning a gold trophy of certain cups in Grand Prix mode. Two of the unlockable characters, Daisy and Waluigi, return from Mario Kart: Double Dash!!, and the other two, Dry Bones and R.O.B., make their first Mario Kart playable appearances. A 13th racer, Shy Guy, debuts as a playable character sharing Yoshi's statistics, but is only available to players using DS Download Play. Discounting the multiplayer-exclusive Shy Guy, this is the first game since Super Mario Kart where the player classes are divided evenly, with four characters in each.

Drivers
 
Mario
 
Description:
Mario is familiar to racers one and all. With a balance of abilities, he is a racer suited to all situations.
Emblem:  
Weight: 32
Class: Medium
Signature kart: 1:  
B Dasher
Standard kart: 2:  
Standard MR
Unlockable kart: 3:  
Shooting Star
Borrowed karts:
4:  
4-Wheel Cradle
5:  
Light Dancer
6:  
Banisher
7:  
Gold Mantis
 
Luigi
 
Description:
Mario's younger brother Luigi is ready to race. His superb traction makes it hard for him to spin out.
Emblem:  
Weight: 32
Class: Medium
Signature kart: 1:  
Poltergust 4000
Standard kart: 2:  
Standard LG
Unlockable kart: 3:  
Streamliner
Borrowed karts:
4:  
Cucumber
5:  
Wildlife
6:  
Dragonfly
7:  
ROB-BLS
 
Peach
 
Description:
A generally genteel princess, the heart of a competitor burns deep within her. She is adapt at drifting.
Emblem:  
Weight: 23
Class: Light
Signature kart: 1:  
Royale
Standard kart: 2:  
Standard PC
Unlockable kart: 3:  
Light Tripper
Borrowed karts:
4:  
4-Wheel Cradle
5:  
Wildlife
6:  
Power Flower
7:  
Dry Bomber
 
Yoshi
 
Description:
While Yoshi is usually ridden by Mario, this time he's ready to race. Yoshi's traction is excellent.
Emblem:  
Weight: 20
Class: Light
Signature kart: 1:  
Egg 1
Standard kart: 2:  
Standard YS
Unlockable kart: 3:  
Cucumber
Borrowed karts:
4:  
Mushmellow
5:  
Banisher
6:  
Poltergust 4000
7:  
Royale
 
Toad
 
Description:
Toad uses his tiny stature to his advantage as he skillfully weaves in and out of traffic on the track.
Emblem:  
Weight: 17
Class: Light
Signature kart: 1:  
Mushmellow
Standard kart: 2:  
Standard TD
Unlockable kart: 3:  
4-Wheel Cradle
Borrowed karts:
4:  
Dry Bomber
5:  
Zipper
6:  
Shooting Star
7:  
Royale
 
Donkey Kong
 
Description:
DK overwhelms his opponents with his jungle instincts. He drifts through comers like a mad-man...or a mad-ape!
Emblem:  
Weight: 41
Class: Heavy
Signature kart: 1:  
Rambi Rider
Standard kart: 2:  
Standard DK
Unlockable kart: 3:  
Wildlife
Borrowed karts:
4:  
Hurricane
5:  
Power Flower
6:  
Gold Mantis
7:  
ROB-LGS
 
Wario
 
Description:
As his name implies, he's the anti-hero to Mario's heroism. Other than acceleration, he has no foil.
Emblem:  
Weight: 44
Class: Heavy
Signature kart: 1:  
Brute
Standard kart: 2:  
Standard WR
Unlockable kart: 3:  
Dragonfly
Borrowed karts:
4:  
Tyrant
5:  
Zipper
6:  
ROB-BLS
7:  
Shooting Star
 
Bowser
 
Description:
Mario's arch-enemy is superb at using his driving skills to race through curves.
Emblem:  
Weight: 50
Class: Heavy
Signature kart: 1:  
Tyrant
Standard kart: 2:  
Standard BW
Unlockable kart: 3:  
Hurricane
Borrowed karts:
4:  
Light Dancer
5:  
ROB-LGS
6:  
Rambi Rider
7:  
Brute
Unlockable drivers
 
Daisy
 
Emblem:  
Weight: 26
Class: Medium
Signature kart: 1:  
Power Flower
Standard kart: 2:  
Standard DS
Unlockable kart: 3:  
Light Dancer
Borrowed karts:
4:  
B Dasher
5:  
Light Tripper
6:  
Egg 1
7:  
Rambi Rider
To unlock:
Obtain a gold trophy for every 50cc Retro Grand Prix cup
 
Dry Bones(new)
 
Emblem:  
Weight: 14
Class: Light
Signature kart: 1:  
Banisher
Standard kart: 2:  
Standard DB
Unlockable kart: 3:  
Dry Bomber
Borrowed karts:
4:  
Streamliner
5:  
Light Tripper
6:  
Cucumber
7:  
Mushmellow
To unlock:
Obtain a gold trophy for every 50cc Nitro Grand Prix cup
 
Waluigi
 
Emblem:  
Weight: 35
Class: Medium
Signature kart: 1:  
Gold Mantis
Standard kart: 2:  
Standard WL
Unlockable kart: 3:  
Zipper
Borrowed karts:
4:  
B Dasher
5:  
Poltergust 4000
6:  
Brute
7:  
Tyrant
To unlock:
Obtain a gold trophy for every 100cc Retro Grand Prix cup
 
R.O.B.(new)
 
Emblem:  
Weight: 50
Class: Heavy
Signature kart: 1:  
ROB-BLS
Standard kart: 2:  
Standard RB
Unlockable kart: 3:  
ROB-LGS
Borrowed karts:
4:  
Streamliner
5:  
Egg 1
6:  
Dragonfly
7:  
Hurricane
To unlock:
Obtain a gold trophy for either every 150cc Mirror Nitro Grand Prix cup or Retro Grand Prix cup
DS Download Play only
 
Shy Guy(new)
 
Description:
Shy Guy stares out from behind his mask, his gaze revealing the hidden weaknesses of his opponents. Shy Guy only appears in DS Download Play matches.
Emblem:  
Weight: 20
Class: Light
Standard kart:  
Standard SG

Other characters

These characters are non-playable. They appear as either spectators, hazards, or obstacles of certain courses.

Image 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 Luigi's Mansion
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 for decoration, and are not hazards nor obstacles.
  Bubba N64 Banshee Boardwalk Bubba jumps out of the water over the track. It does not hit any of the racers.
  Bullet Bill 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
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
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 Cheep Cheep Beach
SNES Koopa Beach 2
In both courses, Cheep Cheeps bounce on the shoreline and spin racers 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.
  Firesnake 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 or if they're hit by shells, they get squashed and drop Mushrooms, though they continue walking even while flattened.
  Lava Bubble GBA Bowser Castle 2 Lava Bubbles jump out of lava pits at several places around the course. If a racer drives into a Lava Bubble, their kart is briefly set on fire, and they also usually fall into the lava.
  Monty Mole Peach Gardens
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 There are several Moo Moos in the background of the track, only posing as onlookers.
    Pianta Delfino Square Piantas appear as spectators of the race. Additionally, a Pianta statue is found in the beginning of the track.
  Piranha Plant Mario Circuit
SNES Choco Island 2
GCN Yoshi Circuit
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 Airship Fortress Rocky Wrenches are a stage obstacle. They hide under lids on the track. Their pattern is to briefly peak out before exposing themselves. If a racer drives over a lid which a Rocky Wrench peeks from, their kart jumps slightly into the air. If racers drive into a Rocky Wrench, their kart will be knocked over.
  Sidestepper Cheep Cheep Beach Sidesteppers are stationed on the sand, spinning players out of control if driven into them.
  Snowman DK Pass
N64 Frappe Snowland
Snowmen are situated on the track, causing the player to be thrown backwards 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
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.
  Venus Fire Trap Mario Circuit Venus Fire Traps are stationed in pipes and spit fire at oncoming racers.
  Walking Tree Luigi's Mansion Walking Trees walk in patterns and pose as obstacles for the drivers.

Karts

 
The kart selection screen in Mario Kart DS with Mario only.

In Mario Kart DS, there are 36 different karts (37 if including the Standard SG) 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: When a vehicle is heavy, the driver can knock a lighter kart. Unlike other stats, the character contributes to this stat, with Bowser and R.O.B. being very heavy, and the former of which having the heaviest karts. Characters with a higher weight stat, however, will also apply a penalty to the vehicle's Off-Road stat (which is hidden to the player).
  • 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 or R.O.B., the Light Tripper has a drift rating of one hundred, and each character has an items rating of one hundred for their heavier signature kart, an items rating of sixty-six for their standard kart, and an items rating of thirty-three for their lighter signature kart.

Originally, only two karts are available for each character; a signature kart and a standard kart. As the player wins gold trophies in the 100cc Nitro Grand Prix, the player will unlock a second signature kart for each character. When the player wins a gold trophy in either 150cc Special Cup or Lightning Cup, four signature karts from different characters will become available, bringing the total to seven karts for each character. After winning gold trophies in all eight 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 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] The exception is weight, which due to needing to be combined with character weight for the full value, is instead from zero to fifty. 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 average, 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.

Displayed statistics

Signature karts

The first type of karts are the signature karts. They are all unique and unlocked by default, with one per each character. By collecting all golden trophies in Nitro or Retro 150cc, signature karts are opened to certain other drivers. By collecting all golden trophies in 150cc Mirror Mode, any driver may use any other's signature karts.

Signature karts
 
B Dasher
 
Speed: 58
Acceleration: 69
Weight: 41
Handling: 52
Drift: 55
Items: 100
Owner:  
Mario
Secondary drivers:
 
Daisy
 
Waluigi
 
Poltergust 4000
 
Speed: 75
Acceleration: 76
Weight: 17
Handling: 77
Drift: 33
Items: 33
Owner:  
Luigi
Secondary drivers:
 
Yoshi
 
Waluigi
 
Royale
 
Speed: 41
Acceleration: 69
Weight: 44
Handling: 45
Drift: 94
Items: 100
Owner:  
Peach
Secondary drivers:
 
Yoshi
 
Toad
 
Egg 1
 
Speed: 59
Acceleration: 91
Weight: 14
Handling: 89
Drift: 41
Items: 33
Owner:  
Yoshi
Secondary drivers:
 
Daisy
 
R.O.B.
 
Mushmellow
 
Speed: 43
Acceleration: 87
Weight: 17
Handling: 69
Drift: 69
Items: 33
Owner:  
Toad
Secondary drivers:
 
Dry Bones
 
Yoshi
 
Rambi Rider
 
Speed: 74
Acceleration: 44
Weight: 47
Handling: 31
Drift: 74
Items: 100
Owner:  
Donkey Kong
Secondary drivers:
 
Bowser
 
Daisy
 
Brute
 
Speed: 92
Acceleration: 53
Weight: 23
Handling: 51
Drift: 49
Items: 33
Owner:  
Wario
Secondary drivers:
 
Bowser
 
Waluigi
 
Tyrant
 
Speed: 90
Acceleration: 25
Weight: 50
Handling: 25
Drift: 64
Items: 100
Owner:  
Bowser
Secondary drivers:
 
Waluigi
 
Wario
 
Power Flower
 
Speed: 58
Acceleration: 61
Weight: 35
Handling: 36
Drift: 84
Items: 100
Owner:  
Daisy
Secondary drivers:
 
Peach
 
Donkey Kong
 
Banisher
 
Speed: 25
Acceleration: 97
Weight: 35
Handling: 91
Drift: 45
Items: 100
Owner:  
Dry Bones
Secondary drivers:
 
Mario
 
Yoshi
 
Gold Mantis
 
Speed: 75
Acceleration: 65
Weight: 29
Handling: 60
Drift: 59
Items: 33
Owner:  
Waluigi
Secondary drivers:
 
Mario
 
Donkey Kong
   
ROB-BLS
 
Speed: 100
Acceleration: 55
Weight: 25
Handling: 69
Drift: 28
Items: 33
Owner:  
R.O.B.
Secondary drivers:
 
Luigi
 
Wario

Standard karts

The second type of karts are the standard karts, which are also available by default. They all follow a similar design to each other, with only the color differing, and tend to have more rounded statistics. They are automatically used for missions and battle modes, and are given mildly different statistics in the latter than in normal races, aside from the weight and item stats which are identical for all standard karts. They are not unlocked for alternate characters after collecting all golden trophies in Nitro or Retro 150cc, unlike the signature karts. However, they are still unlocked for other characters along with every other kart after collecting all golden trophies in 150cc Mirror Mode. The one exception is the Shy Guys' standard kart, which uses the same statistics as Yoshi's and is only available for Shy Guys as their sole kart.

Standard karts
 
Standard MR
 
Speed: Race: 64
Battle: 50
Acceleration: Race: 72
Battle: 54
Weight: 32
Handling: Race: 56
Battle: 50
Drift: Race: 57
Battle: 50
Items: 66
Owner:  
Mario
 
Standard LG
 
Speed: Race: 72
Battle: 56
Acceleration: Race: 74
Battle: 58
Weight: 32
Handling: Race: 73
Battle: 63
Drift: Race: 32
Battle: 31
Items: 66
Owner:  
Luigi
 
Standard PC
 
Speed: Race: 47
Battle: 38
Acceleration: Race: 73
Battle: 55
Weight: 32
Handling: Race: 48
Battle: 44
Drift: Race: 97
Battle: 75
Items: 66
Owner:  
Peach
 
Standard YS
 
Speed: Race: 55
Battle: 44
Acceleration: Race: 90
Battle: 71
Weight: 32
Handling: Race: 84
Battle: 69
Drift: Race: 39
Battle: 38
Items: 66
Owner:  
Yoshi
 
Standard TD
 
Speed: Race: 39
Battle: 31
Acceleration: Race: 85
Battle: 69
Weight: 32
Handling: Race: 65
Battle: 56
Drift: Race: 67
Battle: 56
Items: 66
Owner:  
Toad
 
Standard DK
 
Speed: Race: 80
Battle: 63
Acceleration: Race: 47
Battle: 32
Weight: 32
Handling: Race: 34
Battle: 31
Drift: Race: 77
Battle: 63
Items: 66
Owner:  
Donkey Kong
 
Standard WR
 
Speed: Race: 88
Battle: 69
Acceleration: Race: 50
Battle: 38
Weight: 32
Handling: Race: 48
Battle: 44
Drift: Race: 47
Battle: 44
Items: 66
Owner:  
Wario
 
Standard BW
 
Speed: Race: 96
Battle: 75
Acceleration: Race: 30
Battle: 25
Weight: 32
Handling: Race: 28
Battle: 25
Drift: Race: 67
Battle: 56
Items: 66
Owner:  
Bowser
 
Standard DS
 
Speed: Race: 64
Battle: 50
Acceleration: Race: 64
Battle: 50
Weight: 32
Handling: Race: 40
Battle: 38
Drift: Race: 87
Battle: 69
Items: 66
Owner:  
Daisy
 
Standard DB
 
Speed: Race: 31
Battle: 25
Acceleration: Race: 99
Battle: 75
Weight: 32
Handling: Race: 96
Battle: 75
Drift: Race: 47
Battle: 44
Items: 66
Owner:  
Dry Bones
 
Standard WL
 
Speed: Race: 72
Battle: 56
Acceleration: Race: 63
Battle: 50
Weight: 32
Handling: Race: 56
Battle: 50
Drift: Race: 57
Battle: 50
Items: 66
Owner:  
Waluigi
 
Standard RB
 
Speed: Race: 96
Battle: 75
Acceleration: Race: 53
Battle: 49
Weight: 32
Handling: Race: 65
Battle: 56
Drift: Race: 27
Battle: 25
Items: 66
Owner:  
R.O.B.
 
Standard SG
 
Speed: Race: 55
Battle: 44
Acceleration: Race: 90
Battle: 71
Weight: 32
Handling: Race: 84
Battle: 69
Drift: Race: 39
Battle: 38
Items: 66
Owner:  
Shy Guy

Unlockable karts

The third group of karts are unlocked all at once after getting gold trophies on all Nitro cups on 100cc difficulty. They function the same as the default signature karts in that they are based around one character each, are unlocked for select other characters after collecting all golden trophies in Nitro or Retro 150cc, and are then unlocked for everyone after collecting all golden trophies in 150cc Mirror Mode.

Unlockable karts
 
Shooting Star
 
Speed: 67
Acceleration: 74
Weight: 14
Handling: 60
Drift: 59
Items: 33
Owner:  
Mario
Secondary drivers:
 
Toad
 
Wario
 
Streamliner
 
Speed: 66
Acceleration: 71
Weight: 41
Handling: 69
Drift: 30
Items: 100
Owner:  
Luigi
Secondary drivers:
 
Dry Bones
 
R.O.B.
 
Light Tripper
 
Speed: 51
Acceleration: 75
Weight: 20
Handling: 51
Drift: 100
Items: 33
Owner:  
Peach
Secondary drivers:
 
Daisy
 
Dry Bones
 
Cucumber
 
Speed: 49
Acceleration: 88
Weight: 38
Handling: 80
Drift: 37
Items: 100
Owner:  
Yoshi
Secondary drivers:
 
Dry Bones
 
Luigi
 
4-Wheel Cradle
 
Speed: 33
Acceleration: 83
Weight: 44
Handling: 61
Drift: 64
Items: 100
Owner:  
Toad
Secondary drivers:
 
Mario
 
Peach
 
Wildlife
 
Speed: 84
Acceleration: 50
Weight: 23
Handling: 37
Drift: 79
Items: 33
Owner:  
Donkey Kong
Secondary drivers:
 
Luigi
 
Peach
 
Dragonfly
 
Speed: 82
Acceleration: 46
Weight: 47
Handling: 45
Drift: 45
Items: 100
Owner:  
Wario
Secondary drivers:
 
R.O.B.
 
Luigi
 
Hurricane
 
Speed: 100
Acceleration: 34
Weight: 29
Handling: 32
Drift: 69
Items: 33
Owner:  
Bowser
Secondary drivers:
 
R.O.B.
 
Donkey Kong
 
Light Dancer
 
Speed: 67
Acceleration: 66
Weight: 20
Handling: 43
Drift: 90
Items: 33
Owner:  
Daisy
Secondary drivers:
 
Mario
 
Bowser
 
Dry Bomber
 
Speed: 34
Acceleration: 100
Weight: 26
Handling: 100
Drift: 49
Items: 33
Owner:  
Dry Bones
Secondary drivers:
 
Peach
 
Toad
 
Zipper
 
Speed: 66
Acceleration: 59
Weight: 35
Handling: 52
Drift: 55
Items: 100
Owner:  
Waluigi
Secondary drivers:
 
Toad
 
Wario
   
ROB-LGS
 
Speed: 90
Acceleration: 48
Weight: 38
Handling: 61
Drift: 25
Items: 100
Owner:  
R.O.B.
Secondary drivers:
 
Donkey Kong
 
Bowser

Actual 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.

Actual 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
Battle Mode karts
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 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
Donkey Kong Standard DK 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
Toad Standard TD 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
Bowser Standard BW 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
Peach Standard PC 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
Wario Standard WR 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
Yoshi Standard YS 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
Luigi Standard LG 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
Dry Bones Standard DB 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
Daisy Standard DS 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
Waluigi Standard WL 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
ROB Standard RB 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
Shy Guy Standard SG 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

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. This makes a total of 8 cups and 32 courses. 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.

Some courses were playable on the Nintendo Wi-Fi Connection. They are marked with the service's logo below.

Additionally, each course has a Staff Ghost. Staff Ghosts are Time Trial races that were previously done by a Nintendo staff member. Every course has its unlockable Staff Ghost that the player can race against if their completion time is close to the Staff Ghost's. The player's record must be no more than 108% of the Staff Ghost's completion time to unlock.[8]

Nitro Grand Prix

 
Mushroom Cup
Figure-8 Circuit
cross_course
     
 
Staff ghost
Details Time 1:36:481
    Ninten★たなか Unlock time 1:44:199
Yoshi Falls
bank_course
     
 
Staff ghost
Details Time 0:57:677
    Ninten★まっは Unlock time 1:02:291
Cheep Cheep Beach
beach_course
     
 
Staff ghost
Details Time 1:43:654
    Ninten★しんご Unlock time 1:51:946
Luigi's Mansion
mansion_course
     
 
Staff ghost
Details Time 1:59:357
    Ninten★しんご Unlock time 2:08:905
 
Flower Cup
Desert Hills
desert_course
     
 
Staff ghost
Details Time 1:31:262
    Ninten★かつ Unlock time 1:38:562
Delfino Square
town_course
     
 
Staff ghost
Details Time 1:54:601
    Ninten★いわ Unlock time 2:03:769
Waluigi Pinball
pinball_course
     
 
Staff ghost
Details Time 2:23:288
    Ninten★しんや Unlock time 2:34:751
Shroom Ridge
ridge_course
     
 
Staff ghost
Details Time 2:05:123
    Ninten★ジョー Unlock time 2:15:132
 
Star Cup
DK Pass
snow_course
     
 
Staff ghost
Details Time 2:14:607
    Ninten★™NN Unlock time 2:25:375
Tick-Tock Clock
clock_course
     
 
Staff ghost
Details Time 1:54:903
    Ninten★だい8 Unlock time 2:04:085
Mario Circuit
mario_course
     
 
Staff ghost
Details Time 1:56:533
    Ninten★モリオ Unlock time 2:05:855
Airship Fortress
airship_course
     
 
Staff ghost
Details Time 2:07:748
    Ninten★シュン Unlock time 2:17:967
 
Special Cup
Wario Stadium
stadium_course
     
 
Staff ghost
Details Time 2:14:868
    Ninten★マトゥ Unlock time 2:25:657
Peach Gardens
garden_course
     
 
Staff ghost
Details Time 1:52:989
    Ninten★ゆきつ Unlock time 2:02:028
Bowser Castle
koopa_course
     
 
Staff ghost
Details Time 2:19:661
    Ninten★ひろむ Unlock time 2:30:833
Rainbow Road
rainbow_course
     
 
Staff ghost
Details Time 2:16:246
    Ninten★たえこ Unlock time 2:27:145

Retro Grand Prix

 
Shell Cup
SNES Mario Circuit 1
old_mario_sfc
     
 
Staff ghost
Details Time 0:50:688
    Ninten★いわ Unlock time 0:54:743
N64 Moo Moo Farm
old_momo_64
     
 
Staff ghost
Details Time 1:17:751
    Ninten★だる® Unlock time 1:23:971
GBA Peach Circuit
old_peach_agb
     
 
Staff ghost
Details Time 1:12:011
    Ninten★だい8 Unlock time 1:17:771
GCN Luigi Circuit
old_luigi_gc
     
 
Staff ghost
Details Time 1:29:759
    Ninten★おつぼ Unlock time 1:36:939
 
Banana Cup
SNES Donut Plains 1
old_donut_sfc
     
 
Staff ghost
Details Time 1:08:027
    Ninten★しばた Unlock time 1:13:469
N64 Frappe Snowland
old_frappe_64
     
 
Staff ghost
Details Time 2:08:781
    Ninten★ジョー Unlock time 2:19:083
GBA Bowser Castle 2
old_koopa_agb
     
 
Staff ghost
Details Time 1:52:258
    Ninten★ジョー Unlock time 2:01:238
GCN Baby Park
old_baby_gc
     
 
Staff ghost
Details Time 0:50:920
    Ninten★ひょう Unlock time 0:54:993
 
Leaf Cup
SNES Koopa Beach 2
old_noko_sfc
     
 
Staff ghost
Details Time 0:54:847
    Ninten★しんや Unlock time 0:59:34
N64 Choco Mountain
old_choco_64
     
 
Staff ghost
Details Time 2:15:571
    Ninten★イシビ Unlock time 2:26:416
GBA Luigi Circuit
old_luigi_agb
     
 
Staff ghost
Details Time 1:46:581
    Ninten★モリオ Unlock time 1:55:107
GCN Mushroom Bridge
old_kinoko_gc
     
 
Staff ghost
Details Time 1:30:600
    Ninten★ひょう Unlock time 1:37:847
 
Lightning Cup
SNES Choco Island 2
old_choco_sfc
     
 
Staff ghost
Details Time 1:01:620
    Ninten★おつぼ Unlock time 1:06:549
N64 Banshee Boardwalk
old_hyudoro_64
     
 
Staff ghost
Details Time 2:14:403
    Ninten★まさ Unlock time 2:25:155
GBA Sky Garden
old_sky_agb
     
 
Staff ghost
Details Time 1:44:400
    Ninten★ドリー Unlock time 1:52:752
GCN Yoshi Circuit
old_yoshi_gc
     
 
Staff ghost
Details Time 1:48:793
    Ninten★たろう Unlock time 1:57:496

Battle courses

In Battle mode, there are six battle stages, four of which are original and two of which are from earlier Mario Kart games. As Battle mode was unavailable over Nintendo Wi-Fi Connection, these courses were unavailable as well. Nevertheless, the mode and some of the courses were available through DS Download Play.

Nitro courses
Nintendo DS
mini_stage1
     
Download Play:
 
Twilight House
mini_stage2
     
Download Play:
 
Palm Shore
mini_stage3
     
Download Play:
 
Tart Top
mini_stage4
     
Download Play:
 
Retro courses
Block Fort
mini_block_64
     
Download Play:
 
Pipe Plaza
mini_dokan_gc
     
Download Play:
 

Items

For information on the probability of obtaining each item from an Item Box, see Mario Kart DS item probability distributions.

As with other Mario Kart games, a main element of Mario Kart DS are the pick-up items that allow the racer to take certain advantage over their opponents. An item can be obtained by driving into an Item Box. This causes the item roulette at the top-left corner of the screen. Racers in higher positions receive less powerful items than racers in lower positions. Some items are unavailable in Battle Mode, and in the mode, similar to normal races, leaders with the most Balloons or Shine Sprites receive less powerful items.

Each kart has an Items stats ratio, which determines the variety of items that a racer can receive; karts with a higher items ratio are more likely to receive rare items. In subsequent games, this stat was removed, making position the only factor that influences items. When the Item Roulette has chosen a normal item, it makes a simple chime, but if the racer receives a more powerful item, it makes a stronger chime.

The game introduces two items, Bullet Bill and Blooper, both of which have since appeared in every subsequent Mario Kart game. Most of Mario Kart DS's item artworks are from Mario Kart: Double Dash!! except for the Fake Item Box, Triple Bananas, Boo, Bullet Bill and Blooper.

Image Name Instruction booklet description
  Mushroom Provides a short speed boost.
  Triple Mushrooms Each press of   or   uses up one Mushroom.
  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.
  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.
  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.
  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.
  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 Sprays ink on all of the karts in front of you, obscuring those drivers' view of the track.
  Bullet Bill Briefly transforms the user into a Bullet Bill that soars through the air along the track, knocking over karts along the way.
  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 right and left repeatedly 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

The multiplayer mode allows up to eight players to play either by multi-card (Normal) or by Download Play (Simple) mode.

In Normal mode, players can select any character and kart combination they have unlocked. They can also pick any track that any Game Card has unlocked.

In Simple mode, players can only select courses from the Mushroom Cup and the Shell Cup. Only three of the battle courses are available—Nintendo DS, Tart Top and Pipe Plaza—which are always selected by the game at random. Download Play participants are forced to play as Shy Guy, whose color is selected by the game randomly. This applies even if everyone in the room has the game.

Options

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

In the options menu, the player can select "Settings", "Edit", or "Erase Data". Under "Settings", the sound output can be changed between stereo, headphones, and surround and the "Locate Friend" feature can be togged on or off. "Locate Friend" notifies the player about friends who are seeking opponents while connected to the internet. Under "Edit", the player can change their nickname and make their own emblem 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 shows up next to a player's name while driving in a multiplayer or Nintendo WFC race. "Erase Data" clears all save 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.
  Figure 8 Circuit/Mario Circuit - The main circuit theme
File infoMedia:MKDS-Music-CircuitTheme.oga
0:30
  Waluigi Pinball/Wario Stadium - Waluigi Pinball/Wario Stadium theme
File infoMedia:MKDS-Music-WaluigiPinball.oga
0:29
  Rainbow Road - Rainbow Road theme
File infoMedia:MKDS-Music-RainbowRoad.oga
0:30
Help:MediaHaving trouble playing?

Pre-release and unused content

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

There were three unused items: the Chain Chomp, Bowser's Shell, and a purple Koopa 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 is performed.

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.

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 they will fall. Lakitu will pick the player up as usual. This can also be done with a Star, but is harder to pull off.

Staff

Main article: List of Mario Kart DS staff

A few staff members from Mario Kart: Double Dash!! returned to work on this game, including Hirotake Ohtsubo and Yoshihisa Morimoto as course designers and Yasuyuki Oyagi as one of the directors. Hiromu Takemura, who also worked as a course designer for Double Dash!! and a map designer for Super Mario Sunshine, led as the course director. Hideki Konno returns as a producer after being absent from Double Dash!!'s development. Shigeru Miyamoto served as the general producer and Satoru Iwata served as the executive producer.

Reception

Mario Kart DS received critical acclaim. 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 gave 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."

Reviews
Release Reviewer, Publication Score Verdict
Nintendo DS Bryn Williams, Gamespy 5/5 "In the end, it really boils down to this. If you're a fan of Nintendo, racing games, and want some of the best digital excitement 2005 has to offer, you need to get Mario Kart DS. The online shortcomings are annoying, yes, but very minor, and they are more than made up for by the amazing single-player content and local WiFi gameplay. If you absolutely hate, hate, hate karting games, then fair enough. Just be sure to book that next appointment with your shrink to figure out why that is."
Nintendo DS Justin Calvert, GameSpot 9.2/10 "Mario Kart DS is without a doubt one of the best games to hit the Nintendo DS to date. The game plays every bit as well as any of its predecessors, and adds just enough new features to the mix to make it worthy of your attention, even if you're still playing any of those games on a regular basis. The online play is undoubtedly the icing on an especially yummy cake, and even if you're not in a position to sample said icing, a yummy cake without icing is still a yummy cake."
Nintendo DS Craig Harris, IGN 9.5/10 "After experiencing Mario Kart DS, it's hard to imagine how Nintendo's going to improve on what they've done for this stunning portable rendition. There's so much gameplay and depth in this design, moreso than the series has ever had in the past. It's an amazingly addictive racer both in single and multiplayer modes, and even with the limitations of the online functions, it's impossible to avoid becoming addicted to the long distance Mario Kart match-ups. 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."
Nintendo DS Jeremy Parish, 1UP 8.7/10 "Everything about MKDS comes together into a surprisingly compelling package, a portable racing game on par with anything ever to appear on a console. Even for a skeptic like me. Like the victor of a tough kart race, MKDS has come from behind against steep odds to snatch the gold from the clutches of cynicism."
Aggregators
Compiler Platform / Score
Metacritic 91
GameRankings 91.43%

Sales

Mario Kart DS is the 3rd best selling game for the Nintendo DS, selling 23.60 million copies worldwide.

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 and Mario Kart Tour are the only Mario Kart games in which Lakitu does not start the races.
  • If the game is played on the original Nintendo DS, Mario says "Yahoo!" on the Nintendo logo screen, but if it is played on the DS Lite, DSi, 3DS, or Wii U, he instead says "Here we go!"[9][10]
  • Mario Kart DS is one of the few Nintendo DS games with a "Language Block", meaning that the in-game language (except Japanese) is the same as that of the Nintendo DS system. Japanese is the only language available for Mario Kart DS releases in Japan.
  • On page 12 of the Mario Kart DS instruction booklet, the text for the Blooper reads, "Sprays ink on the all of the karts in front of you", where there is an erroneous "the" between "on" and "all". Earlier versions of the instruction booklet also featured a misspelling of "perform" as "perfprm" on page 9, but this was fixed in later releases of the booklet.

References

  1. ^ Point System for 5 Players.
  2. ^ Point System for 6 Players.
  3. ^ Point System for 7 Players.
  4. ^ 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. ^ https://docs.google.com/spreadsheets/d/1ekw2H8dZvsBGEOS-MJWkR2hDFflBpWnX3VhxcWhff_8/edit#gid=1195895108[better source needed]
  9. ^ Mario Kart DS (Wii U) - 150cc - Grand Prix: All Cups & End Credits (1080p60fps) YouTube. Retrieved October 11, 2015
  10. ^ For comparison, here is the game on a normal DS.

External links