Mario kart 8 .switch file download






















Players can choose either the Inkling Girl or Inkling Boy, and they include three selectable colors each; similarly, the two Villagers have also been separated, after being present in the same character slot with the female Villager being considered a variant of the male one in Mario Kart 8. Characters playable in this game that are not playable in the original Mario Kart 8 are listed below.

King Boo 1. Gold Mario 1 , 2 , 3. Dry Bones 1. Bowser Jr. Inkling Girl 4 , 5. Inkling Boy 4 , 5. Champion's Tunic Link 6 [10]. Like in Mario Kart 8 , characters have set rivals that consistently appear when racing in Grand Prix races. They are once again restricted to Grand Prix only, not appearing in single player versus or battle mode.

Unlike the previous game, more characters have rivals: the twelve characters from the previous game who had rivals retain their rivals in this game, while other characters range from having one to two rivals each, or even none at all. Mario Kart 8 Deluxe features six additional vehicle body parts.

One is the Koopa Clown , returning from Mario Kart 7. These three change their colors for certain characters: the former for the Koopalings , and the latter two for all Inkling variations. Computer characters now also choose from a wider variety of kart parts than the original version, such as the Flame Rider and the Sports Coupe. However, they are still restricted to a set amount of body parts per character.

In total, there are 41 vehicle bodies, 22 tires, and 15 gliders, resulting in up to 13, different combinations. The parts available are listed here in the order shown in the vehicle customization screen, with the following notation:. The "8" logos on the parts are replaced with the character's emblem , except on the Gold Standard and Gold Glider.

Paraglider NEW. All of the characters in the game except Gold Mario have four different combinations of vehicle parts that they can use if they are CPUs. These combinations are listed below. Mario Kart 8 Deluxe features different statistics with respect to Mario Kart 8. Just like Mario Kart 7 and Mario Kart 8 , the game uses "points" "PT" which are conferred by characters and vehicle parts to determine the final values of the game's statistics.

In each statistics, the points given by the character, body, tires, and glider are summed to obtain a final value called "Level" "Lv" which is then used by a table to convert the level into appropriate physical parameters used by the game. There are a total of 7, different stat combinations.

The Level of five statistics is displayed in the vehicle customization screen:. Said Level is represented through bars by adding three points to the sum of points, then dividing the result by four, resulting in values ranging from 0.

As an example, the process through which the statistics of a certain combination of character and vehicle parts are calculated and displayed is shown below:. Drivers are still grouped into small groups of characters sharing the same statistics, the number of groups has been increased with respect to Mario Kart 8.

In addition to the statistics shown in the vehicle customization screen, there are the following statistics:. The number of groups of vehicle parts sharing the same statistics has increased as well when compared with Mario Kart 8.

The only unlockable playable character in this game is Gold Mario , who is unlocked by winning all twelve gold cups at cc. Once unlocked, he replaces Metal Mario on the character select screen. Metal Mario is from then on treated as a color variant of Gold Mario. The two differ only in their color scheme and the voice clip used when selecting them. Their other voice clips, horn sounds, animations, and statistics are identical. A vehicle part is randomly unlocked every 30 coins.

Once reaching coins this changes to every 50, and once reaching coins this changes to every Eventually, the last non-gold vehicle part is unlocked on reaching coins. It is also the first Mario Kart game since Mario Kart 64 to have all courses available from the start.

Names in italics indicate the British English name for the course. In Mario Kart 8 Deluxe , the times for staff ghosts in cc are slightly different from the original Mario Kart 8. Also, unlike the original game, players will not unlock any stamps if they beat the ghosts.

Mario Kart 8 Deluxe features a new option for players to race in Time Trials in the cc engine class. This option also features entirely new staff ghosts for each of the 48 courses. The Boo and Feather items make a return in this game, functioning as they had previously. All other items from the Wii U version return as well.

Also, the item distributions have been altered beside the addition of the new items. Additionally, more amiibo can be used to unlock the returning Mii Racing Suits, as all Animal Crossing related amiibo being compatible and unlocking the Animal Crossing Mii Racing Suit, and the Pikmin amiibo unlocking the Pikmin suit.

Mario Kart 8 Deluxe has been received with universal acclaim, garnering higher aggregate scores than the original Mario Kart 8. Fast and simple. So why did Nintendo select this circuit for their Japanese time trial tournament? Speed around using the normal controls and this is a very bland track. Use power-slides and it's a heart-stopping test of split-second reactions, slicing through hairpin turns with millimetres to spare, the wheelspin smoke burning yellow then red.

Although there are no significant hazards, the track itself is narrow and demanding for true speed demons. The second-longest circuit is played out in a huge mud-track arena complete with one crucial leap miss it and you drop on the track about a third back on your original position.

Initially, the circuit can seem a bit too long, but lots of corners and the slippery, muddy track are ideal for mastering those power-slides. Add in some outrageously hilly terrain and you've got Nintendo's masterful take on Sega Rally. A short, fast course with some tight corners all played out on ice. Judging how close you can get to the edge isn't easy, particularly with huge, mad penguins slidin' about for fun. Fall in the water and you're pulled out encased in ice-amusing, if only for your competitors!

A deceptively tricky, demanding course with a particularly nasty pair of hairpin bends leading into the main straight - a large lake provides a watery reception for the careless.

On the right of the game's largest leap is Princess Peach's Castle, which also plays host to the reward ceremony. It's exactly the same as in Super Mario 64 , but is here sadly uninteractive. Proof positive of just what the N64 can do. Huge Thwomp cubes whirl about overhead, rush into the distance and then slam down on your head just as you're negotiating a particularly nasty turn. A couple of narrow bridges and a leap over bubbling lava, plus a fire-breathing Bowser statue all add to the fun.

Although a little overwhelming initially, it soon reveals itself to be an extremely fast and fun track. Unlike the similarly ambitious motorway, this is a real classic you'll return to again and again. A wild, riotous track which consists of a long river jump, a tight corner located in a cave and some very fast twisting turns through the jungle.

The latter are spiced up by rocks bouncing about in the jungle, veer off track and these provide a disorientating pounding for the careless. An agreeably confusing track with most of its length consisting of numerous different routes running through a canyon infested with bizarre, hedgehog creatures. The shortest route is, of course, the most difficult and gives players an admirable insight into the precision of the N64's 3D with kart wheels slippin' and slidin' on the edge of some very long drops!

Something of a homage to the original: an entirely flat wooden track suspended over icy water. The fact that some barriers have been left off tight corners makes for some hair-raising corners, while a bat-infested ghost house is particularly tricky if you've just been magically shrunk! The track you loved to hate on the original - a long, fiendishly twisted course with no barriers, no run-off areas: only your skill kept you on track.

The 64bit version is even longer and twistier, but sadly there's barriers along every metre of its m length. It's impossible to fall off, except if you drift off on one long jump.

A huge chain-chomp enemy whizzes about, boasting a beautiful mirror finish, but aside from this and some lovely neon graphics in the sky this is a real disappointment.

Still, all the loop bits and slidey track make for some awesome power-slides. Just like its illustrious forebear, first impressions of Mario Kart 64 are misleading. Once again, the 50cc class can be regarded as toddler fodder and should be ignored unless you want to spend time sight-seeing. The overall emphasis of the game is very much on four player mode which is undoubtedly its strongest point. The slower frame update, and consequently reduced responsiveness, don't so much harm the game as perfect it.

The game is never so demanding, never so fast-feeling as when operating under these limitations. It's the first game I've seen which doesn't just work in four-player split-screen mode, it actually soars and is brilliantly, irresistibly playable.

A wider, more powerful range of power-ups, with the really powerful weapons invariably provided to those in last place, mean players of varying ability can play together much more easily than the original.

However experienced you are, however far in front your are, you can never totally relax with so much wacky mayhem exploding behind you. The Battle Mode variation does make you aware of how small your individual screen is, but the richness of four player gameplay more than compensates: 'yes, of course we're a team Without three or four players the game's strengths remain, but the compromises become more evident.

The most obvious of these is in the graphics. Preview shots of Kinopio Highway's traffic and Kara Kara Desert's locomotive suggested an outrageous new level of 3-D trickery and excitement.

The reality is considerably different with just two tracks delivering on this promise. Bowser Castle is an unbelievable riot with huge Thwomp cubes whirling all about the place. At first it seems too much, even the screen shuddering as the cubes crash down, but with practice it becomes excellent fun.

Kinopio Highway, by contrast, looks excellent but is ultimately one of the less interesting tracks - not least for the way it transfers attention from interplayer combat to simply avoiding traffic.

Perhaps because of this, other extravagant 3-D creations such as the riverboat, rock slide and locomotive are all limited to looking pretty, while affecting gameplay barely at all. In four player mode there's no need for such distractions, but in two or one player mode you keep waiting for surprises which never appear.

Similarly, some of the arenas in Battle Mode can seem a little too spacious for less than four players, even if the increased range of power-ups and 3-D terrain makes it far superior to the original bit version. In Versus or Grand Prix mode, however, this wide range of firepower can seem initially overwhelming.

The wildness of the combat, especially with the bias of power-ups against leaders, is fun but blunts the precision of Super Mario Kart and can make the tracks seem dull by comparison. It's all very enjoyable, but some of the original's buzz seems lost. The key to getting a hard-edged, adrenaline-pumping racing game is the power-slides.

Faster and more sophisticated than anything seen in Super Mario Kart, they emphasise just how much thought has gone into both handling and track design. Using this technique, even the most bland seeming tracks suddenly take on a fiendish challenge. While novices will have a ball fooling around with the firepower, experienced gamers will discover there's a real race game underneath.

Overall, Mario Kart 64 undoubtedly delivers on its promise of unrivalled four-player gameplay. In other modes, a consequent conservatism lessens the immediate impact but the familiar richness of gameplay, and plenty of underlying depth, ensures in no department does the game disappoint. It's simply awesome fun and, once again, the more you play, the more you enjoy. It was a pleasure to play this one Another winner comes to the Nintendo 64 direct from Nintendo.

When a game is this good, where can I start? Since I only have one gripe I'll start there. I really wanted more battle tracks. If there were at least two or three more I'd be more pleased let's hope for secret tracks! Other than that, the game was perfect. Same as a Green Shell, but multiplied by 3. They rotate around the player's kart, acting as a shield on all sides. When thrown, moves down the track, locking onto the racer ahead of the player and knocking them over.

Can be thrown forward or backward, but a backwards-thrown shell will lose its homing ability. Same as a Red Shell, but multiplied by 3.

When used, transforms the player's kart into a giant Bullet Bill, speeding down the track and knocking over any other racers in its path.

Any racer that is hit will lose all items in their possession. Explodes after a set period of time or on contact with other racers, tossing them into the air. This item imitates an Item Box, but is colored red and has an upside down question mark.

The item has a similar color to an Item Box from a distance, only revealing its true color as the player approaches. It flips over the player that hits it. It can't block incoming items, but it can block other vehicles. When used, shrinks all other racers, which reduces their speed and drops their items. Racers turn back to normal in order from last place to first place. This item doesn't affect racers with invincibility items activated.

Anyone who is under the effects of a Mega Mushroom will shrink to normal size. When used, gives the player a small boost. Can be used over terrain that would normally slow the player down. Gives the player 3 Mushrooms, which give one boost at a time.

Grants invincibility and increased speed to the player for 7. Also, the driver can go off-road without losing any speed. Racers that are hit will lose all items in their possession. When thrown, this flying shell blazes down the track, locking onto the racer in first place. When it reaches its target, it circles above the racer, dives onto them, then explodes, throwing them up into the air. Can be avoided by using any form of Mushroom, a Bullet Bill, or a Star.

Inks over all of the racers that are ahead of the player, obstructing their vision and causing turns to be more slippery. It eventually wears off, but it can be immediately removed by a speed boost or by getting a Star or Bullet Bill.

Temporarily increases the size and speed of the player, which allows them to flatten any other racers they come in contact with. Any racer that is flattened will lose their items and slow down for a few seconds. It will protect players from every single item except for except for Stars, Lightning, and Bullet Bills. The effect lasts for 7. When received, spawns a thundercloud above the player, which, causes them to gain more speed and acceleration.

In addition, they won't lose speed when driving off-road. However, after ten seconds, the item will strike them with lightning and shrink them, causing them to drive slower. If the player bumps into another racer, then the Thundercloud will be transferred to them. It can also be destroyed if the driver gets shot out of a cannon or gets a Mega Mushroom, Bullet Bill, or Star. When activated, a POW Block icon will appear above the karts and flatten itself for about five seconds before it disappears, shaking the ground in the process.

On the third strike, it sends all racers ahead of the user into an explosive spin that makes them drop their items. You can avoid this by shaking the controller or doing a trick. It was inaugurated in with its debut entry, Super Mario Kart for the Super Nintendo Entertainment System , which was critically and commercially successful.

There have been a total of 15 titles in the series: 5 original home console games, a home console port, 3 portable games, a mobile game, 4 arcade games co-developed by Bandai Namco Entertainment , and an RC-based game. The success of Mario Kart has spawned many cartoon-style racing games published by various gaming companies from the bit generation onwards. It has also been referenced in the Paper Mario role-playing series and inspired several stages in the Super Smash Bros.

The games in the series have sold a combined total of over million copies worldwide. The modern Mario Kart series is widely considered to trace its spiritual origins to the Famicom Grand Prix games, which were released for the Japan-only Family Computer Disk System add-on; these were the first Nintendo racing games to feature Mario as a player-character.

Following the Japanese launch of F-Zero , a Super Nintendo Entertainment System game which was exclusively single-player, Nintendo developers decided to create a two-player racing game for that console as a follow-up. Development of the first Mario Kart game was overseen by Shigeru Miyamoto , then the general manager of Nintendo's EAD division , who is best known for creating the Mario franchise and other successful Nintendo properties.

Darran Jones of Imagine Publishing 's magazine NowGamer attributed the original success of Mario Kart to its use of the Mario characters and to being a new type of racing game. In the Mario Kart series, players compete in go-kart races, distributed among several single-player and multiplayer modes, and control one of a selection of major Mario franchise characters. Up to twelve usually eight characters can compete in each race.

When the characters are ready to begin racing in the starting grid , Lakitu comes in with a traffic light hanging from a fishing pole, which starts the countdown; when the light turns green blue in certain games , the race officially begins. During the race, the player's viewpoint is from behind or in front of his or her kart. The goal of the game is to either finish a race ahead of other racers, who are controlled by the computer and other players, or complete a circuit in the fastest time.

Question mark boxes are arrayed on the race tracks and give power-up items to a player-character if their vehicle passes through them. Common power-ups include the Dash Mushroom , which gives players a speed boost; the shells of Koopa Troopas , which can be thrown at opponents; banana peels, which can be laid on the track as hazards; Boo , who turns the player's kart invisible so that obstacles will not hit it and steals for them an item from another racer; a Bullet Bill , which sends the player rocketing ahead, plowing over other racers who get in the way; lightning bolts , which a player can use to electrocute and weaken all of the other racers; and the Starman , which renders the player's kart temporarily invulnerable to attack.

The type of weapon received from an item box is often random, though sometimes influenced by the player's current position in the race. For example, players lagging far behind may receive more powerful items while the leader will only receive small defensive items.

This gameplay mechanic is designed to give other players or computers a realistic chance to catch up to the leading player. In some games, lines of coins are found on the courses, which if run over and collected, will increase a kart's top speed and can be used to unlock kart parts. Having coins also helps players when their kart is hit by another: instead of spinning and losing control, they lose a coin. Coins are also lost when karts are struck by power-ups or fall off the tracks.

The series also features advanced maneuvers such as drifting also called power sliding , which allows a kart to rapidly turn in a direction preventing the need to brake; and hopping , which helps a kart to avoid obstacles or off-road parts and sometimes can be used to execute tighter turns the kart makes a short hop and turns in the air, speeding off in the new direction when it lands. Many course themes recur throughout the series, including circuit, dirt, off-road, beach, desert, snow, jungle, castle and haunted tracks.

Most courses are based on an existing Mario location such as Bowser's Castle , but there are a number of courses that have not previously appeared elsewhere, such as Rainbow Road. Each game in the series includes at least 16 original courses and up to 6 original battle arenas.

Each game's tracks are divided into at least four "cups," or groups in which the player has to have the highest overall placing to win; in most games, each cup contains four tracks. Most courses are completed after three laps. Course outlines are marked out by impassable barriers and feature a variety of bends, ranging from sharp hairpins to wide curves which players can drift around. Numerous obstacles appear on the tracks, ranging from generic obstacles to those themed after the Mario games.

Another common type of obstacle is off-road sections which slow down the karts, such as shallow water or mud bogs. Starting with Mario Kart DS and up until Mario Kart 8 , each entry in the series has featured 16 "nitro" original courses and 16 "retro" tracks drawn from previous titles, spread across four cups each. As the player progresses through the cups, each is ostensibly more difficult than the one before it.

The Mario Kart series' player-character rosters generally consist of memorable characters from the Mario universe, including the main protagonist Mario ; his brother Luigi ; his love interest Princess Peach ; his sidekick Yoshi ; his friends Toad , Princess Daisy , and Rosalina ; his antagonists and rivals Donkey Kong , Wario , and Waluigi ; and his nemesis Bowser ; among others. Each character's kart has different capabilities with differing levels of top speed, acceleration and handling.

Since Mario Kart 64 , all player-characters have been grouped into one of three distinct weight classifications. Smaller characters, labeled as "lightweights," have high acceleration but low top speeds, and lose a minimal amount of speed when off-road but are easily knocked aside by heavier opponents.

Medium-sized characters, or "middleweights," have an equal balance of weight, top speed, and acceleration, and lose a moderate amount of speed when off-road.

The largest characters, labeled as "heavyweights," can easily knock aside most opposing racers, have high top speeds but poor acceleration, and lose great amounts of speed when off-road.

Each installment of the Mario Kart series features a variety of single and multiplayer modes. In Grand Prix, one player is required to race against seven eleven in Mario Kart Wii and Mario Kart 8 computer-controlled characters in a "cup," a series of four races five in Super Mario Kart. Mario Kart games typically have four recurring difficulty levels: 50 cc , cc, cc, and an extra "Mirror" mode where tracks are inverted left-to-right ; starting in Mario Kart 8 , a fifth difficulty level, cc, was added.

As the player progresses through the cups, the courses become more difficult, and as the difficulty level increases, the vehicles go faster. Players earn points according to their finishing position in each race. In earlier games, if a player finishes in a lower position, they must replay the race and may not proceed until a higher placing is achieved. The racer with the highest number of points after all races have been completed wins a trophy: bronze for third place, silver for second, and gold for first.

Grand Prix is also playable in multiplayer mode for up to four players, though this does not affect the rest of the gameplay rules. In Time Trial mode, players race against the clock through the same tracks that are present in Grand Prix mode in cc engine class, attempting to set the fastest time possible. There are no opponent racers or item boxes, though the player will always begin each race with three Mushrooms in reserve. For any given course the shortest total times are saved, and the shortest single lap time of any race is also saved.

The fastest time is saved as a ghost , a copy of the player's performance, which the player can race against later. Mario Kart Tour substitutes this mode with a bonus challenge in which the goal is to finish a race within a set time limit, and is playable on only a few set courses that change out each tour.



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