Mario Kart Wii
[3] The Game Box Art.

[4] The Wii Wheel Bundle Box.

Developer(s): Nintendo EAD
Publisher(s): Nintendo
Platform(s): Wii
Release Date(s):
Wii (Original Release):
[5] Japan - April 10, 2008
[6] Europe - April 11, 2008
[7] Australia - April 24, 2008
[8] USA - April 27, 2008
[9] Hong Kong - July 12, 2008
[10] Republic Of China - July 12, 2008
[11] South Korea - April 30, 2009
Wii (Nintendo Selects):
[12] Europe - October 18, 2013
[13] Australia - November 7, 2013
[14] South Korea - August 28, 2014
Genre: Racing
ESRB: [15] - Everyone
PEGI: [16] - Three Years And Older
CERO: [17] - All Ages
ACB: [18] - General
Mode(s): Single Player, Multiplayer, Online Play
Media: Wii: - Optical Disc
Input: Wii:

[19]Wii Remote[20]Wii Remote and Nunchuk [21]Wii Classic Controller[22]Nintendo GameCube Controller[23]Wii Wheel

Mario Kart Wii is a multi-player-oriented racing game for the Wii console. It is tracing game for the Wii console, developed by Nintendo EAD. It is the sixth installment in the Mario Kart series, and the eighth overall. Similar to every other Mario Kart game, Mario Kart Wii includes new features such as new race courses along with other courses that appeared in the past Mario Kart games, like its predecessor Mario Kart DS. New items and characters were included, as well as an increased number of players for the races. Mario Kart Wii also introduced the use of bikes that vary in capabilities along with the classical karts. Mario Kart Wii retains the traditional item-based weaponry familiar with the franchise, where players can select a Mario franchise driver and themed vehicles. As with most racing games, the overarching goal is to place first among other competitors, through the usage of such items and taking the fastest routes to secure the leads. Several new key elements introduced to Mario Kart Wii include increasing the number of racers to 12 racers from 8 racers from previous entries in the series, as well as introducing a new type of vehicle to the franchise: bikes. The game takes advantage of features unique to the Wii, most notably its motion control capabilities.

A Wii Wheel, designed from the ground up for the Wii, is included in most Mario Kart Wii packages. Mario Kart Wii is, however, still compatible with other controllers such as a regular Wii Remote held sideways, the Wii Remote and Nunchuk, the Nintendo GameCube controller, and also the Classic Controller and Classic Controller Pro. Game modes are also present such as the Grand Prix, Versus, Battle, and Time Trial, many of them making use of the Nintendo Wi-Fi Connection before its discontinuation for worldwide online play.

This game requires twenty-three blocks of storage on the player's Wii system to save game data. Also, the game data cannot be copied. As a result, players are not able to transfer this game data onto another Wii. The game also includes its own Wii Channel called the Mario Kart Channel which allows players to play in special tournaments and trade their racing profile with other players around the world. This channel uses seventy-four to eighty-eight blocks (depending on from which region the game came from), but unlike the game data, players can copy the channel onto their SD cards.

Mario Kart Wii, unlike the preceding Mario Kart games, has twelve players present in normal races instead of eight. All twelve racers head to the finish in a multi-lap race around a given circuit. Along the way, players may employ items, utilize techniques, and take shortcuts to earn first place.

With over 36 million copies of the game sold, Mario Kart Wii is the second best-selling Wii game (after Wii Sports) and the best-selling Super Mario game for the Wii console.[1]

Nintendo Wi-Fi Connection was terminated by Nintendo starting on May 20th, 2014, therefore making it no longer available to play Mario Kart Wii (as well as Mario Kart DS and other games that support WFC) online.



[24][25] The game's main title screen. If one or more profiles have gotten first place on every Mirror Mode cup, the title screen will change from Mario and Luigi using the Wii Wheel to individual pictures of Mario, Luigi, Peach or Bowser. [26][27] This map shows all the countries listed in the Nintendo Wi-Fi Connection in Mario Kart Wii. Some countries are registered only in the Wii version of their own region, but there is also the possibility that they are registered in the game. Some countries or islands disappeared or disintegrated, but still registered as such on the Wii or the game, as Aruba, Sint Maarten, and Curaçao (Netherlands Antilles) and South Sudan (which gained independence from Sudan, but the two countries still registered as "Sudan").[2]

While every previous Mario Kart game allowed for a maximum of eight racers on each course, up to twelve are on course at one time in Mario Kart Wii.

In Mario Kart Wii, the players can select twelve types of vehicles – six karts and six bikes – for each of the three classes. Vehicle selection varies depending on the character's size class, and color schemes for available vehicles also vary with regard to character selected.

A major departure from prior games is the change of the drifting system. Performing a mini-turbo depends on how long players can hold the button for drifting and the angle at which they drift. Drifting can be used strategically and involves managing the drifts to avoid losing speed.

Mario Kart Wii retains most of the elements from the previous Mario Kart games, especially Mario Kart DS. Players select a racer from a cast of Mario characters, who are all divided into size categories in relation to their stats, and they need to select a vehicle from the class they belong in, all with their own stats. All races start with players at a line corresponding to their proper position, where Lakitu signals the countdown time. Once the time is finished, players race three laps around a race course in an attempt to be first of the pack. Once the third lap is completed, players are ranked points depending on how well they placed in the race. While every previous Mario Kart game allowed for a maximum of eight racers on each course, up to twelve are on the course at a time in Mario Kart Wii. In Grand Prix and VS. Mode, the player characters always start out on the latter positions; once they finish the race, their position is saved as they move on to the next race.

Integral to the Mario Kart series is the usage of Mario-themed items to use as weapons against other racers in the track, either directly benefiting the player or hurting another player's progress. Players can receive these items at random from Item Boxes scattered around the track. The quality of the item received depends on the position of the racer: racers who are further down the line receive stronger items to help compensate their poorer performances. For examples, lower racers receive Mushrooms as speed boosts, Stars for faster invincibility, etc. while higher-placed racers receive weak items such as Green Shells and Banana Peels. When players receive an item, they can stop the item roulette faster by pressing the corresponding item button.

Several advanced techniques are retained in Mario Kart Wii from prior Mario Kart titles, although several tweaks have been made to them. Players can drift through tougher curves to maintain speed; players can perform a Mini-Turbo when players receive color-coded sparks from drifting, which depends on how long players can hold the button for drifting and the angle at which they drift. Introduced in Mario Kart Wii are two drift modes: Automatic and Manual. Automatic drifting allows players to automatically drift when turning very sharply, though players cannot perform Mini-Turbos regardless of how well they drift. Manual mode requires players hold down a button to drift, but releasing the button may release a Mini-Turbo, the strength of it depending on the color of the sparks. Players are now able to perform tricks when they driver over specific types of ramps. Also, a new feature named "Tricks" is now a part of the gameplay. When drivers perform a trick and land successfully, they are able to gain a momentary boost of speed. Tricks consist of mid-air acrobatics and are performed by shaking the Wii Wheel upward, shaking the Wii Remote in the Wii Remote + Nunchuk combo, pressing Pad the on the Classic Controller, or pressing Pad the on the GameCube controller.

Motorbikes are introduced in this game, alongside having a wider variety of karts to select from. Motorbikes can perform wheelies to increase top speed on straights, though motorbikes cannot perform the most powerful Mini-Turbo that karts can. Motorbikes also come in two classes: drift type and hang-on type. Drift type bikes drift in a similar way to karts, while hang-on type bikes commit to the turn instead. Peach, Daisy, and Rosalina are in an alternate outfit while driving motorbikes, as opposed to their traditional outfit while riding karts. Although Wario does have a biker outfit of his own from the WarioWare series, he does not wear it when driving motorbikes.

Special items, introduced in Mario Kart: Double Dash!!, are not featured in the game. Overall, Mario Kart Wii is based heavily on Mario Kart DS and has some influence from Mario Kart: Double Dash!!.

Prior to the discontinuation of online services, Mario Kart Wii featured a text chat in Online Multiplayer Mode when racing or battling against Friends. Users can send pre-written phrases to other users before the series of races starts. However, there is no facility for a user to type his or her own messages.[3].

Another new change is the point system for Grand Prix races. With twelve racers competing in each race, the point value has increased. Below is a chart of the point spread comparison between these six games. Also, 4th and 5th place are not losing positions. The following chart shows the difference of the point spreads from previous games to this installment:

Point Spread Comparisons (GP)
1st: 2nd: 3rd: 4th: 5th: 6th: 7th: 8th: 9th: 10th: 11th: 12th:
Super Mario Kart
Mario Kart 64
Mario Kart: Super Circuit
9 6 3 10000
Mario Kart: Double Dash!!
Mario Kart DS
10 8 643210
Mario Kart Wii 15 12 10 8 76543210
Mario Kart 7 10 8 6 543210000
Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race music
Yellow-limegreen bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)

Normal bg signifies losing results, losing music; - means not available
In Super Mario Kart, Mario Kart 64, and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. In Mario Kart: Double Dash and other installments after that game including this installment, the Grand Prix normally goes forth.


[28][29] Controllers that can be used in Mario Kart Wii. The main feature is the use of the motion sensing of the Wii Remote's motion-sensing ability. By tilting the remote, players can steer their karts. During the development of this game, Nintendo hoped to address some of the issues game critics faced with the first racing game Nintendo published for the Wii, Excite Truck, by making Mario Kart Wii compatible with the Wii Wheel[citation needed]. Since the Wii Remote is designed to be inserted into the Wii Wheel for better grip (it is not an independent controller), players can also play without the Wheel if they choose to. Mario Kart Wii can also be played by connecting the Nunchuk Controller or the Classic Controller, or using the GameCube Controller. Controlling the vehicle is divided up into two sections: Basic and Advanced.

Basic Controls And ActionsEdit

  • Accelerate: When drivers hold down the corresponding button, the vehicle goes forward. Accelerating time depends on the type of karts: Lightweight karts have a high acceleration, but low speed. Heavyweight karts tend to have a low acceleration, but a high top speed. Middleweight karts tend to have an average top speed and acceleration.
  • Steer: Steering lets drivers move around corners.
  • Brake: Braking slows the vehicle to an abrupt stop.
  • Reverse: The driver's kart goes backwards if the driver continues holding the brake button after the vehicle comes to a stop. If a vehicle reaches maximum top speed, the vehicle will drift instead. If the player tries to accelerate while going in reverse, the vehicle will start to build momentum. When blue sparks start to appear, the player can release the brakes to get a small speed of boost.
  • Look Behind: Drivers can look behind their vehicle. In this way, drivers can be alert from other drivers incoming to steal their place. Drivers can also use this feature to see where they are going while backing up, or to aim a weapon at an opponent following up. This feature once appeared in Super Mario Kart.
  • Drift: Drivers drift to keep the vehicle's speed and take corners much more easily, with the benefit of getting mini-turbos. The feature can be set to happen automatically or when a button is held.

Advanced Control ModesEdit

[30][31] Koopa Troopa performing a successful Rocket Start at Koopa Cape.

  • Rocket Start: Drivers can perform a speed boost when a race begins. If drivers hold down the corresponding acceleration button right after the timer displays the number 2, then he/she will receive an extra speed boost when the word GO! appears on the screen. However, if drivers hold down the acceleration button for too long, when the final beep is heard, their engine bursts and they get an even worse start than a regular one and take a few seconds to recover.
  • Mini-Turbo: When the drivers drift for a reasonable amount of time varying on the vehicle used, blue sparks erupt from the vehicle's rear tires. Releasing the drift button gives them a short burst of speed. In a kart, drivers can keep drifting for longer periods to get orange sparks and a longer boost. However, orange sparks cannot be created on bikes. Of course, the drifting stats of the vehicle used also matters. Drivers can also perform a "standing mini-turbo" by holding the brake/drift acceleration and buttons at the same time. This is helpful for vehicles with slow acceleration, as it will get the vehicle to top speed. A mini-turbo can't be performed when drifting is set to automatic, but the standing mini-turbo can.
  • Jumps: If players jump over ramps or mushrooms, the length of the jump can be controlled by the Pad Up (shorter jump) and the Pad Down buttons, respectively (longer jump).
  • Tricks: Drivers can pull off a trick when they jump in order to gain a momentary mini-turbo. Drivers can perform a trick by flicking the Wii Remote, pressing the Pad on the Classic Controller, or the Pad on the GameCube Controller in any direction when going off a ramp or hill. They obtain a speed boost when landing.
  • Wheelie: Wheelies can be performed only when drivers ride Bikes. Drivers can increase their speed when they lift up the front of their bike. While the drivers hold the front of the bike up, the bike can hardly turn. The wheelie can be ended by braking, hopping, waiting for the wheelie to end, or simply setting the Wii Wheel or Wii Remote back down or pressing the Pad Down button. If the drivers are bumped into while they are performing a wheelie, then they lose most of their speed.
  • Bullet Bill: If flying as Bullet Bill, its route can be controlled a little bit with the Pad Left and Pad Right buttons, respectively. The range may differ for every part of a track.

Modes Of PlayEdit

[32][33] Luigi in Mario Circuit 3.

  • Grand Prix: (1 player) In this mode, the player races against eleven other CPU players in a quest to finish in first. There are eight cups to choose from, ranging from the most to the least difficult. Drivers earn points by placing within twelve positions (see the chart above). A driver with the most points at the end of the four races wins the cup. The driver will be awarded a grade for their racing performance at the end of the cup.
  • Time Trial: (1 player) Drivers race for the fastest time on a selected course. The fastest record is saved as a Ghost and can be raced against at a later time. The fastest record is able to be raced again as a ghost. Drivers can also race staff records, or Regional Records/Champions and World Records/Champions (Wi-Fi must be used) and Friend Records (Friend must be registered, friend must send the ghost for Ghost Races, and Wi-Fi also must be used.)
  • VS. Race: (1 to 4 players, up to 12 online) Drivers can race to their own custom settings, but it is otherwise relatively the same to Grand Prix, other than the fact that the drivers can see the other racers' character's names. The driver may choose a Solo Race, where they try to win for themselves, or Team Race, where two teams, red and blue, try to win for the team in order to gather the most points and beating the other.
  • Battle: (1 to 4 players, up to 12 online) Drivers team up with each other in a battle for the most points. Items only work against the opposite team, and have no effect on the team that use them. The player can only select the Standard Kart or Bike. There are two ways to battle:
    • Balloon Battle: All drivers get three balloons and must use the items to hit the opponents to pop their balloons and get one point for every hit. If drivers lose all of their balloons, one point is deducted and remain out for a while to be brought back to the battle with three balloons once more.
    • Coin Runners: The goal for drivers is to obtain more Coins with their team than the other. In the top right corner of the screen, the score shows, which are the Coins obtained altogether for each team. If the drivers hit opponents, opponents drop their Coins. The certain amount of Coins dropped depends on the item that hits the player, and the amount of Coins that the player has already gathered.
  • Ghost Race (Mario Kart Channel, 1 player) A Time Trial race with ghosts made by players around the world with relatively the same skill level to the actual player.
  • Competition: (also known as Tournament) (Mario Kart Channel, 1 player) Drivers compete in a timed competition with specific goals (see list below). This mode serves as the replacement of Mission Mode from Mario Kart DS. New tournaments were posted twice a month. The tournaments were discontinued after the first tournament in May 2014 was over.

Grand Prix Mode initally allows only karts in 50cc and only bikes in 100cc; if all the tracks are won in a single engine class, the other vehicle type will become available for it. Mirror Mode is unlocked by scoring first place on all 150cc Grand Prix.

Other InformationEdit
  • Additionally, in this game, both normal races and battles are playable online through the use of Nintendo Wi-Fi Connection (WFC). This is the second game in the series to utilize the WFC and the first to allow for online battles. Races and Battles will now cater up to 12 players via Wi-Fi connection.[34]
  • Just like Mario Kart DS, it is not possible to play Grand Prix with multiple players. Players can now only win the cup trophies by playing alone.
  • In Battle Mode, the player can only play in teams. Also, the Spiny Shell makes its first appearance in Battle Mode. It chases the player of the opposite team with the most points. Also the Lightning is an item in Battle Mode. It shrinks the drivers of the opposite team and makes them lose their items, but does not take a balloon or drop Coins.


A list of Competitions or Tournaments up to the current one can be found here. [35][36] Baby Mario collecting the Coins in Competition Mode. Mario Kart Wii introduces a new mode for the Mario Kart series, entitled "Tournament Mode" (also known as "Competition Mode" in the North American versions). Competition Mode is somewhat similar to Mission Mode from Mario Kart DS. Competitions can be played on the Mario Kart Channel, so as long as the Mario Kart Wii disc is in the Wii. Competitions require an Internet connection, and WiiConnect24 to be turned on before they can be played. After a while, a competition is retired to make room for a new one. However, the rankings of the older competitions can still be viewed on the rankings table. The tournaments began in May 2008 and continued even after all WiiConnect24 services were discontinued on June 28, 2013. The tournament service itself was later discontinued on May 20, 2014, the date on which the Nintendo WFC servers shut down.

The varieties of tournaments include the following:

Types of CompetitionsEdit
  • VS. Race - A Standard VS. Race; however, race courses were somewhat altered.
  • Time Trial - A Standard Time Trial; however, race courses were somewhat altered.
  • Numbered Gates - The player had to drive through ordered gates as fast as possible.
  • Coin Collecting - The had to Collect the coins on the stage as fast as possible.
  • Boss Battle - The player had to fight against a special boss.


[37][38] An example of a Mario Kart Wii license. Licenses replace normal save files. It is the first Mario Kart game to feature save files.

Each license contains each player's data, their Mii, nickname, Friend Code, and a table including all categories and cups with an empty space. After a cup is won, the corresponding space is filled in with a colored square: gold for first place, silver for second, bronze for third. If at any time the Mii being used for Mario Kart Wii is deleted from the Mii Channel, the in-game Mii is also deleted.

Friend RosterEdit

[39][40]A friend roster.Players can add different people around the world on to their Mario Kart Wii Friend Roster. Two people need to add the Friend Codes on their licenses. There are 5 people on each row, with 6 rows. So, a player can have up to 30 people on their Friend Roster.

If two people are friends on a roster, one can open a room, which allows who is ever friends with the person to join that room. In the room, the players who joined can send messages. If a player who added the person who created the room, and another person joins and the player has not added them, they have an ability to do so. The host of the room can choose a VS. Race, Team VS. Race, Balloon Battle, and Coin Runners.

If a player joins a race when another player is online and friends with them, the player who added the player in the race can join that race and race with the friend.



[41][42] The complete roster.

'Mario Kart Wii features 12 starting characters, while 14 (if both Mii outfits are counted as separate characters) more can be unlocked for a total of 26 playable characters. Unlike with the past Mario Kart titles, however, the characters are categorized under a size class system, instead of the usual weight class system. Excluding the Mii, each size class has 8 characters, making Mario Kart Wii the only game in the Mario Kart series where the weight/size classes have an equal amount of characters, if including Shy Guy from Mario Kart DS. They are separated into these three categories:

  • Small: Small drivers are able to drive small vehicles. They usually have a good acceleration, handling, and off-road stats, but low top speed and weight.
  • Medium: Medium drivers are able to drive medium-sized vehicles. Most of the karts show average acceleration, weight, and off-road.
  • Large: Large drivers are able to drive large vehicles. They mostly feature high top speed and weight, but low acceleration, handling, and off-road.

Starting DriversEdit

Unlockable DriversEdit

  • Miis are also featured as the secret twenty-fifth unlockable character with two different costumes to unlock – a racing suit and an outfit that varies depending on the gender (Males wear Mario-style overalls, while females wear a Peach-styled short dress). The color of the outfit and the Mii's voice also depends on the Mii's favorite color, while their size class is determined based on their height and weight.

Unlocking CriteriaEdit

Characters: Standard Criteria: Racing Criteria: Wi-Fi Criteria:
Baby Luigi Unlock 8 Expert Staff Ghost Data records in Time Trials Play 3,150 races Win 100 WFC Ghost races
Baby Daisy Receive at least 1 Star Rank or higher for all the 50cc Wii Grand Prix Cups Play 1,950 races N/A
Toadette Complete Time Trials on all the 32 courses Play 2,550 races Win 1,000 WFC races
Dry Bones Win the 100cc Leaf Cup Play 1,050 races N/A
Daisy Win the 150cc Special Cup Play 2,850 races N/A
Birdo Play Time Trials on 16 different courses Play 1,350 races Win 250 WFC races
Diddy Kong Win the 50cc Lightning Cup Play 450 races N/A
Bowser Jr. Rank 1 Star or higher in all 100cc Retro Grand Prix Cups Play 3,450 races N/A
King Boo Win the 50cc Star Cup Play 750 races N/A
Rosalina Receive at least 1 Star Rank or higher for all the 150cc Mirror Grand Prix Cups, Win 50 races with a Super Mario Galaxy save file, or play 4,950 races N/A
Funky Kong Unlock 4 Expert Staff Ghost Data records in Time Trials Play 2,250 races Win 25 WFC Ghost Races
Dry Bowser Receive at least 1 Star Rank or higher for all the 150cc Wii Grand Prix Cups Play 4,350 races N/A
Mii Outfit A (Racing Suit, Blue Mii Logo) Win the 100cc Special Cup Play 1,650 races N/A
Mii Outfit B (Overalls/Dress, Red Mii Logo) Unlock all Expert Staff Ghost Data record in Time Trials Play 5,100 combined races/battles Win 5,000 WFC Races


All of the characters in the game have their own set of bonuses that boost certain stats for their vehicles. Units are out of 80, so a stat bonus of 3 would make a stat three points better than normal.[4] Baby Peach and Large Miis have the most stat bonuses, with a total of 15 each. Bowser Jr. has the fewest stat bonuses, with a total of 6.

Character Bonuses
Characters: Speed: Weight: Acceleration: Handling: Drift: Off-Road: Mini-Turbo:
Baby Mario
- 8 - 6 - - -
Baby Luigi
5 8 - - - - -
Baby Peach
3 6 3 3 - - -
Baby Daisy
5 6 - - - - 3
- - 6 - 6 - -
3 - - - - 6 -
Koopa Troopa
- - - 3 - - 6
Dry Bones
- - 3 - 3 - 6
- 6 2 2 3 - -
2 6 - - - - -
2 - 5 - 6 - -
4 - - 2 - - 3
- 3 - - 3 5 -
- 3 - - - 3 5
Diddy Kong
- - 3 - 3 - 5
Bowser Jr.
- - - - - 3 3
- 3 - - - 3 6
- - 6 - 5 3 -
Donkey Kong
- 3 2 2 - - 3
2 5 - - 3 - -
King Boo
- - - 5 - 3 -
3 - - 3 - - 3
Funky Kong
4 - - - - 3 -
Dry Bowser
- - - - - 6 6
Small Mii 3 3 - - 3 - 3
Medium Mii 3 3 - - - 3 3
Large Mii 3 - 3 3 3 - 3

Additional Enemies, Obstacles, and SpeciesEdit

These characters and features may either aid the player or act as obstacles and other intractable objects which impede racers if bumped into.

Characters And Elements
Characters/Elements: Locations: Description:
Angry Sun
DS Desert Hills An enemy that appears as part of the scenery and spawns Fire Snakes onto the course.
Bob-Omb Car
Moonview Highway A car that explodes when driven into or hit by a shell that sends any drivers flying. Any driver who runs into the latter frames of the explosion spins out.
Bowser Statue
N64 Bowser's Castle A large statue of Bowser that burns the drivers if they run into its flame.
GCN DK Mountain Large balls of rock that roll down the course and flip over any driver who runs into them.
GCN Peach Beach Enemies that flip drivers over when touched. Players can temporarily stun them by hitting them with shells or driving through them while invincible.
Chain Chomp
Mario Circuit, GCN Mario Circuit, Gardens_(DS) DS Peach Gardens Enemies that knock over drivers by ramming into them. Some Chain Chomps are chained to a stake while others roam freely.
Chain Chomp Wheel An enemy that appears rolling around in Chain Chomp Wheel. Driving under it smashes players, while flying into its upper regions from a ramp causes players to flip over.
Delfino Oak Tree
GCN Mario Circuit Stationary obstacles that stop players when driven into, serving as a wall.
Fire Snake
Grumble Volcano, DS Desert Hills Burning, snake-like enemies that spin drivers out when touched.
Mushroom Gorge, Mario Circuit, Koopa Cape, GCN Mario Circuit Small enemies that spin drivers out when touched. If a driver defeats them with a shell or while invincible, they drop Mushrooms.
Koopa Zapper
Koopa Cape Rotating currents of electricity that temporarily shrink players when touched, similar to the effects of a Lightning, though the duration is shorter.
N/A The referee of Mario Kart Wii and the entire Mario Kart series, he starts races, keeps track of the laps, announces the winner of the race, and pulls drivers out if they fall off the track.
Lava Geyser
Grumble Volcano, Bowser's Castle, N64 Bowser's Castle Pillars of lava that either emerge from pools of lava or from cracks on the ground. The hills generated by the geysers can be tricked off of, though coming in contact with the lava pillar causes racers to flip over.
Mecha Bowser
Bowser's Castle A large Bowser-shaped machine that spits out large, explosive fireballs that detonate on a blast mark in the stage. Drivers who are hit by the fireball flip over, and are sent flying if they are caught in the explosion.
Mecha Piranha Plant
GCN Waluigi Stadium Piranha Plant-shaped obstacles that act as moving walls, emerging from the pipes and stopping any driver who runs into them.
Mii Drivers
Coconut Mall Miis from the player's system who drive a car back and forth. Driving into them flips drivers over.
Wario's Gold Mine A four-wheeled vehicle that travels along the rails in the mine which causes vehicles that hit it to flip over.
Moo Moo
Moo Moo Meadows Herds of cows that spin drivers out if they are driven into. They are first found on the off-road patches of the track but wander onto the road as time goes by.
Monty Mole
Moo Moo Meadows, DS Peach Gardens Enemies that leap out of holes made of dirt. The holes slow drivers down, and any driver who runs into Monty Moles who leap out of these holes flip over.
Oil Slick
SNES Mario Circuit 3 Patches of oil spills dotted throughout the course which cause drivers who go through them to spin out.
Penguin Slider
N64 Sherbet Land Small penguins that waddle and slide back and forth that cause drivers who run into them to spin out.
Penguin Waddler
N64 Sherbet Land Large penguins found circling around a pillar in the cave segment of Sherbet Land that spin out players who drive into them.
Piranha Plant
N64 Mario Raceway, GCN Mario Circuit Stationary obstacles that spin drivers out when they are touched. The Piranha Plants in GCN Mario Circuit are stationed in Warp Pipes and take bites out of drivers who come nearby, flipping them over.
Bowser's Castle, GBA Bowser Castle 3 Fiery balls that emerge from lava and cause drivers to spin out.
Podoboo Cog
Bowser's Castle, GCN Waluigi Stadium Solid eyed cogs with three Fire Bars circling them, which cause drivers who touch them to spin out.
Dry Dry Ruins, DS Desert Hills Spiky, cactus-like enemies that spin drivers out when touched. Drivers can temporarily destroy them with shells or by running into them while invincible.
Shy Guy Galleon
GBA Shy Guy Beach Enemies captaining boats as part of the scenery that launch explosive cannonballs onto the course.
Shy Guy Snowboarder
DK Summit Snowboarding Shy Guys that spin out drivers when they are touched.
GBA Shy Guy Beach Crabs that spin out drivers when they are touched. Drivers can temporarily defeat them with shells or by running into them while invincible.
Spiky Topman
Galaxy Colosseum Enemies that exclusively appear in Galaxy Colosseum as part of a tournament, where the goal is to knock the Spiky Topmen off the course with Mushroom boosts.
Wario's Gold Mine, Dry Dry Ruins Bat-like enemies that slow players down when they are driven into.
Bowser's Castle, GBA Bowser Castle 3, N64 Bowser's Castle, Thwomp Desert These enemies smash drivers if they are directly driven under, and act as walls when simply driven into. In N64 Bowser's Castle, some of the Thwomps slide back and forth. The Thwomp in the Thwomp Desert battle course causes the terrain to become uneven, though players can still get smashed by the Thwomp if they are under it when it crashes.
Vehicles: Cars and Cargo Truck
Moonview Highway Cars and trucks on the highway that flip players over when they are driven into and squash drivers that hit them from the front. Characters who are in the Mega Mushroom form can knock cars over, but not trucks, while characters under the effects of invincibility from a Star or using a Bullet Bill can knock all vehicles over.
Maple Treeway Large enemies that wander around the track and bounce around racers that bump into them.
Volcanic Debris
Grumble Volcano Large balls of fire that spin out any racer who comes in contact with them.

Background CharactersEdit

These characters appear as part of the audience or do not affect the character, being part of the course scenery served for world-building purposes.


There are thirty-six total vehicles in the Wii installment (all of them can be seen here: [3]). 18 karts, 18 bikes, each divided into the 3 weight classes, making 6 and 6 available to each character, 3 and 3 to begin (thus making half of the vehicles unlockables). Each has 7 stats, which are shown during character selection:

  • Speed: - How high the top speed of the vehicle is. This does not affect off-road travel.
  • Weight: - How heavy a vehicle is. With a higher weight, the player can knock lighter characters away by ramming them. Bikes are usually lighter than karts, but there are some exceptions, especially when size classes are applied. Weight also affects the angle that a vehicle goes over a jump at, with heavier vehicles jumping at a lower angle. Finally, heavier vehicles bounce less upon landing from a jump
  • Acceleration: - How quickly the vehicle's top speed is achieved from a non-moving position.
  • Handling: - How tight the vehicles can normally turn. Usually opposes the drift rating.
  • Drift: - How tight the vehicle turns while using the drifting maneuver. Usually opposes the handling rating.
  • Off-Road: - How much speed the vehicle retains when off of the track. A low rating of this can cause a near-standstill for the vehicle.
  • Mini-Turbo: - When using the manual drift option, how effective a mini-boost will be. While all vehicles can perform a blue spark mini-turbo, only karts can execute a yellow orange spark mini-turbo. Has no effect on the standing mini-turbo.

The following table below includes the vehicles in order of class primarily. The last half of each of these six sub-sections is the way the the vehicle turns when the player attempts to drift (Drift = vehicle drifts; Hang-on = the vehicle commits to the turn) (whether it's an internal drift or an external drift) and the unlockable vehicles; the right-hand column describes the requirement to unlock it: if it is a single cup, it must be simply won. The stats are displayed with number values, with the units being out of 80.[5] Names written in small text are names from the PAL regions.

Note: Vehicles with an Off-Road value greater than 50 can drift on normal off-road terrain.

Vehicle Stats
Small Karts: Speed: Weight: Acceleration: Handling: Drift: Off-Road: Mini-Turbo: Vehicle Type: Unlock Criteria:
Standard Kart S
41294848514045Drift -
Booster Seat (Baby Booster)
27275664375459Drift -
Mini Beast (Concerto)
55322932642764Drift -
Cheep Charger
34246456594554DriftRank 1 Star in all 50cc Retro Grand Prix Cups
Tiny Titan (Rally Romper)
46354343296440DriftUnlock an Expert Staff Ghost Data record in Time Trials/Win 50 WFC races
Blue Falcon
60293529432429DriftWin The Mirror Lightning Cup
Small Bikes Speed: Weight: Acceleration: Handling: Drift: Off-Road: Mini-Turbo: Vehicle Type: Unlock Criteria:
Standard Bike S
39215151544348Drift -
Bullet Bike
53243235672967Hang-On -
Bit Bike (Nanobike)
25185967405662Drift -
32176760624857Hang-onWin The 150cc Star Cup
43244545326743Hang-OnPlay Time Trials On 8 different courses
Jet Bubble (Bubble Bike)
48274040453537Hang-onWin The Mirror Leaf Cup
Medium Karts: Speed: Weight: Acceleration: Handling: Drift: Off-Road: Mini-Turbo: Vehicle Type: Unlock Criteria:
Standard Kart M
46454043453540Drift -
Classic Dragster (Nostalgia 1)
37435954544051Drift -
Wild Wing
57512129592459Drift -
Super Blooper (Turbo Blooper)
50403537215435DriftWin The 50cc Leaf Cup
Daytripper (Royal Racer)
34455159324854DriftWin The 150cc Leaf Cup
Sprinter (B Dasher MK 2)
64482724372124DriftUnlock 24 Expert Staff Ghost Data Records In Time Trials/Win 3000 WFC Races
Medium Bikes: Speed: Weight: Acceleration: Handling: Drift: Off-Road: Mini-Turbo: Vehicle Type: Unlock Criteria:
Standard Bike M
43374345483743Drift -
Mach Bike
55372432622762Hang-On -
Sugarscoot (Bon Bon)
32325462355156Drift -
Zip Zip (Rapide)
41354551296245DriftWin The 100cc Lightning Cup
Sneakster (Nitrocycle)
62402927402427Hang-onRank 1 Star In All The 100cc Wii Grand Prix Cups
Dolphin Dasher
48433740245637Hang-OnWin The Mirror Star Cup
Large Karts: Speed: Weight: Acceleration: Handling: Drift: Off-Road: Mini-Turbo: Vehicle Type: Unlock Criteria:
Standard Kart L
48593740403535Drift -
39644854184345Drift -
Flame Flyer
62591621481848Drift -
Piranha Prowler
55672935352927DriftWin The 50cc Special Cup
Jetsetter (Aero Glider)
69562117271616DriftRank 1 Star In All The 150cc Retro Grand Prix Cups
Honeycoupe (Dragonetti)
53622729562456DriftWin The 150cc Lightning Cup
Large Bikes: Speed: Weight: Acceleration: Handling: Drift: Off-Road: Mini-Turbo: Vehicle Type: Unlock Criteria:
Standard Bike L
46544043433737Drift -
Flame Runner (Bowser Bike)
60541824512151Hang-on -
Wario Bike
37595156214548Drift -
Shooting Star (Twinkle Star)
50482932592759DriftWin the 100cc Star Cup
Spear (Torpedo)
67562418291818Hang-OnUnlock 12 Expert Staff Ghost Data records in Time Trials
43514348175640DriftWin The Mirror Special Cup

Actual StatsEdit

The stats reported do not correspond to all the actual in-game stats[6].

Characters' BonusesEdit

There are 20 different kinds of bonuses, some of them divided in Standard bonuses (relative to when the vehicle is going straight or drifting) and in bonuses obtained While Steering:

  • Weight: - Increases in the weight of the vehicle.
  • Speed: - Increases in the top speed of the vehicle.
    • While Steering: - Increases in the top speed of the vehicle while steering, expressed as fraction of the top speed.
  • Acceleration: Increases in the acceleration during each phase.
  • Drift: - Increases in how fast the vehicle can change direction while drifting (angular velocity).
  • Handling: - Increases in how fast the vehicle can change direction while steering (angular velocity).
  • Traction: - Improvement on the grasp of the vehicle.
  • Mini-Turbo: - Increase in the duration of the Mini-Turbo boost.
  • Off-Road Speed: - Increasess in the top speed on each of the kinds of off-road sections.
  • Off-Road Handling: - Increases in the Handling on each the kinds of off-road sections.
Small Characters' Bonuses
Characters Baby Mario: Baby Luigi: Baby Peach: Baby Daisy: Toad: Toadette: Koopa Troopa: Dry Bones: Small Mii:
Weight 0.756 0.756 0.504 0.504 0 0 0 0 0
Speed Standard (km/h) 0 1.06 0.53 1.06 0 0.53 0 0 0.53
While Steering 0.000474 0.000474 0.000474 0 0.000947 0 0.000474 0.000474 0.000947
Acceleration Standard 0 0 0.025 0 0.05 0 0 0.025 0
While Steering 0 0 0.035 0 0.07 0 0 0.035 0
Drift Standard 0 0 0 0 0.18 0 0 0.09 0
While Steering 0 0 0 0 0.02 0 0 0.01 0
Handling Standard 0.00111 0 0.000555 0 0 0 0.000555 0 0.000555
While Steering 0.00058 0 0.00029 0 0 0 0.00029 0 0.00029
Traction Standard 0.000529 0 0 0 0 0 0.000265 0 0
While Steering 0.000444 0 0 0 0 0 0.000222 0 0
Mini-Turbo (Frames) 0 0 0 4 0 0 8 8 4
Off-Road Speed Weak Off-Road 0 0 0 0 0 0.0342 0 0 0
Off-Road 0 0 0 0 0 0.0368 0 0 0
Heavy Off-Road 0 0 0 0 0 0.0226 0 0 0
Slippery Off-Road 0 0 0 0 0 0.01283 0 0 0
Off-Road Handling Slippery Road 0 0 0 0 0 0.00526 0 0 0
Weak Off-Road 0 0 0 0 0 0.00736 0 0 0
Off-Road and Heavy Off-Road 0 0 0 0 0 0.00526 0 0 0
Slippery Off-Road 0 0 0 0 0 0.00526 0 0 0
Medium Characters' Bonuses
Characters Mario: Luigi: Peach: Daisy: Yoshi: Birdo: Diddy Kong: Bowser Jr.: Medium Mii:
Weight 0.504 0.504 0 0 0.252 0.252 0 0 0.252
Speed Standard (km/h) 0 0.53 0.53 1.06 0 0 0 0 0.53
While Steering 0 0.000474 0 0 0 0.000474 0.000474 0.000947 0
Acceleration Standard 0.025 0 0.05 0 0 0 0.025 0 0
While Steering 0.035 0 0.07 0 0 0 0.035 0 0
Drift Standard 0.09 0 0.18 0 0.09 0 0.09 0 0.09
While Steering 0.01 0 0.02 0 0.01 0 0.01 0 0.01
Handling Standard 0.000555 0 0 0.000555 0 0 0 0 0
While Steering 0.00029 0 0 0.00029 0 0 0 0 0
Traction Standard 0.000265 0 0 0.000265 0.000265 0 0 0 0.000265
While Steering 0.000222 0 0 0.000222 0.000222 0 0 0 0.000222
Mini-Turbo (Frames) 0 0 0 4 0 8 8 4 4
Off-Road Speed Weak Off-road 0 0 0 0 0.0342 0.0171 0 0.0171 0
Off-Road 0 0 0 0 0.0368 0.0184 0 0.0184 0
Heavy Off-Road 0 0 0 0 0.0226 0.0113 0 0.0113 0
Slippery Off-Road 0 0 0 0 0.01283 0.00641 0 0.00641 0
Off-Road Handling Slippery Road 0 0 0 0 0 0 0 0.00263 0
Weak Off-Road 0 0 0 0 0 0 0 0.00368 0
Off-Road and Heavy Off-Road 0 0 0 0 0 0 0 0.00263 0
Slippery Off-Road 0 0 0 0 0 0 0 0.00211 0
Large Characters' Bonuses
Characters Wario: Waluigi: Donkey Kong: Bowser: King Boo: Rosalina: Funky Kong: Dry Bowser: Heavy Mii:
Weight 0.252 0 0.252 0.504 0 0 0 0 0.252
Speed Standard (km/h) 0 0 0 0.53 0 0.53 1.06 0 0.53
While Steering 0 0 0.000474 0 0.000474 0.000947 0 0.000474 0
Acceleration Standard 0 0.05 0.025 0 0 0 0 0 0
While Steering 0 0.07 0.035 0 0 0 0 0 0
Drift Standard 0 0.18 0 0.09 0 0 0 0 0
While Steering 0 0.02 0 0.01 0 0 0 0 0
Handling Standard 0 0 0.000555 0 0.00111 0.000555 0 0 0
While Steering 0 0 0.00029 0 0.00058 0.00029 0 0 0
Traction Standard 0.000265 0 0 0 0.000529 0 0 0 0
While Steering 0.000222 0 0 0 0.000444 0 0 0 0
Mini-Turbo (Frames) 8 0 4 0 0 4 0 8 4
Off-Road Speed Weak Off-Road 0.0171 0.0171 0 0 0.0171 0 0.0171 0.0342 0.0171
Off-Road 0.0184 0.0184 0 0 0.0184 0 0.0184 0.0368 0.0184
Heavy Off-Road 0.0113 0.0113 0 0 0.0113 0 0.0113 0.0226 0.0113
Slippery Off-Road 0.00641 0.00641 0 0 0.00641 0 0.00641 0.01283 0.00641
Off-Road Handling Slippery Road 0 0.00263 0 0.00263 0 0 0.00526 0 0.00263
Weak Off-Road 0 0.00368 0 0.00368 0 0 0.00736 0 0.00368
Off-Road and Heavy Off-Road 0 0.00263 0 0.00263 0 0 0.00526 0 0.00263
Slippery Off-Road 0 0.00211 0 0.00211 0 0 0.00422 0 0.00211

Vehicles' StatsEdit

The vehicles have 31 stats. Acceleration is divided in four stages, presumably depending on the actual speed relative to the full speed. In each stage, acceleration is determined by two factors, a stage-specific S factor which is affected by the character bonus and a general E factor. These factors change while drifting, that itself can begin once the vehicle has reached 55% of its top speed. Finally, some stats change depending on the drifting method used (either Manual or Auto) and depending on the fact that the vehicle is steering (While Steering) or not (Standard).

  • Weight: - The weight of the vehicle.
  • Speed: - The top speed of the vehicle.
    • While Steering: - The top speed of the vehicle while steering, expressed as fraction of the top speed.
  • Acceleration: - How much the relative speed of the vehicle, i.e. the speed expressed as fraction of the top speed, increases over time.
  • Handling: - How fast the vehicle changes direction over time while steering (angular velocity).
    • Range: - How much the vehicle swings while steering.
  • Drift: - How fast the vehicle changes direction over time while drifting (angular velocity).
    • Range: - How much the vehicle swings while drifting.
  • Mini-Turbo: - The duration of the Mini-Turbo boost.
  • Off-Road Speed: - The relative Speed in various Off-Road section.
  • Off-Road Handling: - The relative Handling in various Off-Road sections.
  • Tilt: - How much the kart tilts in various conditions.
Small Vehicles' Stats
Vehicles Standard Kart S: Booster Seat: Mini-Beast: Cheep Charger: Tiny Titan: Blue Falcon: Standard Bike S: Bullet Bike: Bit Bike: Quacker: Magikruiser: Jet Bubble:
Weight 3.05 2.84 3.26 2.63 3.47 3.05 2.42 2.63 2.21 2 2.63 2.84
Speed Standard (km/h) 78.71 75.53 81.89 77.12 79.77 82.95 78.18 81.36 75 76.59 79.24 80.3
While Steering 0.9957 0.9985 0.9938 0.9933 0.9966 0.9919 0.9962 0.9943 0.999 0.9938 0.9971 0.9947
Acceleration Not Drifting S1 0.728 0.866 0.71924 0.4795 0.89094 0.254 0.774 0.75358 0.912 0.5 0.682 0.8566
S2 0.728 0.866 0.3744 1.668 0.5764 0.766 0.774 0.4148 0.912 1.75 0.682 0.536
S3 0.5034 0.5448 0.4172 0.4418 0.5182 0.3516 0.5172 0.4374 0.5586 0.45 0.4896 0.498
S4 0.07034 0.07448 0.05172 0.04418 0.06182 0.03516 0.07172 0.05374 0.07586 0.045 0.06896 0.0598
E 0.65 0.65 0.2 0.2 0.2 0.2 0.65 0.2 0.65 0.2 0.65 0.2
Drifting S1 0.85 0.85 0.8 0.9 0.8 0.9 0.85 0.8 0.85 0.9 0.85 0.8
S2 0.95 0.95 0.925 0.975 0.925 0.975 0.95 0.925 0.95 0.975 0.95 0.925
S3 1.95 1.45 2.45 2.25 1.15 1.65 2.05 2.55 1.55 2.35 1.25 1.75
S4 0.13 0.13 0.15 0.11 0.15 0.11 0.13 0.15 0.13 0.11 0.15 0.13
E 0.965 0.965 0.98 0.95 0.98 0.95 0.965 0.98 0.965 0.95 0.98 0.965
Handling Manual 0.024 0.0274 0.0205 0.0257 0.0228 0.0199 0.0269 0.0237 0.0301 0.0285 0.0258 0.0248
Auto 0.0244 0.0267 0.0222 0.0256 0.0237 0.0219 0.0217 0.0205 0.023 0.0224 0.0213 0.0209
Range 0.88 0.94 0.82 0.91 0.86 0.81 0.955 0.91 1 0.9775 0.94 0.925
Drift Manual 0.0186 0.0181 0.0198 0.0191 0.0174 0.0167 0.0135 0.0171 0.013 0.016 0.0136 0.0129
Auto 0.0209 0.0204 0.0222 0.0214 0.0196 0.0188 0.0146 0.0125 0.0142 0.0119 0.0107 0.0103
Range 0.94 0.92 0.99 0.96 0.89 0.86 0.95 1 0.93 0.97 0.9 0.88
Mini-Turbo (Frames) 29 36 39 33 27 22 31 40 37 35 28 26
Traction -15 5 -8 -3 4 10 1 1 0 3 3 3
Off-Road Speed Weak Off-Road 0.7039 0.7894 0.6184 0.7381 0.8578 0.6013 0.721 0.6355 0.8065 0.7552 0.8749 0.6697
Off-Road 0.4906 0.5826 0.3986 0.5274 0.6562 0.3802 0.509 0.417 0.601 0.5458 0.6746 0.4538
Heavy Off-Road 0.2867 0.3432 0.2302 0.3093 0.3884 0.2189 0.298 0.2415 0.3545 0.3206 0.3997 0.2641
Slippery Off-Road 0.931 0.9588 0.9032 0.9421 0.981 0.8977 0.9366 0.9088 0.9644 0.9477 0.9866 0.9199
Off-Road Handling Slippery Road 0.08419 0.09997 0.06841 0.08945 0.07893 0.06315 0.08156 0.06578 0.09734 0.08682 0.0763 0.07104
Weak Off-Road 0.12784 0.14992 0.10576 0.1352 0.12048 0.0984 0.12416 0.10208 0.14624 0.13152 0.1168 0.10944
Off-Road 0.08419 0.09997 0.06841 0.08945 0.07893 0.06315 0.08156 0.06578 0.09734 0.08682 0.0763 0.07104
Heavy Off-Road 0.08419 0.09997 0.06841 0.08945 0.07893 0.06315 0.08156 0.06578 0.09734 0.08682 0.0763 0.07104
Slippery Off-Road 0.05743 0.07009 0.04477 0.06165 0.05321 0.04055 0.05532 0.04266 0.06798 0.05954 0.0511 0.04688
Tilt 0.03 0.035 0.02 0.03 0.02 0.03
Medium Vehicles' Stats
Vehicles Standard Kart M: Classic Dragster: Wild Wing: Super Blooper: Daytripper: Sprinter: Standard Bike M: Mach Bike: Sugarscoot: Zip Zip: Sneakster: Dolphin Dasher:
Weight 4.31 4.1 4.73 3.89 4.31 4.52 3.68 3.68 3.26 3.47 3.89 4.1
Speed Standard (km/h) 79.77 77.65 82.42 80.83 77.12 84.01 79.24 81.89 76.59 78.71 83.48 80.3
While Steering 0.9943 0.9924 0.9928 0.9952 0.9976 0.9909 0.9947 0.9933 0.9981 0.9966 0.9914 0.9957
Acceleration Not Drifting S1 0.59 0.4385 0.61622 0.254 0.774 0.6849 0.636 0.65056 0.82 0.92528 0.213 0.82226
S2 0.59 1.504 0.2532 0.766 0.774 0.334 0.636 0.2936 0.82 0.6168 0.602 0.4956
S3 0.462 0.4254 0.3566 0.3516 0.5172 0.397 0.4758 0.3768 0.531 0.5384 0.3352 0.4778
S4 0.0662 0.04254 0.04566 0.03516 0.07172 0.0497 0.06758 0.04768 0.0731 0.06384 0.03352 0.05778
E 0.65 0.2 0.2 0.2 0.65 0.2 0.65 0.2 0.65 0.2 0.2 0.2
Drifting S1 0.85 0.9 0.8 0.9 0.85 0.8 0.85 0.8 0.85 0.8 0.9 0.8
S2 0.95 0.975 0.925 0.975 0.95 0.925 0.95 0.925 0.95 0.925 0.975 0.925
S3 1.75 2.05 2.25 0.85 1.25 1.45 1.85 2.35 1.35 1.15 1.55 0.95
S4 0.13 0.11 0.15 0.15 0.13 0.11 0.13 0.15 0.13 0.15 0.11 0.15
E 0.965 0.95 0.98 0.98 0.965 0.95 0.965 0.98 0.965 0.98 0.95 0.98
Handling Manual 0.0228 0.0251 0.0199 0.0216 0.0263 0.0187 0.0258 0.0232 0.029 0.0269 0.0221 0.0248
Auto 0.0237 0.0252 0.0219 0.023 0.0259 0.0211 0.0213 0.0203 0.0226 0.0217 0.0198 0.0209
Range 0.86 0.9 0.81 0.84 0.92 0.79 0.94 0.9025 0.985 0.955 0.8875 0.925
Drift Manual 0.0184 0.0186 0.0193 0.0177 0.0177 0.0162 0.0127 0.0164 0.0124 0.0115 0.0119 0.014
Auto 0.0206 0.0209 0.0217 0.0198 0.0198 0.0183 0.014 0.0121 0.0138 0.0133 0.0097 0.0108
Range 0.93 0.94 0.97 0.9 0.9 0.84 0.92 0.98 0.91 0.88 0.85 0.91
Mini-Turbo (Frames) 27 32 36 24 33 19 28 37 35 29 20 26
Traction 3 -5 0 5 -7 0 -2 3 -9 -4 -11 2
Off-Road Speed Weak Off-Road 0.6697 0.7039 0.6013 0.7894 0.7552 0.5842 0.6868 0.6184 0.7723 0.8407 0.6013 0.8065
Off-Road 0.4538 0.4906 0.3802 0.5826 0.5458 0.3618 0.4722 0.3986 0.5642 0.6378 0.3802 0.601
Heavy Off-Road 0.2641 0.2867 0.2189 0.3432 0.3206 0.2076 0.2754 0.2302 0.3319 0.3771 0.2189 0.3545
Slippery Off-Road 0.9199 0.931 0.8977 0.9588 0.9477 0.8921 0.9255 0.9032 0.9532 0.9755 0.8977 0.9644
Off-Road Handling Slippery Road 0.07893 0.08419 0.06578 0.07367 0.09471 0.06052 0.0763 0.06315 0.09208 0.08156 0.05789 0.07104
Weak Off-Road 0.12048 0.12784 0.10208 0.11312 0.14256 0.09472 0.1168 0.0984 0.13888 0.12416 0.09104 0.10944
Off-Road 0.07893 0.08419 0.06578 0.07367 0.09471 0.06052 0.0763 0.06315 0.09208 0.08156 0.05789 0.07104
Heavy Off-Road 0.07893 0.08419 0.06578 0.07367 0.09471 0.06052 0.0763 0.06315 0.09208 0.08156 0.05789 0.07104
Slippery Off-Road 0.05321 0.05743 0.04266 0.04899 0.06587 0.03844 0.0511 0.04055 0.06376 0.05532 0.03633 0.04688
Tilt 0.02 0.015 0.02 0.035 0.015
Large Vehicles' Stats
Vehicles Standard Kart L: Offroader: Flame Flyer: Piranha Prowler: Jetsetter: Honeycoupe: Standard Bike L: Flame Runner: Wario Bike: Shooting Star: Spear: Phantom:
Weight 5.36 5.78 5.36 5.99 5.15 5.57 4.94 4.94 5.36 4.52 5.15 4.73
Speed Standard (km/h) 80.3 78.18 83.48 81.89 85.07 81.36 79.77 82.95 77.65 80.83 84.54 79.24
While Steering 0.9943 0.9966 0.9919 0.9928 0.99 0.9938 0.9947 0.9924 0.9971 0.9943 0.9905 0.9957
Acceleration Not Drifting S1 0.544 0.728 0.54754 0.406 0.1515 0.6849 0.59 0.58188 0.774 0.71924 0.172 0.89094
S2 0.544 0.728 0.1724 0.406 0.356 0.334 0.59 0.2128 0.774 0.3744 0.438 0.5764
S3 0.4482 0.5034 0.3162 0.4068 0.3106 0.397 0.462 0.3364 0.5172 0.4172 0.3188 0.5182
S4 0.06482 0.07034 0.04162 0.06068 0.03106 0.0497 0.0662 0.04364 0.07172 0.05172 0.03188 0.06182
E 0.65 0.65 0.2 0.65 0.2 0.2 0.65 0.2 0.65 0.2 0.2 0.2
Drifting S1 0.85 0.85 0.8 0.85 0.9 0.8 0.85 0.8 0.85 0.8 0.9 0.8
S2 0.95 0.95 0.925 0.95 0.975 0.925 0.95 0.925 0.95 0.925 0.975 0.925
S3 1.55 0.75 1.85 1.35 1.05 2.15 1.65 1.95 0.85 2.25 1.15 0.65
S4 0.13 0.13 0.15 0.13 0.11 0.15 0.13 0.15 0.13 0.15 0.11 0.15
E 0.965 0.965 0.98 0.965 0.95 0.98 0.965 0.98 0.965 0.98 0.95 0.98
Handling Manual 0.0222 0.0251 0.0182 0.0211 0.017 0.0199 0.0253 0.0216 0.028 0.0232 0.0205 0.0264
Auto 0.0233 0.0252 0.0207 0.0226 0.02 0.0219 0.0211 0.0196 0.0222 0.0203 0.0192 0.0215
Range 0.85 0.9 0.78 0.83 0.76 0.81 0.9325 0.88 0.97 0.9025 0.865 0.9475
Drift Manual 0.0174 0.0167 0.0184 0.0169 0.0155 0.0191 0.0121 0.015 0.0112 0.0141 0.0108 0.0107
Auto 0.0196 0.0188 0.0206 0.0191 0.0175 0.0214 0.0137 0.0114 0.0131 0.0149 0.0092 0.0127
Range 0.89 0.86 0.93 0.87 0.81 0.96 0.9 0.94 0.87 0.97 0.82 0.85
Mini-Turbo (Frames) 24 29 31 20 15 35 26 32 31 36 16 27
Traction -15 7 0 -13 30 0 0 0 5 27 3 2
Off-Road Speed Weak Off-Road 0.6697 0.721 0.5671 0.6355 0.55 0.6013 0.6868 0.5842 0.7381 0.6184 0.5671 0.8065
Off-Road 0.4538 0.509 0.3434 0.417 0.325 0.3802 0.4722 0.3618 0.5274 0.3986 0.3434 0.601
Heavy Off-Road 0.2641 0.298 0.1963 0.2415 0.185 0.2189 0.2754 0.2076 0.3093 0.2302 0.1963 0.3545
Slippery Off-Road 0.9199 0.9366 0.8866 0.9088 0.881 0.8977 0.9255 0.8921 0.9421 0.9032 0.8866 0.9644
Off-Road Handling Slippery Road 0.0763 0.08945 0.05789 0.06578 0.05263 0.06578 0.07367 0.05526 0.08682 0.06315 0.05 0.0763
Weak Off-Road 0.1168 0.1352 0.09104 0.10208 0.08368 0.10208 0.11312 0.08736 0.13152 0.0984 0.08 0.1168
Off-Road 0.0763 0.08945 0.05789 0.06578 0.05263 0.06578 0.07367 0.05526 0.08682 0.06315 0.05 0.0763
Heavy Off-Road 0.0763 0.08945 0.05789 0.06578 0.05263 0.06578 0.07367 0.05526 0.08682 0.06315 0.05 0.0763
Slippery Off-Road 0.0511 0.06165 0.03633 0.04266 0.03211 0.04266 0.04899 0.03422 0.05954 0.04055 0.03 0.0511
Tilt 0.015 0.015 0.015 0.01 0.02 0.025


[162] Wario races towards a steep downhill portion of Wario's Gold Mine.

Race courses are divided into various Cups again: Mushroom Cup, Flower Cup, Star Cup, and Special Cup for the new courses and Shell Cup, Banana Cup, Leaf Cup, and Lightning Cup for the old courses. Notably, these are the same as Mario Kart DS.

All the thirty-two tracks have three laps, regardless of length and difficulty. At first, only two Wii and two Retro Cups are available, but clearing the former two in first place unlocks the Star Cup, while clearing the latter two in first place unlocks the Leaf Cup; likewise, clearing the Star and Leaf Cups in first place unlocks the Special and Lightning Cups, respectively. This process only applies for the difficulty level the player is in, so it must be repeated for all others to have the Secret Cups available in each of them.

This is the first game in the series to have different track names in the American and PAL versions; this applies to DK Summit/DK's Snowboard Cross, Chain Chomp Wheel/Chain Chomp Roulette, and Galaxy Colosseum/Galaxy Arena.

New CoursesEdit

There are sixteen new courses in Mario Kart Wii.

Mushroom Cup: Flower Cup: Star Cup: Special Cup:
Luigi Circuit
Mario Circuit
Daisy Circuit
Dry Dry Ruins
Moo Moo Meadows
Coconut Mall
Koopa Cape
Moonview Highway
Mushroom Gorge
DK Summit
DK's Snowboard Cross
Maple Treeway
Bowser's Castle
Toad's Factory
Wario's Gold Mine
Grumble Volcano
Rainbow Road

Retro CoursesEdit

These are courses that have appeared in the previous Mario Kart installments, much like in Mario Kart DS. This includes two courses from Super Mario Kart and Mario Kart: Super Circuit, and four from Mario Kart 64, Mario Kart: Double Dash!!, and Mario Kart DS. All of these have been graphically updated and have some new details such as extra trees and ramps, new features such as jumps, pipe tricks, and even added shortcuts. These retro courses appear in the Shell, Banana, Leaf, and Lightning Cups. This game has the most retro Mario Circuit courses of any Mario Kart game.

Shell Cup: Banana Cup: Leaf Cup: Lightning Cup:
GCN Peach Beach
N64 Sherbet Land
DS Desert Hills
SNES Mario Circuit 3
DS Yoshi Falls
Guy Beach GBA Shy Guy Beach
3_(GBA) GBA Bowser Castle 3
DS Peach Gardens
SNES Ghost Valley 2
DS Delfino Square
N64 DK's Jungle Parkway
GCN DK Mountain
N64 Mario Raceway
GCN Waluigi Stadium
GCN Mario Circuit
N64 Bowser's Castle

Battle StagesEdit

This game has the most battle courses of any Mario Kart game, and each course does not share the same music.

New Stages: Retro Stages:
Block Plaza
SNES Battle Course 4
Delfino Pier
GBA Battle Course 3
Funky Stadium
N64 Skyscraper
Chain Chomp Wheel
Chain Chomp Roulette
GCN Cookie Land
Thwomp Desert
DS Twilight House

Other StagesEdit

Mario Kart Wii featured one course that was exclusive to certain online tournaments. These are only found in the Competitions.

Online Tournaments
Galaxy Colosseum
Galaxy Arena (Galaxy Arena in the PAL Version)


In Mario Kart Wii, there are Normal Staff Ghosts and Expert Staff Ghosts. Beating the normal staff Ghosts by a certain amount of time unlocks the Expert Staff Ghosts. Unlocking the Expert Staff Ghosts can help unlock certain characters and vehicles in the game. Below are two tables: the first shows the Normal Staff Ghosts, while the second shows the Expert Staff Ghosts, and also shows the character and vehicle the ghost used.

Normal Staff GhostsEdit

Courses: Staff Names: Time: Characters: Vehicles: Wii Wheel: Drift:
Luigi CircuitNin★sato01:29.670LuigiB Dasher Mk 2/SprinterYesManual
Moo Moo MeadowsNin★YuNya01:37.856Baby DaisyBaby Booster/Booster SeatYesAuto
Mushroom GorgeNin★Murak02:16.110ToadetteQuackerYesManual
Toad's FactoryNin★Misa02:22.480ToadBubble Bike/Jet BubbleYesManual
Mario CircuitNin★==Kony01:44.777MarioRapide/Zip ZipYesManual
Coconut MallNin★♪SiMO02:30.764DaisyBon Bon/SugarscootNoManual
DK SummitNin★mokke02:34.693Donkey KongStandard Bike LYesManual
Wario's Gold MineNin★morimo02:19.585WarioWario BikeYesManual
Daisy CircuitNin★Toki01:56.822DaisyRoyal Racer/DaytripperNoManual
Koopa CapeNin★Rose03:03.022Koopa TroopaCheep ChargerNoManual
Maple TreewayNin★pico02:58.633Diddy KongNostalgia 1/Classic DragsterYesManual
Grumble VolcanoNin★Gorin02:28.237Dry BowserOffroaderYesManual
Dry Dry RuinsNin★Kei02:30.949YoshiNostalgia 1/Classic DragsterYesManual
Moonview HighwayNin★KOZ★02:16.802PeachStandard Kart MYesManual
Bowser's CastleNin★YABUKI03:04.836BowserPiranha ProwlerNoManual
Rainbow RoadNin★Konno03:05.895RosalinaTwinkle Star/Shooting StarNoManual
GCN Peach BeachNin★HIRO01:34.233PeachRoyal Racer/DaytripperNoManual
DS Yoshi FallsNin★DoTak01:16.461YoshiRapide/Zip ZipNoManual
SNES Ghost Valley 2Nin★YOKO01:06.595King BooStandard Kart LYesManual
N64 Mario RacewayNin★Ichiro02:14.799Baby MarioNanobike/Bit BikeYesManual
N64 Sherbet LandNin★Sakat02:48.651Baby LuigiQuackerYesAuto
GBA Shy Guy BeachNin★Kato01:45.568Koopa TroopaCheep ChargerYesManual
DS Delfino SquareNin★iwaco02:41.807WarioWario BikeYesManual
GCN Waluigi StadiumNin★NARI★02:32.882WaluigiStandard Bike LNoManual
DS Desert HillsNin★CHIA02:10.233Dry BonesStandard Bike SNoManual
GBA Bowser Castle 3Nin★Fukuda02:58.304Dry BowserStandard Kart LYesManual
N64 DK's Jungle ParkwayNin★Matt02:58.264Donkey KongPhantomYesAuto
GCN Mario CircuitNin★♪Miz01:59.771MarioStandard Bike MYesManual
SNES Mario Circuit 3Nin★iwaco01:38.880Baby MarioStandard Kart SYesManual
DS Peach GardensNin★Ito.y02:34.894Baby PeachMagikruiserYesManual
GCN DK MountainNin★♪msk02:57.744Funky KongWario BikeYesManual
N64 Bowser's CastleNin★GASK203:19.323Bowser Jr.Standard Kart MYesManual

Expert Staff GhostsEdit

Courses: Staff Names: Unlock Time: Time: Characters: Vehicles: Wii Wheel: Drift:
Luigi CircuitNin★Uta♪01:26.394 01:19.419LuigiMach BikeYesManual
Moo Moo MeadowsNin★Tkym01:34.160 01:25.909Baby DaisyBullet BikeNoAuto
Mushroom GorgeNin★Miki02:10.875 02:01.011ToadetteConcerto/Mini BeastNoManual
Toad's FactoryNin★GQO02:17.653 02:05.593ToadBlue FalconNoManual
Mario CircuitNin★fuyu01:40.528 01:33.702MarioB Dasher Mk 2/SprinterNoManual
Coconut MallNin★MUGI★02:25.620 02:13.333DaisyWild WingYesManual
DK SummitNin★KOZ★02:29.076 02:17.546Donkey KongFlame FlyerYesManual
Wario's Gold MineNin★♪Ryo02:15.323 02:04.800WarioFlame FlyerNoManual
Daisy CircuitNin★Taeko01:51.786 01:41.362DaisyMach BikeNoManual
Koopa CapeNin★morimo02:56.867 02:41.370Koopa TroopaBubble Bike/Jet BubbleNoManual
Maple TreewayNin★MUGI★02:51.684 02:37.812Diddy KongNitrocycle/SneaksterNoManual
Grumble VolcanoNin★aki02:22.856 02:11.852Dry BowserTorpedo/SpearNoManual
Dry Dry RuinsNin★Akito02:26.064 02:14.286YoshiNitrocycle/SneaksterYesManual
Moonview HighwayNin★Koh02:10.509 02:04.163PeachMach BikeYesManual
Bowser's CastleNin★Masa02:57.382 02:42.098BowserBowser Bike/Flame RunnerNoManual
Rainbow RoadNin★Syun103:00.007 02:44.734RosalinaAero Glider/JetsetterNoManual
GCN Peach BeachNin★Taeko01:30.909 01:23.140PeachDolphin DasherYesManual
DS Yoshi FallsNin★FJ01:14.072 01:09.175YoshiSuper Blooper/Turbo BlooperYesManual
SNES Ghost Valley 2Nin★sira〉01:04.261 00:58.907King BooTorpedo/SpearNoManual
N64 Mario RacewayNin★Yuuki02:10.069 01:59.053Baby MarioConcerto/Mini BeastNoManual
N64 Sherbet LandNin★FJ02:42.536 02:28.356Baby LuigiBlue FalconNoManual
GBA Shy Guy BeachNin★Matt01:41.174 01:32.867Koopa TroopaMagikruiserNoManual
DS Delfino SquareNin★TARO02:36.630 02:24.169WarioDragonetti/HoneycoupeNoManual
GCN Waluigi StadiumNin★♪Ryo02:26.335 02:12.367WaluigiPiranha ProwlerNoManual
DS Desert HillsNin★solami02:02.358 01:52.686Dry BonesRally Romper/Tiny TitanYesManual
GBA Bowser Castle 3Nin★A2402:53.651 02:39.391Dry BowserBowser Bike/Flame RunnerNoManual
N64 DK's Jungle ParkwayNin★Syun102:51.693 02:37.782Donkey KongFlame FlyerYesManual
GCN Mario CircuitNin★Dai801:55.907 01:49.939MarioWild WingNoManual
SNES Mario Circuit 3Nin★Shige01:35.213 01:26.659Baby MarioBullet BikeNoManual
DS Peach GardensNin★==Kony02:29.793 02:16.777Baby PeachConcerto/Mini BeastYesManual
GCN DK MountainNin★Miyam02:52.100 02:38.130Funky KongFlame FlyerYesManual
N64 Bowser's CastleNin★Kentan03:09.228 02:55.933Bowser Jr.Nitrocycle/SneaksterYesManual


Mario Kart Wii includes two new items: the Mega Mushroom and the POW Block, and brings back the Thunder Cloud (from the Mario Kart Arcade GP installments). Items can be earned by driving through the Item Boxes on the courses, just like in the previous games. Once a player has done so, an item will be selected via the Item Roulette. Players can use the items by pressing the left Pad button. In general, players tend to obtain a weak item such as a Banana or a Green Shell when they are in first place. However, if the players are in a lower place, obtaining a slightly more powerful item such as a Red Shell, [ Lightning, or a Thunderbolt is more frequent. Usually, the lower the place of the player, the rarer and more powerful the item he/she gets. Stars, Mega Mushrooms, and Bullet Bills are examples of powerful items as they provide speed boosts and invincibility. This is the only game in the Mario Kart series where the drivers do not vocally react to getting inked by a Blooper.

Items with an asterisk (*) signify this item's most recent appearance in the Mario Kart series (only appearance for the new items).

Images: Names: Description
[206] Mushroom Gives players a short speed boost that ignores terrain.
[207] Triple Mushrooms Gives players three Mushrooms, which give separate boosts. It is the default item in Time Trial mode.
[208] Golden Mushroom The driver gets an infinite number of mushroom boosts for 7.5 seconds.
[209] Mega Mushroom
New Item *
The driver grows bigger, which allows them to squash other racers by running over them, making them lose their items and slow down for a moment. The Mega Mushroom makes the racer invincible to all attacks except those from Stars, Bullet Bills, and Bloopers. It allows the user to destroy items and course obstacles and gives the driver a speed boost. In addition, the player can go off-road without suffering any effect of slowing down. The effect lasts for 7.5 seconds but will be ended prematurely if the player is hit by a Lightning Bolt.
[210] Item Box When a driver runs into an Item Box, they will obtain an item, depending on their rank on the current race course.
[211] Fake Item Box * This item imitates an Item Box but is colored red and has an upside down question mark. At a distance, it appears a similar color to a regular item box, only revealing its true color as the player approaches. It causes opponents to flip over once hit. It cannot block item attacks.
[212] Banana When drivers run into a Banana, it causes them to slip and slow down. It can also be held behind the player's vehicle to block attacks from shells and other vehicles.
[213] Triple Bananas This item gives the driver a trail of three bananas.
[214] Green Shell A basic green shell that can be thrown forwards and backwards. It bounces off obstacles several times before it hits an opponent or is destroyed.
[215] Triple Green Shells Three green shells that surround the racer until released. These can also be thrown forward or backward.
[216] Red Shell A fragile shell that tracks the nearest opponent when fired forward. It will break if it hits an obstacle.
[217] Triple Red Shells Three red shells that surround the racer until released.
[218] Spiny Shell A blue shell that flies directly to the racer in first place and explodes like a Bob-Omb.
[219] Star The driver obtains total invincibility for 7.5 seconds, allowing them to knock over items, course obstacles, and other players on contact. Also, the driver receives a speed boost and the power to drive off-road with no speed loss. Racers that are hit will lose all items in their possession.
[220] Lightning Lightning strikes every racer ahead of the user, causing them to spin out, drop their items and shrink to very small size, driving more slowly. This item takes no effect on racers with invincibility items activated. The effects wear off from lowest place to first. Any users with the Mega Mushroom in effect shrink to normal size.
[221] Thunder Cloud
New Item *
A thundercloud hovers over the recipient and strikes it with lightning after ten seconds. The user shrinks to very small size for 10 seconds, driving more slowly. Before this happens, the user has higher speed and acceleration while not losing speed when driving off-road, and may pass the cloud to an opponent by bumping into them.
[222] Bob-Omb Blows up a racer anywhere on the track. It has the same effect as the spiny shell, except that it can be lobbed or tossed backwards just like a banana.
[223] Blooper Squirts ink on any racer ahead of the user, partially obscuring vision. It eventually wears off, but can be immediately removed by a speed boost from a mushroom or boost tile, etc.
[224] Bullet Bill Transforms the racer into a large bullet bill, which rockets down the entire track at very high speeds on auto-pilot. The Bullet Bill provides total invincibility and will knock over any item, any course hazard, and any player that is in the way, making them lose or drop all their items.
[225] POW Block
New Item *
The POW Block appears above the karts as a 2-D image, warning players of its arrival, and causes any racer on the ground ahead of the user to spin out and drop their items. Players who deploy the wheelie button at the moment the POW Block hits mitigate the spinout by retaining their speed. Players can also be airborne to avoid the POW Block, as the POW Block will not affect any racer that is in the air.

Differences In The Multi-player ModesEdit

As in the previous games in the Mario Kart series, there are several small changes made to the courses in split-screen mode, most likely to preserve the frame-rate.

  • The question marks in the Item Boxes spin around. They are static in single player mode.
  • There are no tourists on the Sunshine cruise ship in GCN Peach Beach.
  • Boos do not animate in SNES Ghost Valley 2.
  • Computer players do not animate. In Battle Mode, their voices are also absent.
  • In GCN Waluigi Stadium, the metal Piranha Plants do not move their jaws, and the moving arrow signs and the Jumbotron are absent as in Mario Kart: Double Dash!!
  • There are no Miis in the stores in Coconut Mall.
  • The crowd in Mario Circuit, Toad's Factory, Daisy Circuit, and DS Delfino Square do not animate.
  • No tourists are on the ship in N64 DK's Jungle Parkway.
  • The Jumbotron at Funky Stadium does not show the human player; instead it shows a picture of Funky Kong's face with the words "Funky Stadium".
  • Frame-rate slows to 30 frames per second if the screen is split 4 ways or is in Two Player Online.
  • The fourth screen in local three player play displays a dynamic camera that rotates between the three player drivers.
  • Star Bits are missing in Rainbow Road. (New)

References To The Other GamesEdit

References In The Later GamesEdit


Critical ReceptionEdit

Mario Kart Wii has received positive reviews from critics. It has an average score of 82.07% from 74 reviews in GameRankings and an average of 82 based on 73 reviews on Metacritic.[7][8]

Bozon of IGN gave the game an 8.5 out of 10, praising the online play, the presentation, and the gameplay but criticizing the cheap AI in 150cc, the lack of voice chat, reliance on friend codes, and the random items. He finished off with, "Every player is going to have their own love/hate relationship with Mario Kart Wii, but in the end the game does so many things right that it'd be foolish not to give credit where due. Online seriously raises the bar for Nintendo, trumping even Smash in a big, big way. The sense of community you can get even with random racers online and ghost-supported leader boards is impressive, and the fact that you can head on to Nintendo Wi-Fi Connection solo, with a friend via split-screen, or hook up with buddies across the world without worry of lag and never-ending disconnect notices makes Mario Kart Wii a pure joy to play online. It isn't the best Mario Kart in the series, but it's a must-play experience on Wii, and standard-setting offering as far as online, channel support, and connectivity are concerned. Now if you'll excuse us, we've got some online stats to obsess over."[9] Sammy Barker of Nintendo Life praised the game for its polished gameplay and being well-thought and brilliant. Though he criticized the presentation, he wrote, "Poor presentation should not be an issue in this generation of gaming, particularly with the other consoles doing it so well, but, thankfully for us (as Wii owners), this game is a living, breathing example of gameplay over graphics." He gave the game 9/10 stars.[10] Oli Welsh of Eurogamer gave the game a score of 8/10. He praised the presentation of the game, the use of the Wii Wheel, and the smooth gameplay while criticizing the Battle Mode and the single player exclusive Grand Prix mode (though this was revised after being informed by Nintendo that four sequences of races with friends is still possible). He wrote, "Ultimately, the sheer sensory pleasure of playing Mario Kart Wii - from the charming animations, to the bopping tunes, to the sugar-rush boosting, to the exquisite steering - far overcomes the few concerns we have about it. It still has to be docked a mark for the awkward structure and compromised battle modes - but it's still unreservedly recommended to anyone for whom Mario Kart is a gaming cornerstone. And really, that should be everyone."[11]

Ryan Davis of Giant Bomb criticized the game for being safe. He wrote, "Mario Kart Wii is a good game stunted by its audience's apparently insatiable appetite for the exact same thing, over and over again. The addition of online play and motion controls are good, but they're also the most predictable choices possible. Personally, I'm completely tired of getting exactly what I expect." He gave the game a 3 out of 5 stars.[12] Edge gave the game 6/10, criticizing the game's compromising local, splitscreen multiplayer for online play. They ended with "Undercutting local multiplayer to benefit the online movement is a grievous error. Of all the multiplayer franchises, we struggle to think of a title in which four friends sat side by side seemed more natural. Having sacrificed racing integrity in Double Dash to side with social silliness, Nintendo has turned 180 degrees into an awkward halfway house. It’s a residence from where it has attempted to regain time-trial credentials with the loosest racing yet, and sees the company finally find its online feet by betraying one of its great pastimes. Perhaps first place in Mario Kart Wii isn’t the least enjoyable location in gaming after all."[13]

Reviewers, Publications: Scores: Comments:
Nintendo Power 9/10 With more features, modes and multiplayer options than ever before, fans should be revved up to get behind the wheel. [May 2008, p.86].
Official Nintendo Magazine UK 9.4/10 A fantastic racer and the best online Nintendo game ever. [Apr 2008, p.58]
Bozon, IGN 8.5/10 There are some things that feel completely out of whack though, such as the uncharacteristically cheap AI in 150cc, the lack of voice chat for an extremely social online game, reliance on friend codes, and "everyone's a winner" feeling you get when random items show up and completely turn the game upside down in an instant.
Bryn Williams, GameSpy 4.5/5 The offline and online content is extremely entertaining and the pursuit of casual and hardcore karting has never been this much fun.
Greg Leahy, Nintendo World Report 8.5/10 Mario Kart Wii is ultimately much the same game as Mario Kart DS, but this is forgivable due to its drastically improved online functionality along with some welcome gameplay additions and tweaks.
Lark Anderson, GameSpot 8.5/10 Mario Kart Wii offers varied multiplayer and thoroughly integrated online modes that will keep you coming back for more.
Oli Welsh, Eurogamer 8/10 Ultimately, the sheer sensory pleasure of playing Mario Kart Wii - from the charming animations, to the bopping tunes, to the sugar-rush boosting, to the exquisite steering - far overcomes the few concerns we have about it. It still has to be docked a mark for the awkward structure and compromised multiplayer modes - but it's still unreservedly recommended to anyone for whom Mario Kart is a gaming cornerstone.
Electronic Gaming Monthly 6.4/10 While Mario Kart Wii is predictably similar to its predecessors, something has changed with this installment. Something that makes it feel subtly unlike other Mario Karts--and not a change for the better. [June 2008, p.73]
Edge Magazine 6/10 Having sacrificed racing integrity in "Double Dash" to side with social silliness, Nintendo has turned 180 degrees into an awkward halfway house. [May 2008, p.86]
Chris Kohler, Wired 6/10 [Mario Kart Wii's Battle Mode] is no longer a last-man-standing contest: Matches now last three minutes each, and if your kart takes too much damage, don't worry! You'll just respawn. Even worse, all battles are now played in teams of two. So while you can still have four human players, they can't all face off against each other -- and what's the point of that?
Ryan Davis, Giant Bomb 6/10 Personally, I’m completely tired of getting exactly what I expect.
Compiler: Platforms/Scores:
Metacritic 82
GameRankings 82.07%


Mario Kart Wii won the "Favorite Video Game" award at the Nickelodeon 2010 Kids' Choice Awards, beating out The Legend of Zelda: Spirit Tracks, Wii Fit, and Wii Sports Resort. The game won the Best Online Multiplayer Game from IGN in 2008.[14] In the Guinness World Records 2010 Gamer's Edition, Mario Kart Wii won the "Best-selling racing game" accolade.[15]


In the week of May 4, 2008 in Japan, Mario Kart Wii became the best-selling game for the Wii, having sold over a million copies in Japan, less than a month after its release.[16] In the UK, Mario Kart Wii was the 8th biggest selling video game in British history and the single best-selling Nintendo game in history.[17] In the United States, at the month's release, Mario Kart Wii was the second best-seller at 1.12 million copies, being beaten out by the Xbox 360 version of Grand Theft Auto IV, but outselling the PS3 version of Grand Theft Auto IV.[18] Mario Kart Wii currently is the second best-selling game on the Wii, beaten out by Wii Sports; the game has sold a total of 37.02 million units as of September 30, 2017, making it the best-selling racing video game of all time.[1]


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

[226] Mario. [227] Luigi Circuit Group Picture Artwork. [228] Luigi's Title Screen. [229] Peach's Title Screen. [230] Bowser's Title Screen. [231] The Two Mushrooms.

Beta ElementsEdit

Main Article: Mario Kart Wii/Beta Elements

Unused graphics have been found depicting icons for a Hammer Bro, a Koopa Paratroopa, and Petey Piranha.

[232] An unused CSS Icon for Koopa Paratroopa as a player. [233] An unused CSS Icon for Hammer Bro. as a player. [234] An unused CSS Icon for Petey Piranha as a player.


Main Article: Mario Kart Wii/Glitches

Note: All names are conjectural unless otherwise specified.

Thirteen Players OnlineEdit

Rarely, when a player finishes a race and leaves the results screen, the top left corner will say, "The next match might have 13 players", although it should say 12. It is also possible, although unlikely, to say more than 13 players (i.e. "The next match might have 14 players"). The reason is, that during matchmaking the Wiis are counted, but not the players. A Wii with 2 players uses 2 racing slots of 12 total, but is counted only as one. The next match will never have more than 12 players, though.

Grumble Volcano Rock Lap GlitchEdit

If the player manages to get on top of the large rock to the left of the starting line in Grumble Volcano, each time they drive around it, the game will act as if the player completed a lap, and it will count a lap for the player.


Main Article: Mario Kart Wii/Staff

Consistent with the rest of the console Mario Kart series, Mario Kart Wii is developed by Nintendo EAD. Shigeru Miyamoto is the general producer of the game, with the producer being Hideki Konno, who had been consistently involved with the Mario Kart series since the first installment, except Mario Kart: Double Dash!!, and the executive producer being Satoru Iwata. Yasuyuki Oyagi directed the game, having co-directed the series since Mario Kart 64 barring Mario Kart: Super Circuit, though Mario Kart Wii was the first installment he was the sole director of and the last installment he directed, becoming a co-producer later on. Mario Kart Wii was the debut of Kosuke Yabuki as a planner; he would later become key staff and serving a director role in the later Mario Kart installments.

Trading CardsEdit

Main Article: Mario Kart Wii Trading Cards

Mario Kart Wii trading cards were released to celebrate the release of Mario Kart Wii. Trading card packs additionally included tattoos called FunTats.


For the complete list of media for this subject see Mario Kart Wii/Media.
[235] Title Screen - The music for the Title Screen 1:11

File info

Help:MediaHaving Trouble Playing?

Music And SoundEdit

Technically, this is the first game before Mario Kart 8 to feature revamped music for retro courses. In this case, the SNES and GBA tracks received revamped songs, as well as some of the battle stages. Tracks from the N64 and DS had their songs slightly enhanced in sound quality. The GCN tracks, however, remained relatively the same. This trait is also kept in Mario Kart 7 as well.

It is also the first and currently only game that cuts off the tracks' intros in the final lap.


Main Article: Soundtrack Mario Kart Wii Platinum Soundtrack

An official soundtrack was released in 2011 by Club Nintendo as a Platinum reward featuring 43 songs from the game itself.

Names In The Other LanguagesEdit

Languages: Names: Meanings:
Japanese マリオカート Wii mario kāto wī Mario Kart Wii
Spanish Mario Kart Wii -
French Mario Kart Wii -
German Mario Kart Wii -
Italian Mario Kart Wii -
Korean 마리오 카트 Wii Mario Kateu Wii Mario Kart Wii
Chinese Chi=瑪利歐賽車 Wii (Traditional)
Mǎlìōu Sàichē Wii
Mǎlìōu Kǎdīngchē Wii
ChiM=Mario Racing Wii
Mario Kart Wii



  • Part of the title screen music is a remix from a part of the title screen of Mario Kart: Double Dash!!. The same part was also used in the title screen of Mario Kart DS.
    • It should also be noted that the animations seen for the driver selection process (excluding the new drivers introduced for this game) are how they were seen in Mario Kart: Double Dash!!, with only a few characters receiving noticeable changes.
  • For the marketing of Mario Kart Wii in the United States only, Nintendo of America did a series of three commercials starring Cowboy Jed, primarily to promote their slogan for this game: "Get Behind The Wheel!". The slogan focuses on the Wii Wheel, Nintendo's targeted gameplay control, as stated earlier in this article.
  • In Animal Crossing: City Folk, Mario's Kart from this game can be obtained at Tom Nook's shop for 10,000 shopping points.
  • In Nintendogs + Cats, karts with Mario, Peach and Yoshi from this game can be bought from a certain shop. The player can control these karts, and can even go into first-person view with them. When racing as Mario, the music from Luigi Circuit/Mario Circuit (from this game) will play, when racing as Peach, the music from Peach Gardens (from Mario Kart DS) will play, and when racing as Yoshi, the music from Yoshi Falls (also from Mario Kart DS) will play.[20]
  • Peach wore her hair tied into a ponytail for most of the game; however, in her profile artwork and on the Congratulations screens after the ending credits, she wore her hair loose.
  • The Expert Staff Ghost for Moo Moo Meadows is the only Expert that has the automatic drift.
  • This is the only game in the Mario Kart series where data cannot be transferred between the consoles.
  • This is the only Mario Kart game in which the characters are divided evenly among the weight classes.
  • Among the Mario Kart series, this game has the most playable characters.


  1. 1.0 1.1 IR Information : Sales Data - Top Selling Software Sales Unites - Wii Software (as of March 31, 2013)
  2. Wii - Mario Kart Wii - Country Flags - The Spriters Resource
  3. IGN: Update: Mario Kart Wii Text Chat Details
  4. Mario Kart Wii Stat Table
  5. [1]
  6. A transcription of the Actual in-game stats. Custom Mario Kart Wiiki. Retrieved January 26, 2015.
  7. GameRankings score for Mario Kart Wii. Retrieved December 11, 2013.
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External LinksEdit