Mario Kart 64 USA rom for Nintendo 64 (N64) and play Mario Kart 64 USA on your devices windows pc, mac,ios and android! Mario Kart 64 (styled as MARIOKART 64 abbreviated to MK64) is a racing game developed and published by Nintendo for the Nintendo 64 video game console. It was released in 1996 in Japan and 1997 for the rest of the world. It is the sequel to Super Mario Kart.

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Game info:

box cover
Game title:Mario Kart 64
Console:Nintendo 64
Author (released):Nintendo (1996)
Genre:RacingMode:Single-player
Design:Hiroshi Yamauchi, Shigeru Miyamoto, Hideki Konno, ..
Music:Kenta Nagata, Tarō Bandō, Yoji Inagaki
Game manual:manual.pdf

File size:

3261 kB
Download: not available (stream only)

Game size:

8788 kB
Emulator:Project 64
From Wikipedia, the free encyclopedia:

Mario Kart 64 is a 1996 go-kart racing game developed and published by Nintendo for the Nintendo 64 video game console. It was the successor to Super Mario Kart for the Super Nintendo Entertainment System, and is the second game in the Mario Kart series. It was released first in Japan on December 14, 1996, and in North America and Europe in 1997. In January 2007, Mario Kart 64 was released as a downloadable Virtual Console title on the Wii, and in December 2016 it was also made available on the Wii U.
Mario Kart 64 is a kart racing game in which the player controls one of eight selectable Mario characters who race in karts in different race tracks that vary in shape and theme. During a race, the players can obtain random items from special boxes placed in different areas of the track that are used to impede the opposition and gain the advantage. For example, shells and bananas allow the player to attack opponents and slow them down, and Mushrooms grant the player a temporary boost in speed. Mario Kart 64 has 16 race courses and 4 battle courses.
There are four different game modes available in Mario Kart 64: Grand Prix, Time Trial, Versus, and Battle. Grand Prix mode supports both single-player and competitive multiplayer gameplay, while other modes only support one or the other.

  • Grand Prix – This mode has one or two players participate in four consecutive three-lap races, each on a different course, on one of the four selectable cups (Mushroom, Flower, Star, or Special) against seven (or six) computer players. When the player completes a race, points are awarded based on the rank he or she finished. If the player ranks 5th or under, the player will be required to repeat the race. After finishing all four races, trophies are awarded to the players who scored the highest accumulation of points: bronze for third place, silver for second, and gold for first. Difficulty level is measured by engine size: 50, 100, or 150cc. There is an additional unlockable difficulty called 'Extra', which allows players to race at speed 100cc on tracks that are inverted left-to-right. This is the first game in the series to provide this feature. Later installments call this feature 'Mirror Mode' or '150cc Mirror Mode.'
  • Time Trial – This is a single-player-only mode where the objective is to complete a three-lap race on the selected track in the shortest total time possible. There are no opponent racers or item boxes, though the player will always begin each race with a Triple Mushroom in reserve. For any given course the top five shortest total times are saved, and the shortest single lap time of any race is also saved. The player can select to race against a ghost character who will mimic the movement of the player from a previous race. Ghost data for up to two different courses can be saved permanently only on a Controller Pak device. However, the Virtual Console version of Mario Kart 64 released on the Wii is incompatible with the device and is thus unable to save ghost data.
  • Versus mode – Two to four players compete in single races on any track without any computer players. With two players, the total number of wins for each player is tracked, and in three- or four-player matches, the number of 1st, 2nd, and 3rd place wins is tracked for each racer.
  • Battle Mode – This mode, supporting two to four players, has a last man standing objective where the players attack each other with items inside one of four selectable arena courses. The players begin a match with three balloons attached to each of their karts. A player will lose one balloon each time his or her character is damaged by coming into contact with one of the other players' offending items, and is eliminated from play upon losing all balloons. The match ends when one player remains, who is then declared the winner. In three- or four-player matches, the first two players' characters to lose all their balloons will transform into mobile 'Mini Bomb Karts' and forfeit the ability to win the match. The Mini Bomb Kart is still maneuverable by the player and can collide and inflict damage on another player only once, after which it can no longer participate.
Mario Kart 64 features eight playable characters. Mario, Luigi, Princess Peach, Toad, Yoshi, and Bowser appeared in Super Mario Kart while the remaining two characters, Wario and Donkey Kong, are new to the series replacing Koopa Troopa and Donkey Kong Jr. The characters are divided into three weight classes: lightweights, whose karts have highest acceleration; heavyweight, whose karts have low acceleration and high top speed plus are able to knock around other players; and middleweights, who have normal acceleration and normal top speed.

More details about this game can be found on Wikipedia.org.

For fans and collectors:
Find this game on video server YouTube.com or Vimeo.com.
Buy original game or Nintendo 64 console at Amazon.com, eBay.com or GOG.com.

The newest version of this game can be purchased on Xzone.cz, GameExpres.cz orGameLeader.cz.

Videogame Console:

This ver­sion of Mario Kart 64 was de­sig­ned for the Nin­ten­do 64, which was the world's first 64-bit vi­deo ga­me con­so­le of the fifth ge­ne­ra­ti­on ma­nu­fac­tu­red by Nin­ten­do in the years 1996 - 2002. It was also the last ho­me vi­deo ga­me con­so­le that used car­tri­dges to dis­tri­bu­te ga­mes. World­wi­de, ap­pro­xi­ma­te­ly 33 mil­lion units of this con­so­le we­re sold at ap­pro­xi­ma­te­ly pri­ce $ 200 per unit. Mo­re in­for­ma­ti­on about Nin­ten­do 64 can be found here.


Recommended Game Controllers:

You can control this game by using the keyboard of your PC. However, for maximum gaming enjoyment, we strongly re­com­mend using a USB gamepad that you simply plug into the USB port of your computer. If you do not have a gamepad, you can buy one of these N64 controllers:

Available online emulators:

2 different online emulators are available for Mario Kart 64. These emulators differ not only in the technology they use to emulate old games, but also in support of various game controllers, multiplayer mode, mobile phone touchscreen, emulation speed, absence or presence of embedded ads and in many other parameters. For maximum gaming enjoyment, it's important to choose the right emulator, because on each PC and in different Internet browsers, the individual emulators behave differently. The basic features of each emulator available for this game Mario Kart 64 are summarized in the following table:

EmulatorTechnologyMultiplayerUSB gamepadTouchscreenWithout ads
NeptunJSJavaScriptYESYESNONO
RetroGames.ccJavaScriptYESYESYESNO

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Comments:


Frame-by-Frame advanceThe following code activates a frame-by-frame advance mode if Debug Mode is enabled:VersionGameshark codeUSA81001760 3C 84 3C0B81001796 800E810017C4 240C810017C6 0000When the game is paused, player 1 can hold A and B and press L to advance a frame. This unfortunately conflicts with using A to unpause the game; you must hold A before pausing.

Alternatively, adding the code 810 makes it require only holding B and pressing L while paused.Crash Debug Screen. If the game crashes, it will draw a small white square with red border near the upper left corner of the screen. At that point, entering the code L, Up, Left, Down, Right, R, L, B, A will display some information about the cause of the crash.The first line displays three numbers - first is unknown (usually 5, probably thread ID), second is the address of the faulty instruction, third is the exception code (as defined in the R4300i manual). The second line displays the $RA register.

The third line is the opcode of the faulty instruction.The GameShark code 810DC6FE FFFF will shorten this code to simply 'press L'.This display cannot be seen on most emulators, as most plugins don't seem to continue redrawing the screen after the game crashes. Next to the mirror mode flag in memory (address 800DC608 in USA version) is a floating-point value that appears to always be set to 1.0. When a track is loaded, its height is scaled by this amount. (All polygon vertices are multiplied by this value.) Use one of the below GameShark codes to activate this feature. (default value 3F80)VersionGameshark codeUSA810DC608????Japan V1.0810DCED8????Japan V1.1810DBE18????Europe V1.0810DC698????Europe V1.1810DC628????This value only affects track polygons, and hit detection is not altered to compensate for the steeper hills and/or shorter vertical walls, so changing it often produces unplayable tracks and strange effects such as floating trees, low areas being considered underwater/out of bounds, and walls that are no longer solid.No similar scaling functions exist for the X and Z axes. This may have been intended as a debugging function to test slopes, or a bonus mode that would scale tracks to various sizes. This unused vertical splitscreen display for 2-player mode is only accessible via the Debug Menu or by using the following GameShark code below that forces the horizontal splitscreen mode to the vertical splitscreen mode when selecting a 2-player game:VersionGameshark codeUSAD00DC5DC533 0002It's pretty clear why this isn't accessible normally: it's unfinished.

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The lap counter still displays in Battle Mode, the map goes over the second player's lap counter, and the V's and E's only appear when you're close to the camera.This feature can be seen in some very early footage of the game from when it was known as Super Mario Kart R. (Source: ) CPU Shell CodeThe game contains six tables that determine the item probabilities when hitting an item box. The first two tables are both for GP mode and determine item probabilities for a human player and a CPU player, respectively. According to the latter, CPU players have a certain chance to get Green Shells, both the single and the triple variety, but the CPU never uses shells at all, so this isn't actually ever seen in gameplay.Unused Graphics Menu GraphicsAmong the menu graphics are two unused options, untranslated from Japanese:GraphicTranslationWithout ItemWith ItemBomb Warning IconThe bomb warning icon that shows when you're close to the moving bombs.Early Traffic LightAn early version of the traffic light.Player HUD4 Player HUDs for the multiplayer modes. The 'Winning Results' track was likely intended to alternate between two 100 second sections of music, each composed of a 50-second segment repeated twice. To do:It'd help if someone could rip the graphics that aren't here yet.The billboards in the Japanese version are all clever parodies of real-life companies. They were (mostly) changed during localization because this would have gotten Nintendo of America in hot water.The iQue version's billboards are based on the international designs, with the exception of the 'Shot!'

All mario kart 64 tracks

Billboard, which was replaced with the iQue logo.JapanInternationalMarioro (a pun on Marlboro) was changed to Mario Star.JapanInternationalLuigip (a pun on Agip) was changed to Luigi's, itself appearing to be a parody of the now-defunct chain of discount stores.JapanInternationalYoshi1 (a pun on Mobil1) was changed to Yoshi, with a pawprint similar to the one added to English versions of.JapanInternationalThe Koopa Air sign is colored yellow and blue in the Japanese version (a pun on Goodyear). It's white and violet in international versions.JapanInternationalThe Nintendo logo billboard is blue in the Japanese version and red internationally, reflecting its most common depictions in each region.JapanInternationalThe orange 64 ball in Luigi's Raceway (a parody of the 76 gas station) was changed to blue and the 64 was given a different design. The Luigip and Yoshi1 billboards can still be seen in the icon for Mario Raceway and the Yoshi1 billboard in Royal Raceway's icon.Luigi's RacewayThe Japanese version has collision on the grass above the tunnel on Luigi's Raceway, which can be reached by bouncing off another racer and flying over the wall.

The collision was removed in international versions so trying the same there just leads to you falling into the tunnel (or out of bounds, if unlucky).Moo Moo FarmThe course 'Moo Moo Farm' is called 'Moh Moh Farm' in Japan. This is because mooing in Japanese is pronounced with a long 'O' sound, which sounds like 'moh moh'.JapanNorth America. Wii Virtual Console DifferencesAlthough the Wii Virtual Console releases use the exact same ROMs as the cartridges, some minor visual differences exist due to emulation errors and in-memory patches. These changes are not present in the Wii U Virtual Console release.Nintendo 64Wii Virtual Console. The color scheme for the train in Kalimari Desert was changed.Nintendo 64Wii Virtual Console. The waterfall on Koopa Troopa Beach is a brighter blue instead of grey. The characters/numbers of the timer are spaced out by 1 pixel.

The flash from using lightning was toned down to avoid risk of seizures. To do:. Figure out what in the Wii U version do and document them.iQue Player DifferencesThe game was released in China for the iQue Player in December 2003.

Like most games for the system, it is based on the international version.InternationaliQue Player. The game's title was changed from Mario Kart 64 to just Mario Kart.InternationaliQue Player. The Special Cup was renamed to 'iQue Cup'.InternationaliQue Player. The 64 ball now has a square instead of '64' on it.InternationaliQue Player.

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The 'Shot!' Billboard was replaced with an iQue billboard.InternationaliQue PlayerInternationaliQue PlayerInternationaliQue PlayerInternationaliQue Player.

The billboards have been translated. Most references to the Nintendo 64 were replaced with ones to the iQue Player.