After getting all gold trophies in mirror mode, an all new engine class will be unlocked: Reverse Mode. One you get all gold trophies in all three engine classes, an extra engine class will be unlocked, Mirror Mode, in which all the tracks will be mirrored. The higher the engine class, the more harder and faster the opponents will be. Their are three main engine classes: 50cc, 100cc, and 150cc. Just like in Mario Kart 8, you can play Grand Prixs by yourself or with a friend. Just like in other installments, players can select one of the eight cups from the track selection, and race on each track in that respective cup to earn that cup's trophy. Most modes from the other titles have returned, however, their are plenty of new modes to play. Their are plenty of modes that you can play in this game. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth. 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. If the racer fares this badly four times, the Grand Prix must be started over. In Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. Normal bg signifies losing results, losing music - means not available Yellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP) Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race music Here is the comparison chart of the point spread between all the games: Lastly, point management is much like Mario Kart Wii and Mario Kart 8 respectively. Completing the story mode can allow you the opportunity to have every character ride in any vehicle. Each character has two vehicles of their own with varying stats. However, it takes a Mario Kart DS approach. Unlike Mario Kart 7 and Mario Kart 8, kart customization is not featured this time around. Additionally, any item that involves increasing your top speed like Mushrooms also have a timed hit function, and pressing the Z button at three stars grants you a much bigger boost than using the item reguarly. Getting a freebie, however, disables the ability to perform a timed hit again. Freebies work exactly how they do in Super Mario RPG, where you are able to use that item again. Hitting the Z button at two stars causes the opponents to spin out longer than usual, and pressing the Z button at three stars causes the opponents to spin out for a while, and you are granted a Freebie. When pressing the Z button at one star, nothing happens and the item is thrown regularly. You must press the Z button when a star on the meter glows. The meter's speed will depend on how close you are to an opponent. When you hit an opponent, a red star on the meter will glow, which indicates when you need to perform the timed hit. The meter indicates how far you have thrown an item and how close it is to reaching an opponent. When throwing an item, you're meter will go up again. This gimmick works in a smilar manner to Crash Team Racing's drifting gimmick.
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This gimmick is necessary for 150cc and 200cc races as opponents make very good use out of timed hit drifting, and Boshi's Time Trial ghosts as Boshi will reguarly perform timed hits. Additionally, if you hold drift for a certain period of time, the red stars will disappear, so you must be careful.
However, holding drift for only one star does nothing at all, and holding drift for only two stars just gives you a tiny boost. Once three stars appear, letting go of the drift button will reward you with a huge boost for a period of time. As you're drifting, you must let go of a drift as soon as you're red star meter is complete. Firstly, a "red star meter" will always show up on the bottom right hand screen. Using timed hits can work in a variety of ways. In this game, the new gimmick is the ability to use Timed Hits. Gliding returns from Mario Kart 7, however, anti-gravity has been replaced with a different gimmick to fit the theme of Super Mario RPG. Players in "middle place" use more offensive items in order to catch up to first place, and players in last place use items that can increase their top speed so that they can catch up, which balances each race. When you're in first place, you are granted with more defensive items to block yourself from incoming items.
Players can use items from Treasure Chests, kinda like past Mario Kart games, however a lot of items are new to fit the theme of Super Mario RPG. Select a character and vehicle of five different weight classes (Feather, Light, Medium, Cruiser, and Heavy) and different stats, and compete in a twelve player race to earn first place. The gameplay of this game is much like the previous installments.