Uploaded March 2022 | Updated September 2026, 1 week ago
So I've been playing Formula Kart Wii for some time by now but I never really uploaded all the matches I played, so let this be my first one.
Formula Kart Wii is a Mario Kart Wii mod that turns the game into a bit more of a real racing game where you need to finish a lot more laps. The game's physics is also tweaked to make the game a bit more different from Mario Kart Wii, including karts having a much better mini-turbo.
The mode we were playing was Ramp Up, a mode that increases your max speed a tiny bit after each lap has been finished. Starting the 20th lap, the physics that's normally used for the 200cc engine class kicks in where you can fall faster, as well as the possibility to brake-drift. And of course, the game's patched in a way the race just doesn't end at the 5th minute mark or after 5 minutes and 40 seconds has been passed (which we're used to thanks to the CTGP-R mod these days). Sadly we can't do anything about the random disconnections that might happen during the races. Either the custom server we play on is having issues, or our connection is somehow unstable.
The tracks we played in order were a remake of Wii DK Summit, a custom track called Frigid Freezeway, Wii U Animal Crossing and Greenway Circuit.
Most of the people you hear in this video were in a Discord call (me included), who also were the players in the matches that are being played here. The custom voiceclips in the game are from the Super Mario World cartoon (Yoshi's voiceclips) over Yoshi, and my own voice over Mii Medium group D.
And sorry for the lower video quality where stuff gets blurry, I forgot to change my recording bitrate... xD
Mario Kart Wii (c) 2008 Nintendo
Music played in the background belong to the right owners (sadly some of the songs I have somehow don't have the author on them, basically what I'm trying to say here is that I didn't make any music that's played here).
So I've been playing Formula Kart Wii for some time by now but I never really uploaded all the matches I played, so let this be my first one.
Formula Kart Wii is a Mario Kart Wii mod that turns the game into a bit more of a real racing game where you need to finish a lot more laps. The game's physics is also tweaked to make the game a bit more different from Mario Kart Wii, including karts having a much better mini-turbo.
The mode we were playing was Ramp Up, a mode that increases your max speed a tiny bit after each lap has been finished. Starting the 20th lap, the physics that's normally used for the 200cc engine class kicks in where you can fall faster, as well as the possibility to brake-drift. And of course, the game's patched in a way the race just doesn't end at the 5th minute mark or after 5 minutes and 40 seconds has been passed (which we're used to thanks to the CTGP-R mod these days). Sadly we can't do anything about the random disconnections that might happen during the races. Either the custom server we play on is having issues, or our connection is somehow unstable.
The tracks we played in order were a remake of Wii DK Summit, a custom track called Frigid Freezeway, Wii U Animal Crossing and Greenway Circuit.
Most of the people you hear in this video were in a Discord call (me included), who also were the players in the matches that are being played here. The custom voiceclips in the game are from the Super Mario World cartoon (Yoshi's voiceclips) over Yoshi, and my own voice over Mii Medium group D.
And sorry for the lower video quality where stuff gets blurry, I forgot to change my recording bitrate... xD
Mario Kart Wii (c) 2008 Nintendo
Music played in the background belong to the right owners (sadly some of the songs I have somehow don't have the author on them, basically what I'm trying to say here is that I didn't make any music that's played here).
![[Super Mario World] Loopholes by Keyholes - Star World (RetroAchievements)
This is a challenge where the player only can get 1100 points or less in order to get the achievement. The player is required beating all the Star World levels and youre free to choose which order the levels will be beaten in.
Since people had issues with getting this achievement (mainly understanding why they cant get on top of Star World 3, or getting enough points in order to get this achievement. Heres a video to not even setting things up to get the achievement, but even exploiting it!
You can instantly transform into Cape Mario if you grab a feather off-screen, and the score gets added a few frames later. Once you get the feather with no points, then youre ready to beat Star World with even less than 1100 points, since you have the feather and can zip through the blocks. Just do it better than me, I done goofed with the second zip... xD
A less cheesy method is to get into any level and touch a midway flag, this way Mario grows and you can skip the Mushroom in Star World 1.
The last part of the video shows how you can beat Star World 3. You can bring a Yoshi with you (I chose for Star World 2s blue Yoshi), if you run and then jump, you scroll the screen a bit. Now with the screen scrolled a bit, you simply can jump off Yoshi at the peak of your jump (after jumping off the highest Throw block), and you make it to the Key just fine.
For Star World 1, pay attention where there are holes. If you keep Spin Jumping to the right, you get 1200 points. So in order to get it the legit way, you must find a hole where at least 2 Turn blocks can be skipped (mainly in the first section, there are the coins on the left, and the Dragon Coin somewhere at the bottom on the right side).
Im sorry for exploiting the system, but it had to be done at some point. :)
Super Mario World (c) 1990,1991 Nintendo [Super Mario World] Loopholes by Keyholes - Star World (RetroAchievements)](https://i.ytimg.com/vi/yk7YoVFmzjs/mqdefault.jpg)
![[Formula Kart Wii γ1.6] VS Act Ishikawa
I thought itd be fun to play a match with a streamer as I noticed they were playing Formula Kart Wii. And since there was a spot left, I decided to join in.
So big shoutouts to Act Ishikawa, feel free to check their content out while youre here: https://www.youtube.com/ActIshikawa
Apparently it was all custom tracks and this one was certainly a nice one. Layout-wise, this one is perfect for me when it comes to taking turns, even with the sloppy movements I made, it was really fun to race on.
Sadly this track itself is pretty flawed when it comes to the collision map, where out of bounds sections are in the floor if youre in a Mega Mushroom-state... If only those werent a thing dude, for once I thought I finally played pretty decent for the times when I got pretty good lines with my kart. xD
And at the end people really destroyed me, I barely had any chance to come back and the peer pressure was on the more chaos happened. You hate to see it.
Mario Kart Wii (c) 2008 Nintendo [Formula Kart Wii γ1.6] VS Act Ishikawa](https://i.ytimg.com/vi/yx-U4TwulXI/mqdefault.jpg)
![[Mario Kart Wii] Custom Mission mode menu (work in progress)
Ive been working on this custom menu for quite some time, but now I jumped back in for one, maybe two days, and suddenly the whole menu is changed!
After thinking about modifying this menu for quite some time, Ive decided to make it possible to run this custom menu without any extra codes or scripts, so this is still purely vanilla Mario Kart Wii with only using the Enable Mission mode-code.
I thought itd look pretty good to make the button color animation so that it becomes a rainbow. I added a texture on top of the Level buttons so that only the outline pops out more, while the Stage buttons doesnt have this texture (which causes the whole button to pop out instead of the outlines).
The reason why I went back to this was actually because I have a little bit more knowledge about the menu files, so itd be nice to work on some modifications again. And after at least a decade, we finally have pages on the Custom Mario Kart Tockdom Wiki that explains what menu file does what and whats used for. Its about time we have this.
I also showcased the 4:3 screen resolution here because if youre playing through a mission, once you finished, the end result buttons are originally misaligned. The reason why this was a thing is because they most likely copy-pasted the script that was used for Time Trials where the buttons like Check Ranking and Change Character were removed later on.
Fun stuff!
Mario Kart Wii (c) 2008 Nintendo [Mario Kart Wii] Custom Mission mode menu (work in progress)](https://i.ytimg.com/vi/z3ROqVRH6g4/mqdefault.jpg)
![[Super Mario Bros. 35 (v1.0.2)] Continued Interest Tournament - Season 10 Week 3
That was fun...! First Coin Collect tournament, definitely worth trying this again some time.
I also never noticed that my leaderboard image did not get updated with the proper season, WHOOPS! xD
As for the funny layout goes, this was streamed on National Skunk day. So I thought itd be nice to use funny skunk-related images and color schemes to celebrate it... :)
The one in the bottom-left is drawn by PocketPaws, while the small sprite that appears at the bottom at times that runs from right to left is an old sprite I made for Mario Royale.
I really need to stream more often, its been a while...
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo
This livestream was streamed at https://www.twitch.tv/wingcapman [Super Mario Bros. 35 (v1.0.2)] Continued Interest Tournament - Season 10 Week 3](https://i.ytimg.com/vi/zOat5E4zWos/mqdefault.jpg)
![[Super Mario Bros. 35] Continued Interest Tournament (Season 5 Week 17)
Second time I hosted a Super Mario Bros. 35 tournament without the Run button, and somehow I got away with it, I consider myself very lucky for winning this tournament. This is starting to feel pretty rigged... xD
I still cant believe that Im able to play this game without the Run button though. Truly insane.
Super Mario Bros. 35 (c) 2020 ARIKA, Nintendo [Super Mario Bros. 35] Continued Interest Tournament (Season 5 Week 17)](https://i.ytimg.com/vi/zlubRaCaGnM/mqdefault.jpg)