Mario Kart 64 PC Port Is Out

VGEsoterica

Member
Based on the N64 decompilation of Mario Kart 64 and just like we saw with the Star Fox 64 PC port as well as the Ocarina of Time and Majora's Mask PC ports.

Widescreen, higher frame rates, better graphics, mod support with custom tracks...and that classic MK64 look and feel on PC

 
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Loved playing this back in the day.

Wonder how much this will take off. Would be cool to have a multiplayer community with custom tracks and characters.
 
Is it compatible with the HD texture and sprites project? The HD pre-rendered sprites are amazing and can't play this game without them anymore.

 
Does MK64 have rubber banding, or was it the last one not to have it?
Not only was the rubber banding crazy, it has that crazy ass glitch where if the CPU passes you and they're out of your view/line of sight, they can fly ahead of the course super fast to the point where it is impossible to catch up, lol.

I tend to notice that crap on 150cc mirror mode the most back in the day.
 
Loved playing this back in the day.

Wonder how much this will take off. Would be cool to have a multiplayer community with custom tracks and characters.
the custom tracks part is already locked in, the developers pushed for mod support super hard

the port comes with a custom track made by the devs to get people experimenting

Characters and online IDK, but those will probably be added later on
 
I'd like a mod for real polygonal 3D racers. I know it's ambitious but I always thought these pre-rendered sprites were ugly. Even MKDS low poly racers look better than this.
 
This is by far the worst Mario Kart, understandable since they had to move it to 3D, but DKR was so superior, its not even funny, once you moved to DKR you were never coming back, MK64 was just too basic.
 
This is by far the worst Mario Kart, understandable since they had to move it to 3D, but DKR was so superior, its not even funny, once you moved to DKR you were never coming back, MK64 was just too basic.
Yep! Give it time and there will be a PC native version of Diddy Kong Racing.
 
Give it polygonal racers, mods, hd textures, new tracks, VR support, new characters, online multiplayer, 8 players, give it everything! Including the kitchen sink!
 
N64 decompile news is my favorite news.

Banjo Kazooie is my holy grail.
I'll also go hard for jet force Gemini.

Man wave race with path tracing. It's so exciting
 
Based on the N64 decompilation of Mario Kart 64 and just like we saw with the Star Fox 64 PC port as well as the Ocarina of Time and Majora's Mask PC ports.

Widescreen, higher frame rates, better graphics, mod support with custom tracks...and that classic MK64 look and feel on PC


Thank you VGE & Mrs VGE for this one
 
It's hard to imagine today that we used to put up with this at 320x200 resolution at 15-20 fps

Such amazing childhood memories
Mario Kart 64 never had any major frame rate issues, it's a pretty stable 30fps game on native hardware.

And the resolution was fine on a CRT, which is what the N64 was made for. In fact, even now it looks way better on a CRT compared to any setup/emulator/upscaler on a modern TV.

So we were fine.
 
Mario Kart 64 never had any major frame rate issues, it's a pretty stable 30fps game on native hardware.

And the resolution was fine on a CRT, which is what the N64 was made for. In fact, even now it looks way better on a CRT compared to any setup/emulator/upscaler on a modern TV.

So we were fine.
I think people keep forgetting how good that gen of games looked on 20" CRT TVs. Heck, I just played Super Mario Bros. 1 on my CRT using my Wii and it looked almost high res in a weird way. Very crisp. And to add the fact that many of us might have grown up with 14" TVs in our own rooms.

Here's a pic I found of Goldeneye that sort of shows that it's not all nostalgia:

sCuVHW0cPco9C8WC.jpg
 
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Not only was the rubber banding crazy, it has that crazy ass glitch where if the CPU passes you and they're out of your view/line of sight, they can fly ahead of the course super fast to the point where it is impossible to catch up, lol.

I tend to notice that crap on 150cc mirror mode the most back in the day.
Not a glitch. Several games up to the Xbox 360/PS3 generation (like FUEL) did this to save on 3D rendering and CPU time. The drawback is that once the CPU car turns into a coordinate its very hard to catch up because it doesnt need to slow down when turning.
 
I think people keep forgetting how good that gen of games looked on 20" CRT TVs. Heck, I just played Super Mario Bros. 1 on my CRT using my Wii and it looked almost high res in a weird way. Very crisp. And to add the fact that many of us might have grown up with 14" TVs in our own rooms.

Here's a pic I found of Goldeneye that sort of shows that it's not all nostalgia:

sCuVHW0cPco9C8WC.jpg
Most people also forgot how CRTs had much clearer motion/scrolling without motion blur.

Even at 60hz/fps a CRT has so much more clear motion than a modern panel that you need about 360fps (on a 360hz monitor) to match it. BFI and other techniques/hacks simply don't work as good as a real CRT. Input lag was also a non-issue back then.

Yes, big modern LCD panels look fancy and have way more detail but there were a lot of regressions that we still haven't managed to fully fix even now.
 
The racing was a bit of a step back from MK on the SNES but I still remember how much fun battle mode was with my friends.
 
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