Look, I need to get something off my chest right away – writing about Mario Kart 64 feels like confessing to cheating on your spouse. I’m a Sega guy through and through, have been since I was eight years old, but there’s no denying that Nintendo absolutely nailed it with this one. And yeah, it still bugs me that they did.
Picture this: it’s 1997, I’m a college sophomore at Arizona State, and I’m that guy with the Saturn in his dorm room while everyone else has PlayStation or N64. I’d defend Sega Rally and Virtua Fighter 2 to anyone who’d listen, but honestly? Most weekends I ended up in my buddy Mike’s room, crowded around his tiny TV with three other guys, absolutely losing our minds over Mario Kart 64. The irony wasn’t lost on me – here I was, Mr. Sega Genesis evangelizer, getting completely hooked on a Nintendo game.
The thing is, Sega never made anything quite like this. Sure, we had racing games – Virtua Racing was technically superior, Daytona USA had better arcade authenticity – but nothing that captured this specific magic of four people screaming at each other until 4 AM. Mike had this beat-up couch that barely fit four people, and we’d cram ourselves onto it every Friday night, controllers getting slippery from pizza grease and nervous sweat. The split-screen was so tiny you could barely see your kart, but somehow that made it better. More intimate, I guess.
I remember the exact moment I stopped pretending I didn’t love this game. We’d been playing for maybe three hours, rotating through different tracks, when someone – I think it was Dave – discovered you could hold items behind your kart as shields. This completely changed everything we thought we knew about strategy. Suddenly everyone’s collecting green shells and bananas not just to attack but to defend, and the whole dynamic shifted. I’m sitting there, longtime racing game veteran, getting schooled by college kids who figured out advanced tactics I’d missed completely. My Sega pride took a serious hit that night.
The character selection process became this weird ritual in our group. I always went with Yoshi because… honestly, I can’t remember why. Maybe because green was my favorite color? Mike invariably picked Mario because he was “balanced” and Mike was boring like that. Dave always grabbed Wario, which fit his personality perfectly – the guy would sacrifice his own position just to mess with someone else’s race. And then there was Tom, who insisted on playing as Peach every single time, claiming she had the best acceleration. We gave him endless grief about it, but he consistently finished in the top two, so maybe he knew something we didn’t.
Rainbow Road became our white whale. Seven minutes of pure anxiety, floating in space with no guardrails and plenty of opportunities to plummet into the void. The first time someone showed me the shortcut – that massive leap over the track barrier right at the beginning – I thought they were lying. Spent an entire Sunday afternoon practicing that jump, missing classes the next day because I’d stayed up until dawn trying to nail the timing. When I finally pulled it off consistently, I felt like I’d discovered fire. Revolutionary stuff.
But here’s what really got to me as a Sega fan: the blue shell. That evil genius of a weapon that specifically targets whoever’s in first place. Sega’s racing games were pure skill – if you were faster, you won. Period. But Nintendo built this great equalizer into their game, this ultimate comeback mechanism that meant no lead was ever safe. First time Dave hit me with one, three feet from the finish line on Wario Stadium, I wanted to throw my controller through the TV. Then I spent the next race in last place, desperately hoping for my own blue shell to get revenge. It was diabolical. It was brilliant. I hated how much I loved it.
The rubber band AI in this game would’ve made Sega’s arcade designers weep. In Daytona USA, if you crashed, you were done. Game over, insert another quarter. But Mario Kart 64 was designed around the concept that everyone should have a chance to win until the very last second. Lightning bolts shrinking the leaders, stars making last place invincible, perfectly timed item distribution that kept races tight. As someone who’d spent years mastering legitimate racing games, this should have annoyed me. Instead, it created the most memorable gaming moments of my college years.
Battle mode was where things got really serious. Block Fort became our Colosseum – four players enter, three leave disappointed. We developed strategies over months of competition. My approach was pure cowardice: camp the top level, hoard items, pick off opponents from a safe distance. The others called it cheap, but I called it effective. Eventually they implemented a house rule specifically to stop my camping tactics, which I took as a compliment. If you’re changing the rules to counter someone’s strategy, that person’s doing something right.
The drinking rules evolved naturally. Finish your beer if you come in last. Take a shot if you fall off Rainbow Road. Chug something if you get blue-shelled in the final stretch. These weren’t official rules, just things that happened organically as college students do. My academic performance definitely suffered during peak Mario Kart season – spring semester of junior year was rough, but man, those were good times.
Our most heated arguments weren’t about grades or girls or career plans. They were about Mario Kart tactics. Was blocking with items unsporting? Should we ban the Wario Stadium wall-riding shortcut? How many times could we play Rainbow Road in one night before it got old? (Answer: there was no limit. We played that space nightmare probably a thousand times and somehow it never got boring.) These debates got genuinely passionate. Dave and Mike didn’t speak for three days after a particularly controversial finish on Yoshi Valley where Dave swore Mike had illegally cut through the maze walls.
Time trials became my obsession during winter break when everyone went home. Without multiplayer competition, I turned into this weird hermit, methodically shaving seconds off my best times. I kept a notebook – yes, an actual physical notebook – with all my records. Two minutes flat on Mario Raceway was my holy grail. Never quite got there, but I came close enough to taste it. When we all came back for spring semester, comparing time trial achievements was like sharing war stories. Tom had somehow found a completely new shortcut on Kalimari Desert that cut through the train tunnel. We made him prove it wasn’t a lie by doing it three times in a row.
The friendship-ending moments are legendary in our group, even twenty-seven years later. Lightning bolts timed perfectly before major jumps. Banana peels placed with surgical precision on blind corners. Red shell barrages in the final hundred meters. I once hit Mike with three consecutive items on the last lap of Bowser’s Castle, dropping him from first to seventh. He sulked for an entire weekend, wouldn’t even make eye contact during meals. Eventually he forgave me, but only after I agreed to do his laundry for a week. Worth it.
What really gets me, looking back, is how this Nintendo game taught me things about game design that Sega could’ve learned from. The accessibility combined with depth. The way random elements kept things exciting without making skill irrelevant. The understanding that sometimes the best competitive games are the ones that give everyone a fighting chance. Sega was always about pure arcade difficulty – if you weren’t good enough, git gud or go home. Nintendo understood that party games needed different rules.
I’ve played every Mario Kart since then, own them all, even bought a Switch specifically for Mario Kart 8 Deluxe. The newer ones are objectively better games – better graphics, more tracks, online play, all that modern stuff. But none of them recaptured what we had in that tiny dorm room in 1997. Four guys on a busted couch, sharing controllers that had seen better days, arguing about shortcuts and strategies until the sun came up.
The local multiplayer aspect was everything. No internet, no voice chat with strangers, just four friends in the same physical space, reacting to each other’s victories and failures in real time. When Dave got blue-shelled, you could see his face crumple. When Tom pulled off an impossible comeback, his celebration was infectious. When Mike tried to cheat by screen-looking (which we all did but only accused others of), you could call him out immediately. That human element made every race feel personal, every victory meaningful, every defeat genuinely frustrating.
And yeah, as a Sega loyalist, I have to admit this stings a little. We never got anything quite like this on Saturn or Dreamcast. Sega Rally was great, but it was serious racing. Virtua Racing was impressive, but it wasn’t fun in the same way. Nintendo understood something about multiplayer gaming that Sega, for all their technical innovation, never quite grasped. They made a game that was competitive without being intimidating, skill-based without being exclusionary, chaotic without being random.
Our friend group still gets together occasionally – we’re all in our forties now, scattered across different cities, dealing with mortgages and kids and middle-aged stuff. But when we do reunite, someone always brings up the great Mario Kart championships of ’97-’98. The legendary races, the controversial finishes, the house rules and drinking games and 4 AM tournaments that should’ve been study sessions. Those memories are more vivid than most of what I learned in actual classes.
So yeah, Mario Kart 64 was the ultimate party game, even for a die-hard Sega fan who should’ve known better. It created a template for social gaming that lasted decades, proving that sometimes the best competitive experiences come from games designed to keep everyone in the fight until the very end. I still play it occasionally, mostly for nostalgia, and it still holds up. Still frustrating, still addictive, still capable of ruining friendships over a well-timed blue shell. Some things never change, and honestly? I’m glad this one didn’t.
Joe’s a history teacher who treats the console wars like actual history. A lifelong Sega devotee from Phoenix, he writes with passion, humor, and lingering heartbreak over the Dreamcast. Expect strong opinions, bad puns, and plenty of “blast processing.”





















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