Mario Kart 8 Deluxe in-game statistics

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The following tables include all statistics for both the drivers and the vehicle parts of Mario Kart 8 Deluxe in the format used internally by the game, as well as the tables used to convert those statistics in in-game statistics.

Statistics in in-game format[edit]

Just like Mario Kart 7 and Mario Kart 8, the game stores statistics for drivers and parts in points.[1] In each statistics, the sum of the points for the driver, body, tires, and glider is a number potentially ranging from 0 to 20, called Level (Lv) in Mario Kart 7, that then determines the values of the related in-game statistics. To obtain the value shown in the bars of the menu, three points are added to the Level and the result is divided by four. The following statistics are used by the game:

  • WG: Weight
  • AC: Acceleration
  • ON: On-Road traction
  • OF: (Off-Road) Traction
  • MT: Mini-Turbo
  • SL: Ground Speed
  • SW: Water Speed
  • SA: Anti-Gravity Speed
  • SG: Air Speed
  • TL: Ground Handling
  • TW: Water Handling
  • TA: Anti-Gravity Handling
  • TG: Air Handling
  • IV: Invincibility

Drivers' statistics (DV)[edit]

Note: The character classes do not have official names; therefore the following table uses unofficial names partially inspired by boxing weight classes to group together the characters who share the same statistics and size.

Drivers (DV)
Frame Size Weight Class Character Speed Acceleration
(AC)
Weight
(WG)
Handling (Off-Road) Traction
(OF)
Mini-Turbo
(MT)
Invincibility
(IV)
On-Road Traction
(ON)1
Ground
(SL)
Water
(SW)
Air
(SA)
Anti-Gravity
(SG)
Ground
(TL)
Water
(TW)
Air
(TA)
Anti-Gravity
(TG)
Small Feather Baby PeachBaby Daisy 1 1 1 1 4 0 10 10 10 10 5 5 6 3
Alt Feather Baby RosalinaLemmy 1 1 1 1 5 0 9 9 9 9 3 5 6 4
Semi-Feather Baby MarioBaby LuigiDry BonesMii (Light)3 2 2 2 2 5 1 8 8 8 8 4 5 5 2
Light Koopa TroopaLakituBowser Jr. 3 3 3 3 4 2 8 8 8 8 5 4 4 1
Alt Light ToadetteWendyIsabelle 3 3 3 3 5 2 7 7 7 7 2 4 3 4
Semi-Light ToadShy Guy4Larry 4 4 4 4 4 3 7 7 7 7 4 4 3 3
Medium Semi-Welter Cat PeachInkling4VillagerDiddy Kong 5 5 5 5 4 3 6 6 6 6 3 4 3 2
Welter PeachDaisyYoshi4Birdo4Peachette 6 6 6 6 3 4 5 5 5 5 3 4 1 3
Super Welter Tanooki MarioInkling4Villager 6 6 6 6 3 5 5 5 5 5 1 4 1 7
Medium MarioLudwigMii (Medium)3 7 7 7 7 2 6 4 4 4 4 2 3 3 4
Alt Medium LuigiIggyKamek 7 7 7 7 2 6 5 5 5 5 1 3 3 5
Metal2 Metal MarioGold MarioPink Gold Peach 8 8 8 8 1 10 3 3 3 3 1 1 3 8
Medium Cruiser2 Wiggler 9 9 9 9 1 8 2 2 2 2 0 1 4 10
Large Semi-Cruiser RosalinaKing BooLinkLinkPauline 8 8 8 8 1 7 3 3 3 3 3 2 4 9
Plant Petey Piranha 8 8 8 8 1 10 3 3 3 3 1 1 6 8
Cruiser WaluigiDonkey KongRoy 9 9 9 9 1 8 2 2 2 2 0 1 4 10
Heavy WarioDry BowserFunky KongMii (Heavy)3 10 10 10 10 0 9 1 1 1 1 1 0 5 5
Super Heavy BowserMorton 10 10 10 10 0 10 0 0 0 0 0 0 6 6
1: Unused statistics.
2: Despite their stats, Metal characters and Wiggler have a medium frame size, unlike their large counterparts (Petey Piranha and Cruiser weights respectively).
2: The weight class of Miis is based on their size.
4: Even though there are multiple versions of the characters having different colors, only one set of statistics is defined for them.

Bodies' statistics (BD)[edit]

Note: The vehicle type and invincibility statistic cells are split up according to each vehicle body inside that row, from left to right.

Bodies (BD)
Body Vehicle Type Speed Acceleration
(AC)
Weight
(WG)
Handling (Off-Road) Traction
(OF)
Mini-Turbo
(MT)
Invincibility
(IV)
On-Road Traction
(ON)1
Ground
(SL)
Water
(SW)
Air
(SA)
Anti-Gravity
(SG)
Ground
(TL)
Water
(TW)
Air
(TA)
Anti-Gravity
(TG)
Biddybuggy (Buggybud)Mr. Scooty (Mr Scooty) Kart Bike 0 1 1 2 7 0 5 4 4 5 4 7 0 0 1
StreetleLandship Kart Kart 2 5 2 0 6 0 4 5 3 2 6 6 3 2 0
Pipe FrameVarmintCity Tripper Kart Bike Bike 2 3 1 1 6 1 5 4 2 4 4 6 3 2 2 3
Cat CruiserTeddy BuggyYoshi BikeComet Kart ATV S. Bike S. Bike 2 2 4 3 5 2 4 2 4 3 3 6 3 1 2 3 4
W 25 Silver ArrowWild WigglerStandard BikeFlame Rider Kart ATV Bike Bike 2 2 3 4 5 1 4 3 3 4 5 5 4 4 4 4 3
Mach 8Sports Coupe (Sports Coupé)Inkstriker Kart Kart ATV 3 3 4 5 3 3 2 2 2 4 4 5 3 3 1 2
Tanooki KartKoopa ClownMaster Cycle Zero Kart Kart Bike 3 4 3 3 2 3 4 4 3 3 7 5 4 3 3 4
Standard Kart300 SL RoadsterThe Duke Kart Kart Bike 3 3 3 3 4 2 3 2 3 3 3 5 3 4 3 3
Blue FalconSplat Buggy Kart ATV 4 2 3 4 3 0 2 3 1 5 3 4 4 3 1
PrancerSport BikeJet Bike Kart S. Bike S. Bike 4 3 3 3 2 1 3 3 3 2 2 4 5 3 3 1
Gold Standard (Gold Kart)Sneeker (Bounder)Master Cycle Kart Kart S. Bike 4 2 3 3 2 2 3 2 2 3 0 4 4 5 3 1
Steel DriverTri-SpeederBone Rattler Kart Kart ATV 4 5 0 2 1 4 1 5 1 1 3 3 6 6 5 1
Circuit SpecialB DasherP-Wing Kart Kart Kart 5 1 2 4 1 3 1 1 0 2 1 3 6 6 6 3
BadwagonGLAStandard ATV (Standard Quad) Kart Kart ATV 5 2 1 3 0 4 0 1 0 1 5 3 7 7 6 2
1: Unused statistics.

Tires' statistics (TR)[edit]

Tires (TR)

Tire WG AC ON OF MT SL SW SA SG TL TW TA TG IV
Standard Tires from Mario Kart 8
Standard
Normal
2 4 2 5 4 2 3 2 3 3 3 3 3 4
Monster from Mario Kart 8
Monster
4 2 3 7 3 3 2 2 1 0 1 0 1 6
Roller tires from Mario Kart 8
Roller
0 6 0 4 6 0 3 0 3 4 4 4 4 0
Slim Tires from Mario Kart 8
Slim
2 2 4 1 3 3 2 4 2 4 4 3 4 5
Slick tires from Mario Kart 8
Slick
3 1 4 0 2 4 0 4 0 2 0 2 1 5
Metal tires from Mario Kart 8
Metal
4 0 1 2 2 4 3 1 2 2 2 1 0 6
Button tires from Mario Kart 8
Button
0 5 1 3 5 1 2 2 2 3 3 4 2 3
Picture of the kart part Off-Road in Mario Kart 8.
Off-Road
3 3 3 6 3 3 4 2 1 1 1 2 2 6
Sponge tires from Mario Kart 8
Sponge
1 4 2 6 5 1 1 1 4 2 1 2 3 4
Wood tires from Mario Kart 8
Wood
Wooden
2 2 4 1 3 3 2 4 2 4 4 3 4 5
Cushion tires from Mario Kart 8
Cushion
1 4 2 6 5 1 1 1 4 2 1 2 3 6
Blue Standard tires from Mario Kart 8
Blue Standard
Normal Blue
2 4 2 5 4 2 3 2 3 3 3 3 3 4
Hot Monster tires from Mario Kart 8
Hot Monster
Funky Monster
4 2 3 7 3 3 2 2 1 0 1 0 1 6
Azure Roller tires from Mario Kart 8
Azure Roller
0 6 0 4 6 0 3 0 3 4 4 4 4 0
Crimson Slim tires from Mario Kart 8
Crimson Slim
2 2 4 1 3 3 2 4 2 4 4 3 4 5
Cyber Slick tires from Mario Kart 8
Cyber Slick
3 1 4 0 2 4 0 4 0 2 0 2 1 5
Retro Off-Road tires from Mario Kart 8
Retro Off-Road
3 3 3 6 3 3 4 2 1 1 1 2 2 6
Gold Tires from Mario Kart 8
Gold Tires
Gold Wheels
4 0 1 2 2 4 3 1 2 2 2 1 0 5
GLA Tires icon.
GLA Tires
GLA Wheels
2 4 2 5 4 2 3 2 3 3 3 3 3 5
Triforce Tires
Triforce Tires
Triforce Tyres
3 3 3 6 3 3 4 2 1 1 1 2 2 5
Leaf Tires
Leaf Tires
Leaf Tyres
0 5 1 3 5 1 2 2 2 3 3 4 2 3
MK8D Ancient Tires.png
Ancient Tires
Ancient Tyres
4 2 3 7 3 3 2 2 1 0 1 0 1 5

Gliders' statistics (WG)[edit]

Gliders (WG)

Glider WG AC ON OF MT SL SW SA SG TL TW TA TG IV
Mario's and red Mii's Super Glider from Mario Kart 8
Super Glider
1 1 1 1 1 1 1 0 2 1 0 1 1 1
Cloud Glider from Mario Kart 8
Cloud Glider
0 2 1 1 2 0 1 1 1 1 0 1 2 0
Wario Wing from Mario Kart 8
Wario Wing
2 1 2 0 1 1 0 1 2 1 1 0 1 1
Waddle Wing glider from Mario Kart 8
Waddle Wing
1 1 1 1 1 1 1 0 2 1 0 1 1 1
Peach Parasol glider, from Mario Kart 8.
Peach Parasol
1 2 2 0 2 0 0 1 1 1 1 0 2 0
Parachute glider from Mario Kart 8
Parachute
0 2 1 1 2 0 1 1 1 1 0 1 2 0
Parafoil glider from Mario Kart 8
Parafoil
1 2 2 0 2 0 0 1 1 1 1 0 2 0
A Flower Glider from Mario Kart 8
Flower Glider
0 2 1 1 2 0 1 1 1 1 0 1 2 0
Bowser Kite glider from Mario Kart 8
Bowser Kite
1 2 2 0 2 0 0 1 1 1 1 0 2 0
Plane Glider from Mario Kart 8
Plane Glider
2 1 2 0 1 1 0 1 2 1 1 0 1 1
MKTV Parafoil glider from Mario Kart 8
MKTV Parafoil
1 2 2 0 2 0 0 1 1 1 1 0 2 0
Gold Glider, in Mario Kart 8.
Gold Glider
2 1 2 0 1 1 0 1 2 1 1 0 1 1
Hylian Kite
Hylian Kite
1 1 1 1 1 1 1 0 2 1 0 1 1 1
Paper Glider
Paper Glider
0 2 1 1 2 0 1 1 1 1 0 1 2 0
MK8D Paraglider.png
Paraglider
2 1 2 0 1 1 0 1 2 1 1 0 1 1

Statistics translation tables[edit]

The following tables are used by the game to convert the points of each statistics into actual in-game stats.[1] Even though potentially 21 levels can be obtained per stats, only 20 levels and the Default level are found in the statistics translation tables. A comparison with the Mini-Turbo values used in Mario Kart Tour revealed that the data about level 0 is missing.

Note: As with the list of statistics for Mario Kart 8, since these statistics are directly derived from Mario Kart 7, the following tables borrow headers for the columns and rows from that game's statistics list, denoted in italics. In the case of statistics that are still directly derived from pre-existing Mario Kart 7 statistics, only the common part of the headers will be used, still denoted in italics.

Weight (WG)[edit]

Prior to the release of software version 2.1.0, the table was the same as the one found in Mario Kart 8. There are three in-game statistics related to Weight, known in Mario Kart 7 as KartBound_MassL, KartBound_MassH, and KartBound_MassD.

KartBound_MassL is used when the vehicle is on a standstill (0% speed), while KartBound_MassH is used when the vehicle is going at its maximum speed without boosts (100% speed). An appropriate value between KartBound_MassL and KartBound_MassH is used depending on the relative speed (example: if the vehicle is going at 50% of its maximum speed, it will use exactly the average value between said parameters)[2].

KartBound_MassD is used when the vehicle is under a boost[3] given by a Dash Mushroom, a Dash Panel, or a Mini-Turbo[4]. It is currently not known whether other types of boosts count. Unlike the other two parameters, KartBound_MassD increases only every four levels, meaning that every integer in-game value of Weight is a milestone[5] for this parameter.

Unlike most stats, Weight can reach level 0 (0.75 points), which is not coded in the game. In this case, level 1 values are used.

The following tables show the version 2.1.0 statistics, and the statistics that were used in the older software versions. Weight milestones are highlighted in blue.

Version 2.1.0

In-game Weight statistics (WG)

Level In-game value Minimum Mass
KartBound_MassL
Maximum Mass
KartBound_MassH
Dash Mass
KartBound_MassD
0 0.75 6 10 30
1 1.00 6 10 30
2 1.25 7 12 30
3 1.50 8 14 30
4 1.75 9 16 30
5 2.00 10 18 45
6 2.25 11 20 45
7 2.50 12 22 45
8 2.75 13 24 45
9 3.00 14 26 60
10 3.25 16 29 60
11 3.50 18 32 60
12 3.75 20 35 60
13 4.00 22 38 70
14 4.25 25 42 70
15 4.50 28 46 70
16 4.75 31 50 70
17 5.00 34 68 80
18 5.25 36 72 80
19 5.50 38 76 80
20 5.75 40 80 80
Default 8 11 40
Version 2.0.0 and below

In-game Weight statistics (WG)

Level In-game value Minimum Mass
KartBound_MassL
Maximum Mass
KartBound_MassH
Dash Mass
KartBound_MassD
0 0.75 5 5 20
1 1.00 5 5 20
2 1.25 5 5.5 20
3 1.50 6 6 20
4 1.75 6 6.5 20
5 2.00 8 10 40
6 2.25 8 11 40
7 2.50 9 12 40
8 2.75 9 13 45
9 3.00 12 22 60
10 3.25 13 23 60
11 3.50 14 24 60
12 3.75 16 25 60
13 4.00 22 44 80
14 4.25 23 46 80
15 4.50 24 48 80
16 4.75 25 50 80
17 5.00 44 88 100
18 5.25 46 92 100
19 5.50 48 96 100
20 5.75 50 100 100
Default 8 11 40

Acceleration (AC)[edit]

While the in-game statistics are the same as the ones found in Mario Kart 8, their values have been changed so that now Acceleration always increases each level. Acceleration is determined by two parameters, whose names in Mario Kart 7 are Drive_AccLmtFwd and Drive_SpdKfFwd.

Drive_SpdKfFwd actually determines how fast the vehicle accelerates relatively to its maximum speed, i.e. how much the fraction of current speed to maximum speed increases over time, while Drive_AccLmtFwd works as limiter, fixing the absolute maximum amount of speed increase per frame, i.e. the maximum amount of distance units/frame that can be added to the current speed in each frame.

In-game Acceleration statistics (AC)

Level In-game value Acceleration Limiter
Drive_AccLmtFwd
Relative Acceleration
Drive_SpdKfFwd
1 1.00 0.035 0.0055
2 1.25 0.04 0.006
3 1.50 0.045 0.0065
4 1.75 0.05 0.007
5 2.00 0.055 0.0075
6 2.25 0.06 0.008
7 2.50 0.065 0.0085
8 2.75 0.07 0.009
9 3.00 0.075 0.0095
10 3.25 0.08 0.01
11 3.50 0.085 0.0105
12 3.75 0.09 0.011
13 4.00 0.095 0.0115
14 4.25 0.1 0.012
15 4.50 0.105 0.0125
16 4.75 0.11 0.013
17 5.00 0.115 0.0135
18 5.25 0.12 0.014
19 5.50 0.125 0.015
20 5.75 0.13 0.016
Default 0.08 0.01

On-Road Traction (ON) (Unused statistics)[edit]

This table is the same as the one found in Mario Kart 8 and, as a result, like in that game this statistics is unaffected by the level.

The related in-game statistics in Mario Kart 7 have SlipRt in their names. It controls how much the vehicle slips in normal (not off-road) sections of the tracks, but is set to the same value of 0.75 regardless of the level. This statistics affects hops as well, and it appears to have a very unexpected and buggy behavior for SlipRt values lower than 0.75.[6]

In-game On-Road Traction statistics (ON)

Level On-Road Slip
SlipRt
1 0.75
2 0.75
3 0.75
4 0.75
5 0.75
6 0.75
7 0.75
8 0.75
9 0.75
10 0.75
11 0.75
12 0.75
13 0.75
14 0.75
15 0.75
16 0.75
17 0.75
18 0.75
19 0.75
20 0.75
Default 0.75

(Off-Road) Traction (OF)[edit]

This table is the same as the one found in Mario Kart 8. There are two in-game statistics related to Traction, named BrakeRt and SlipRt in Mario Kart 7, that are applied to three types of off-road and slippery terrains (named DIRT, SAND and ICE in Mario Kart 7), each one of which has three degrees (indicated with L, M, H in Mario Kart 7). DIRT is used for off-road terrains, while SAND and ICE are used for for slippery terrains.

BrakeRt is the relative maximum speed while in off-road and slippery terrains, while SlipRt determines how much the vehicle slips in said terrains.

Like in Mario Kart 8, the DIRT parameters are not affected by the level, meaning that, despite the name, Off-Road Traction does not actually work on off-road terrains. Also, the same degrees of different slippery terrain types share the same SlipRt scaling, while different degrees of the same type share the same BrakeRt scaling.

The "traction reduction" by the Blooper is fixed, i.e. not affected by the Traction stat and by the slippery terrains. When the vehcile is covered in ink, BrakeRt is set to 0.970 and SlipRt to 0.935, meaning that the vehicle slips everywhere as much as it would with minimum Traction on a slippery terrain with degree H and its max speed is reduced by 3%[7].

Unlike most stats, Traction can reach level 0 (0.75 points), which is not coded in the game. In this case, level 1 values are used.

In-game Off-Road Traction statistics (OF)

Relative Speed
Level In-game value Off-Road Terrain Slippery Terrain - SAND Slippery Terrain - ICE
Light
BrakeRt_DIRT_L
Medium
BrakeRt_DIRT_M
Heavy
BrakeRt_DIRT_H
Light
BrakeRt_SAND_L
Medium
BrakeRt_SAND_M
Heavy
BrakeRt_SAND_H
Light
BrakeRt_ICE_L
Medium
BrakeRt_ICE_M
Heavy
BrakeRt_ICE_H
0 0.75 0.7 0.5 0.3 0.981 0.981 0.981 0.971 0.971 0.971
1 1.00 0.7 0.5 0.3 0.981 0.981 0.981 0.971 0.971 0.971
2 1.25 0.7 0.5 0.3 0.982 0.982 0.982 0.972 0.972 0.972
3 1.50 0.7 0.5 0.3 0.983 0.983 0.983 0.973 0.973 0.973
4 1.75 0.7 0.5 0.3 0.984 0.984 0.984 0.974 0.974 0.974
5 2.00 0.7 0.5 0.3 0.985 0.985 0.985 0.975 0.975 0.975
6 2.25 0.7 0.5 0.3 0.986 0.986 0.986 0.976 0.976 0.976
7 2.50 0.7 0.5 0.3 0.987 0.987 0.987 0.977 0.977 0.977
8 2.75 0.7 0.5 0.3 0.988 0.988 0.988 0.978 0.978 0.978
9 3.00 0.7 0.5 0.3 0.989 0.989 0.989 0.979 0.979 0.979
10 3.25 0.7 0.5 0.3 0.99 0.99 0.99 0.98 0.98 0.98
11 3.50 0.7 0.5 0.3 0.991 0.991 0.991 0.981 0.981 0.981
12 3.75 0.7 0.5 0.3 0.992 0.992 0.992 0.982 0.982 0.982
13 4.00 0.7 0.5 0.3 0.993 0.993 0.993 0.983 0.983 0.983
14 4.25 0.7 0.5 0.3 0.994 0.994 0.994 0.984 0.984 0.984
15 4.50 0.7 0.5 0.3 0.995 0.995 0.995 0.985 0.985 0.985
16 4.75 0.7 0.5 0.3 0.996 0.996 0.996 0.986 0.986 0.986
17 5.00 0.7 0.5 0.3 0.997 0.997 0.997 0.987 0.987 0.987
18 5.25 0.7 0.5 0.3 0.998 0.998 0.998 0.988 0.988 0.988
19 5.50 0.7 0.5 0.3 0.999 0.999 0.999 0.989 0.989 0.989
20 5.75 0.7 0.5 0.3 1 1 1 0.99 0.99 0.99
Default 0.7 0.5 0.3 0.981 0.981 0.981 0.981 0.981 0.981
Slip
Level In-game value Off-Road Terrain Slippery Terrain - SAND Slippery Terrain - ICE
Light
SlipRt_DIRT_L
Medium
SlipRt_DIRT_M
Heavy
SlipRt_DIRT_H
Light
SlipRt_SAND_L
Medium
SlipRt_SAND_M
Heavy
SlipRt_SAND_H
Light
SlipRt_ICE_L
Medium
SlipRt_ICE_M
Heavy
SlipRt_ICE_H
0 0.75 0.95 0.95 0.95 0.915 0.925 0.935 0.915 0.925 0.935
1 1.00 0.95 0.95 0.95 0.915 0.925 0.935 0.915 0.925 0.935
2 1.25 0.95 0.95 0.95 0.914 0.924 0.934 0.914 0.924 0.934
3 1.50 0.95 0.95 0.95 0.913 0.923 0.933 0.913 0.923 0.933
4 1.75 0.95 0.95 0.95 0.912 0.922 0.932 0.912 0.922 0.932
5 2.00 0.95 0.95 0.95 0.911 0.921 0.931 0.911 0.921 0.931
6 2.25 0.95 0.95 0.95 0.91 0.92 0.93 0.91 0.92 0.93
7 2.50 0.95 0.95 0.95 0.909 0.919 0.929 0.909 0.919 0.929
8 2.75 0.95 0.95 0.95 0.908 0.918 0.928 0.908 0.918 0.928
9 3.00 0.95 0.95 0.95 0.907 0.917 0.927 0.907 0.917 0.927
10 3.25 0.95 0.95 0.95 0.906 0.916 0.926 0.906 0.916 0.926
11 3.50 0.95 0.95 0.95 0.905 0.915 0.925 0.905 0.915 0.925
12 3.75 0.95 0.95 0.95 0.903 0.913 0.923 0.903 0.913 0.923
13 4.00 0.95 0.95 0.95 0.901 0.911 0.921 0.901 0.911 0.921
14 4.25 0.95 0.95 0.95 0.899 0.909 0.919 0.899 0.909 0.919
15 4.50 0.95 0.95 0.95 0.897 0.907 0.917 0.897 0.907 0.917
16 4.75 0.95 0.95 0.95 0.895 0.905 0.915 0.895 0.905 0.915
17 5.00 0.95 0.95 0.95 0.885 0.895 0.905 0.885 0.895 0.905
18 5.25 0.95 0.95 0.95 0.875 0.885 0.895 0.875 0.885 0.895
19 5.50 0.95 0.95 0.95 0.865 0.875 0.885 0.865 0.875 0.885
20 5.75 0.95 0.95 0.95 0.855 0.865 0.875 0.855 0.865 0.875
Default 0.75 0.75 0.75 0.75 0.75 0.75 0.75 0.75 0.75

The following table shows under which type (SAND, ICE) and degree (L, M, H) each slippery terrain is coded, and in which tracks they are found. The names given to the terrains are mostly based on how they appear in the game (i.e. their texture), not what they are actually called in the game files.

Note: Dirt and Gravel are not always slippery terrains: the table shows only the tracks where said terrains are actually slippery. The main path of Ice Ice Outpost is slippery only on the ground section, while it is a normal surface on the anti-gravity section despite having similar texture (Black Ice).

Slippery Terrains

Type Terrain Location
Light Sand
SAND_L
Sand
(Light)
DS Cheep Cheep Beach Bone-Dry Dunes GCN Sherbet Land GBA Sunset Wilds
Snow
(Light)
Mount Wario GCN Sherbet Land
Mud GCN Waluigi Stadium
Cheese GBA Cheese Land
Medium Sand
SAND_M
Frozen Asphalt GBA Snow Land
Dirt/Gravel
(Slippery)
Ninja Hideaway Tour New York Minute N64 Kalimari Desert Tour London Loop Yoshi's Island
Wet Dirt/Gravel Shy Guy Falls SNES Donut Plains 3 Wii Koopa Cape
Sand Dolphin Shoals GCN Dry Dry Desert SNES Donut Plains 3 Animal Crossing Tour Amsterdam Drift Yoshi's Island Tour Los Angeles Laps Piranha Plant Cove 3DS Rosalina's Ice World
Snow Merry Mountain Wii DK Summit 3DS Rosalina's Ice World
Ice-Cream Sky-High Sundae
Heavy Sand
SAND_H
Snowy Sand Animal Crossing
Light Ice
ICE_L
Wet Asphalt
(Light)
3DS Neo Bowser City
Ice
(Light)
Mount Wario Ice Ice Outpost 3DS Rosalina's Ice World
Black Ice
(Ground)
Ice Ice Outpost
Medium Ice
ICE_M
Wet Asphalt Tour New York Minute Tour Vancouver Velocity
Ice GBA Snow Land Tour Vancouver Velocity
Heavy Ice
ICE_H
Snowy Dirt Animal Crossing
Ice
(Heavy)
GCN Sherbet Land

Mini-Turbo (MT)[edit]

This table is significantly different from the one seen in Mario Kart 8. There are two parameters related to Mini-Turbo that were already present in Mario Kart 8, which were called Dash_FrmMiniT_Lv1 ( Mini-Turbo Length) and Dash_FrmMiniT_Lv2 ( Super Mini-Turbo Length) in Mario Kart 7. The first is the duration of the Mini-Turbo boost in frames, and the second is duration of the Super Mini-Turbo boost in frames. The other parameters do not have their own name reported in the tables; therefore, their names provided in the following table are not the official ones.

There is now an additional length parameter, Jump Boost Length, that determines the duration of the Jump Boost in frames.

Three statistics, here called Mini-Turbo Threshold, Super Mini-Turbo Threshold and Ultra Mini-Turbo Threshold, indicate how many units of boost counter are needed to charge a Mini-Turbo boost, Super Mini-Turbo boost and Ultra Mini-Turbo boost respectively. The boost counter increases every frame by either 2 or 5 units, depending on how hard the player is drifting.

Three parameters, here called Mini-Turbo Speed, Super Mini-Turbo Speed and Jump Boost Speed, determine the relative max speed during a Mini-Turbo boost, a Super Mini-Turbo boost and a Jump Boost respectively, coded as fraction of the maximum speed during the boost over the maximum speed when not boosting.

Finally, the purpose of three other parameters related to the boosts are still not totally clear, but they seem to determine how fast the vehicle reaches its max speed during a Mini-Turbo boost, Super Mini-Turbo boost and Jump Boost; therefore, here they are called Mini-Turbo Angle, Super Mini-Turbo Angle and Jump Boost Angle.

Ultra Mini-Turbo Length seems to be hard-coded, but a comparison with the table of Mario Kart Tour revealed the values used: 120 frames for level 0 and 180 frames for level 20, with steps of 3 frames per level. Ultra Mini-Turbo Speed and Ultra Mini-Turbo Angle are determined by Super Mini-Turbo Speed and Super Mini-Turbo Angle respectively.

The parameters related to Mini-Turbo boosts seem to also apply to Piranha Plant boosts[8].

Unlike most stats, Mini-Turbo cannot go below level 6 (2.25 points); therefore, all the values between level 1 and 5 are gray in this table.

In-game Mini-Turbo statistics (MT)

Level In-game value Mini-Turbo Super Mini-Turbo Ultra Mini-Turbo Jump Boost Thresholds
Length Speed Angle Length Speed Angle Length Speed Angle Length Speed Angle Lv. 1 Lv. 2 Lv. 3
1 1.00 21 1.055 0.1395 72 1.055 0.1295 123 1.055 0.1295 16 1.305 0.219 280 590 900
2 1.25 22 1.06 0.139 74 1.06 0.129 126 1.06 0.129 17 1.31 0.218 278 586 894
3 1.50 23 1.065 0.1385 76 1.065 0.1285 129 1.065 0.1285 18 1.315 0.217 276 582 888
4 1.75 24 1.07 0.138 78 1.07 0.128 132 1.07 0.1285 19 1.32 0.216 274 578 882
5 2.00 25 1.075 0.1375 80 1.075 0.1275 135 1.075 0.1275 20 1.325 0.215 272 574 876
6 2.25 26 1.08 0.137 82 1.08 0.127 138 1.08 0.127 21 1.33 0.214 269 568 867
7 2.50 27 1.085 0.1365 84 1.085 0.1265 141 1.085 0.1265 22 1.335 0.213 266 562 858
8 2.75 28 1.09 0.136 86 1.09 0.126 144 1.09 0.126 23 1.34 0.212 263 556 849
9 3.00 29 1.095 0.1355 88 1.095 0.1255 147 1.095 0.1255 24 1.345 0.211 260 550 840
10 3.25 30 1.1 0.135 90 1.1 0.125 150 1.1 0.125 25 1.35 0.21 256 542 828
11 3.50 31 1.105 0.1345 92 1.105 0.1245 153 1.105 0.1245 26 1.355 0.209 252 534 816
12 3.75 32 1.11 0.134 94 1.11 0.124 156 1.11 0.124 27 1.36 0.208 248 526 804
13 4.00 33 1.115 0.1335 96 1.115 0.1235 159 1.115 0.1235 28 1.365 0.207 244 518 792
14 4.25 34 1.12 0.133 98 1.12 0.123 162 1.12 0.123 29 1.37 0.206 240 510 780
15 4.50 35 1.125 0.1325 100 1.125 0.1225 165 1.125 0.1225 30 1.375 0.205 235 500 765
16 4.75 36 1.13 0.132 102 1.13 0.122 168 1.13 0.122 31 1.38 0.204 230 490 750
17 5.00 37 1.135 0.1315 104 1.135 0.1215 171 1.135 0.1215 32 1.385 0.203 223 476 729
18 5.25 38 1.14 0.131 106 1.14 0.121 174 1.14 0.121 33 1.39 0.202 216 462 708
19 5.50 39 1.145 0.1305 108 1.145 0.1205 177 1.145 0.1205 34 1.395 0.201 208 446 684
20 5.75 40 1.15 0.13 110 1.15 0.12 180 1.15 0.12 35 1.4 0.2 200 430 660
Default 30 1.1 0.135 90 1.1 0.125 150 1.1 0.125 25 1.35 0.21 250 660 1100

Speed (SL, SW, SA and SG)[edit]

The in-game statistics are the same as the found in Mario Kart 8, but their values have been changed. There are two in-game statistics related to Speed, named SpdMaxFwd_L and SpdMaxFwd_H in Mario Kart 7: the first is the maximum speed without coins, expressed in distance units/frame, the second is the maximum speed with 10 coins, expressed in distance units/frame. Air Speed has only one in-game statistics, called Wing_SpdMaxFwd_N in Mario Kart 7 and expressed in distance units/frame as well, suggesting that the maximum speed while gliding is unaffected by coins.

Water Speed and Air Speed cannot reach level 1 (1.00 points); therefore, their level 1 values are gray in this table.

Note: The values found in the table are those of the 150cc engine class.

In-game Speed statistics (SL, SW, SA and SG)

Level In-game value Ground (SL) Water (SW) Anti-Gravity (SA) Air (SG)
down 0
Drive_SpdMaxFwd_L
Coin 10
Drive_SpdMaxFwd_H
Coin 0
Float_SpdMaxFwd_L
Coin 10
Float_SpdMaxFwd_H
Coin 0
SpdMaxFwd_L
Coin 10
SpdMaxFwd_H
(Fixed Speed)
Wing_SpdMaxFwd_N
1 1.00 7.475 7.975 7.475 7.975 7.475 7.975 7.595
2 1.25 7.5 8 7.5 8 7.5 8 7.64
3 1.50 7.525 8.025 7.525 8.025 7.525 8.025 7.685
4 1.75 7.55 8.05 7.55 8.05 7.55 8.05 7.73
5 2.00 7.575 8.075 7.575 8.075 7.575 8.075 7.775
6 2.25 7.6 8.1 7.6 8.1 7.6 8.1 7.82
7 2.50 7.625 8.125 7.625 8.125 7.625 8.125 7.865
8 2.75 7.65 8.15 7.65 8.15 7.65 8.15 7.91
9 3.00 7.675 8.175 7.675 8.175 7.675 8.175 7.955
10 3.25 7.7 8.2 7.7 8.2 7.7 8.2 8
11 3.50 7.725 8.225 7.725 8.225 7.725 8.225 8.045
12 3.75 7.75 8.25 7.75 8.25 7.75 8.25 8.09
13 4.00 7.775 8.275 7.775 8.275 7.775 8.275 8.135
14 4.25 7.8 8.3 7.8 8.3 7.8 8.3 8.18
15 4.50 7.825 8.325 7.825 8.325 7.825 8.325 8.225
16 4.75 7.85 8.35 7.85 8.35 7.85 8.35 8.27
17 5.00 7.875 8.375 7.875 8.375 7.875 8.375 8.315
18 5.25 7.9 8.4 7.9 8.4 7.9 8.4 8.36
19 5.50 7.925 8.425 7.925 8.425 7.925 8.425 8.405
20 5.75 7.95 8.45 7.95 8.45 7.95 8.45 8.45
Default 7.6 8.1 7.6 8.1 7.6 8.1 7.82

Handling (TL, TW, TA and TG)[edit]

This table is the same as the one found in Mario Kart 8. There are three in-game statistics related to Handling, known as Drive_DirRotH, Drift_DirRotH and AutoDrift_ChargeRt in Mario Kart 7.

The first is proportional to the angular velocity while steering and to the angular velocity during the automatic drift, the second determines how much the drift can be widened or made sharper, while the third is how fast is the automatic drift charged while steering in a direction. When at full charge, the automatic drift begins. Drifting and automatic drifting can begin only if the speed of the vehicle is above 55% of its top speed, and the drift is kept as long as the speed of the vehicle is above 50% of its top speed.

Air Handling has only two in-game statistics, named Wing_StickLR_Roll and Wing_StickLR_Move in Mario Kart 7, that are respectively proprotional to how much the vehicle rolls (tilts sideways) and actually changes direction over time while steering during a glide.

In-game Handling statistics (TL, TW, TA and TG)

Level In-game value Ground (SL) Water (SW) Anti-Gravity (SA) Air (SG)
Steering Intensity
Drive_DirRotH
Drift Capability
Drift_DirRotH
Auto-Drift Charge
AutoDrift_ChargeRt
Steering Intensity
Float_Drive_DirRotH
Drift Capability
Float_Drift_DirRotH
Auto-Drift Charge
Float_AutoDrift_ChargeRt
Steering Intensity
Drive_DirRotH
Drift Capability
Drift_DirRotH
Auto-Drift Charge
AutoDrift_ChargeRt
Roll (Tilt)
Wing_StickLR_Roll
Glide Intensity
Wing_StickLR_Move
1 1.00 0.0065 0.0145 1.5 0.0085 0.0125 1.5 0.0065 0.0145 1.5 0.15 0.4
2 1.25 0.007 0.015 1.5 0.009 0.013 1.5 0.007 0.015 1.5 0.155 0.41
3 1.50 0.0075 0.0155 1.5 0.0095 0.0135 1.5 0.0075 0.0155 1.5 0.16 0.42
4 1.75 0.008 0.016 1.5 0.01 0.014 1.5 0.008 0.016 1.5 0.165 0.43
5 2.00 0.0085 0.0165 1.5 0.0105 0.0145 1.5 0.0085 0.0165 1.5 0.17 0.44
6 2.25 0.009 0.017 1.2 0.011 0.015 1.2 0.009 0.017 1.2 0.175 0.45
7 2.50 0.0095 0.0175 1.2 0.0115 0.0155 1.2 0.0095 0.0175 1.2 0.18 0.46
8 2.75 0.01 0.018 1.2 0.012 0.016 1.2 0.01 0.018 1.2 0.185 0.47
9 3.00 0.0105 0.0185 1.2 0.0125 0.0165 1.2 0.0105 0.0185 1.2 0.19 0.48
10 3.25 0.011 0.019 1.2 0.013 0.017 1.2 0.011 0.019 1.2 0.195 0.49
11 3.50 0.0114 0.0193 0.9 0.0134 0.0173 0.9 0.0114 0.0193 0.9 0.2 0.5
12 3.75 0.0118 0.0196 0.9 0.0138 0.0176 0.9 0.0118 0.0196 0.9 0.205 0.51
13 4.00 0.0122 0.0199 0.9 0.0142 0.0179 0.9 0.0122 0.0199 0.9 0.21 0.52
14 4.25 0.0126 0.0202 0.9 0.0146 0.0182 0.9 0.0126 0.0202 0.9 0.215 0.53
15 4.50 0.013 0.0205 0.9 0.015 0.0185 0.9 0.013 0.0205 0.9 0.22 0.54
16 4.75 0.0132 0.0208 0.6 0.0152 0.0188 0.6 0.0132 0.0208 0.6 0.225 0.55
17 5.00 0.0134 0.0211 0.6 0.0154 0.0191 0.6 0.0134 0.0211 0.6 0.23 0.56
18 5.25 0.0136 0.0214 0.6 0.0156 0.0194 0.6 0.0136 0.0214 0.6 0.235 0.57
19 5.50 0.0138 0.0217 0.6 0.0158 0.0197 0.6 0.0138 0.0217 0.6 0.24 0.58
20 5.75 0.014 0.022 0.6 0.016 0.02 0.6 0.014 0.022 0.6 0.245 0.59
Default 0.01 0.018 1 0.012 0.016 1 0.012 0.016 1 0.2 0.5

Invincibility (IV)[edit]

Since version 2.2.0, each driver, kart, tires, and glider has a new hidden statistic that is used to calculate the Invincibility Frames that players are granted upon being hit. When players are hit by an item or by any hazard, they will be unable to move during a certain period (Stop Time), and then the Invincibility Time will start. Each item has an inner Stop Time and an inner Invincibility Time, shown in the following table.

Stop Time and Invincibility Time per item

Item Stop Time
(frames)
Invincibility Time
(frames)
Total
(frames)
Green Shell in Mario Kart 8

Red Shell in Mario Kart 8

90 91 181
Banana in Mario Kart 8

Bob-omb in Mario Kart 8

Spiny Shell in Mario Kart 8

90 90 180
Lightning in Mario Kart 8 60 90 150
Boomerang Flower in Mario Kart 8 65 57 122
Super Horn in Mario Kart 8 65 56 121
Piranha Plant in Mario Kart 8

Star in Mario Kart 8

60 60 120
Fire Flower in Mario Kart 8

Bullet Bill in Mario Kart 8

63 56 119
ThwompMKL.png
Track Hazard
60 60 120

The amount of time that players are invincible after being stopped is calculated by multiplying the base Invincibility Time of what stopped them by a Multiplier defined by their Invincibility stat. The following tables show the version 3.0.0 Invincibility Time Multiplier scaling, and the scaling that was used in the older software versions.

Version 3.0.0

In-game Invincibility statistics

Level In-game value Invincibility Time Multiplier
1 1.00 0.65
2 1.25 0.74
3 1.50 0.79
4 1.75 0.85
5 2.00 0.91
6 2.25 0.97
7 2.50 1.03
8 2.75 1.09
9 3.00 1.15
10 3.25 1.2
11 3.50 1.25
12 3.75 1.29
13 4.00 1.33
14 4.25 1.37
15 4.50 1.42
16 4.75 1.45
17 5.00 1.5
18 5.25 1.6
19 5.50 1.8
20 5.75 2
Default 1
Versions 2.2.0 - 2.4.0

In-game Invincibility statistics

Level In-game value Invincibility Time Multiplier
1 1.00 0.65
2 1.25 0.67
3 1.50 0.7
4 1.75 0.74
5 2.00 0.79
6 2.25 0.85
7 2.50 0.91
8 2.75 0.97
9 3.00 1.03
10 3.25 1.09
11 3.50 1.15
12 3.75 1.2
13 4.00 1.25
14 4.25 1.29
15 4.50 1.33
16 4.75 1.37
17 5.00 1.41
18 5.25 1.44
19 5.50 1.47
20 5.75 1.5
Default 1

References[edit]

  1. ^ a b A transcription of Mario Kart 8 Deluxe in-game statistics.
  2. ^ This Japanese Mario Kart 7 guide already knew about the purpose of weight parameters.
  3. ^ Result of a simulated dash bump between the two meta combos: Yoshi Scooty (KartBound_MassD=30, represented by King Boo) VS Yoshi Teddy (KartBound_MassD=45, represented by Rosalina). Used modded vehicles in order to get a fair visual representation of the effects of the weight stat. Test by ItzManu001.
  4. ^ Tests from Bayzer investigating on mini-turbo bumps: Mini-Turbo VS No Mini-Turbo.
  5. ^ Short documentary about KartBound_MassD and weight milestones with an example clip by ItzManu001 on Reddit.
  6. ^ Clip by ItzManu001 reveals what happens if you change the values of SlipRt using mods.
  7. ^ Reddit Post by ItzManu001 showing what happens when you get bloopered on a very slippery surface with minimum traction, demonstrating that the slowdown from a Blooper is 3% and fixed.
  8. ^ Reddit post by ItzManu001 showing that Piranha Plant boosts are Mini-Turbo boosts.