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MK64 Kalimari Desert Map

Map for this track

Kalimari Desert is the last course in Mushroom Cup of Mario Kart 64. It is desert-themed and features trains that will flip you out if you touch them . These trains run across train-tracks that cross over the racing track. Sometimes the player must slow to a stop to wait for the train to pass by and then speed up again. The train-track is not limited, and the whole train-track is available to drive on (unless you're playing on the Mario Kart 7 version). Unless just messing around, this train-track is not a shortcut but instead costs time. Although, there is a glitch that allows you to use this track to skip laps.

Another hazard on the track is the cacti. Crashing into them causes spinouts, like Dry Dry Ruins and Thwomp Desert from Mario Kart Wii. The next hazards are the sand and the out-of-zone areas. If you go out into the sand, your kart will become increasingly slower. If you go out too far, you will go out-of-bounds and you will be reset back on the main course. Item Boxes only appear three times: at the beginning before the first railroad crossing; again, right before the second railroad crossing; and finally, halfway after the second railroad crossing.

This course reappears in Mario Kart 7 as a retro course, with additional glider ramps placed all around the course. It is the first course in Leaf Cup.

Kalimari Desert reappears in Mario Kart Tour once again as a retro course where it retains its appearance from Mario Kart 7. However, unlike its past iterations, the train is no longer a hazard. Instead, the player will gain a jump boost and perform an air trick, possibly because you can't break in that game. An alternate version of Kalimari Desert can be found with a single lap; here, the racers divert onto the train tracks at the second railroad crossing, then follow the train tracks until they reach the crossing again, diverting onto the original route.

Kalimari Desert returns in the Booster Course Pass for the Switch version of Mario Kart 8. The train has been reverted to causing damage. However, the lap count has been cut down to 2, and if the racers drive into the tunnel during the first lap, they will be considered out-of-bounds. When the racers go through the second lap, they will be forced onto the train tracks with the path back to the starting line blocked off; when they enter the tunnel, the racers will encounter a second Mario Kart gate. After they pass through the tunnel, they will be forced back onto the original route.

Trivia[]

  • The engine, on the train, has a "64" on it, and is a 4-4-0 engine or an American type of steam locomotive. Engines of this wheel arrangement were used most common on American railroads during the 1800s and 1830s until 1928 and were given the name "American" in 1872 to show how they did all the work on every railroad in the United States and have eight wheels (four leading wheels, four driving wheels, and no trailing wheels). Usually, their tenders would have four wheel trucks to make up for a total of eight wheels, though No. 64 only has four wheels on its tender.
    • Coincidentally, 4 to the 4th power (4^4) is 64.
  • This course is called "Kara Kara Desert" in Japan.
  • The music is later used in Paper Mario for the train ride on the K64 Train.
  • The railroad crossing sounds have been taken from real Japanese National Railway railroad crossings. They sound out of place in the North American version, as they use different electronic bells as well as mechanical bells. The Mario Kart 7 update replaces the crossing bells with North American bells.
  • The course name is a play on the real-life Kalahari Desert found in southern Africa.
  • Mario Kart Tour's Kalimari Desert 2 could have been derived from the lap-skipping glitch, since in a similar manner to the glitch, the racers go into the tunnel. Unlike in the original Kalimari Desert, this is actually required in Kalimari Desert 2.

See Also[]


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