History VideoGame / SuperMarioKart

10th Jun '16 7:44:32 AM erforce
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'''''Super Mario Kart''''' (1992) is a DrivingGame for the SuperNES that inspired the ''VideoGame/MarioKart'' series and, with it, a whole slew of WackyRacing imitators.

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'''''Super ''Super Mario Kart''''' Kart'' (1992) is a DrivingGame for the SuperNES that inspired the ''VideoGame/MarioKart'' series and, with it, a whole slew of WackyRacing imitators.



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** This is the only game in the series to have Donkey Kong Jr. as a playable character rather than Donkey Kong himself, though this is due to this game predating the release of ''VideoGame/DonkeyKongCountry'' by a couple of years.

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** This is the only game in the series to have Donkey Kong Jr. as a playable character rather than Donkey Kong himself, though this is due to this game predating the release of ''VideoGame/DonkeyKongCountry'' ''VideoGame/DonkeyKongCountry1'' by a couple of years.
31st May '16 9:56:04 AM Josef5678
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* EarlyInstallmentWeirdness: Despite the claims of StrictlyFormula regarding the rest of the series, Super is a somewhat different beast compared to the formula that 64 would create:

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* EarlyInstallmentWeirdness: Despite the claims of StrictlyFormula regarding the rest of the series, Super ''Super'' is a somewhat different beast compared to the formula that 64 ''64'' would create:



* FollowTheLeader: This game is responsible for kicking off the WackyRacing MascotRacer genre.
30th May '16 11:00:51 PM NedZeppelin
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Added DiffLines:

** This is the only game in the series to have Donkey Kong Jr. as a playable character rather than Donkey Kong himself, though this is due to this game predating the release of ''VideoGame/DonkeyKongCountry'' by a couple of years.
30th May '16 1:35:15 PM Saurubiker
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'''''Super Mario Kart''''' (1992) is a DrivingGame on the SuperNintendo that inspired the ''VideoGame/MarioKart'' series and, with it, a whole slew of WackyRacing imitators.

Due to technological limits, older driving games felt little like racing on a track and more like watching the track twist below you as other racers materialized or vanished at whim. In 1990, ''[[VideoGame/{{F-Zero}} F-Zero]]'' changed everything with the Super Nintendo's Mode 7 hardware, finally creating a realistic system with a (technically fake[[note]]The aforementioned Mode 7 hardware could scale and rotate backgrounds, resulting in a 3D-like effect.[[/note]]) 3D track and real racers.

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'''''Super Mario Kart''''' (1992) is a DrivingGame on for the SuperNintendo SuperNES that inspired the ''VideoGame/MarioKart'' series and, with it, a whole slew of WackyRacing imitators.

Due to technological limits, older driving games felt little like racing on a track and more like watching the track twist below you as other racers materialized or vanished at whim. In 1990, ''[[VideoGame/{{F-Zero}} F-Zero]]'' changed everything with the Super Nintendo's NES's Mode 7 hardware, finally creating a realistic system with a (technically fake[[note]]The aforementioned Mode 7 hardware could scale and rotate backgrounds, resulting in a 3D-like effect.[[/note]]) 3D track and real racers.
3rd Mar '16 1:16:17 AM zekeisaszekedoes
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* AwesomeButImpractical: Bowser and Donkey Kong having the highest top speed. In order to make use of this it requires about a lap and a decent amount of coins to get up to speed and relies on the player not colliding with any objects or other karts to stay there, which on the harder tracks can be next to impossible.



* TheComputerIsACheatingBastard: They don't follow the same rules as items go; each enemy racer can use only two items (a "signature" item such as Mario and Luigi's star or Princess [Peach] and Toad's poison mushroom, plus the Feather for avoiding obstacles), but they can be used ''at will''. Its {{egregious}} use of multiple items without visiting an item box (as the player character has to) is perhaps best demonstrated when a stationary computer uses five or six feathers in a row to avoid an item just under its wheels. Additionally, if you hit an [=AI=] kart that's been shrunk by Lightning Bolts, they merely spin out rather than getting SquashedFlat the way human players will. Besides this, [=AI=] drivers can drive right through on-road obstacles like warp pipes.

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* TheComputerIsACheatingBastard: TheComputerIsACheatingBastard:
**
They don't follow the same rules as items go; each enemy racer can use only two items (a "signature" item such as Mario and Luigi's star or Princess [Peach] and Toad's poison mushroom, plus the Feather for avoiding obstacles), but they can be used ''at will''. Its {{egregious}} use of multiple items without visiting an item box (as the player character has to) is perhaps best demonstrated when a stationary computer uses five or six feathers in a row to avoid an item just under its wheels. Additionally, if you hit an [=AI=] kart that's been shrunk by Lightning Bolts, they merely spin out rather than getting SquashedFlat the way human players will. Besides this, [=AI=] drivers can drive right through on-road obstacles like warp pipes.pipes.
** Additionally the AI players will change their track positions deliberately to block you. On lower difficulties it's most obvious that Mario and Luigi are doing it, but on 150cc cups ALL the [=NPC=]s will do this, including arcing wide on the corners to hit you ''as you're turning''. If you're using the L and R buttons to power slide around for tighter cornering this can completely ruin your trajectory.



* LightningBruiser: Donkey Kong and Bowser have the heaviest karts which are also slow to accelerate, however this is balanced by having the highest top speed in the game.



* NintendoHard: Due to the awkward drifting mechanic present in this game and ''Super Circuit''[[note]]You can only make inwards drifting and not switch between inwards and outwards drifting with the Control Pad, and to boost, you must straighten yourself out by allowing the game to gradually straighten you out to receive your boost, signaled by your engine revving up for a second.[[/note]],combined with the slippery controls and limited availability of items (one per lap, unless the player hits a second item panel that are not commonly seen in the tracks of ''Super Mario Kart'') anything past 50cc will definitely prove to be difficult even for players that can master the non-Mode 7 games. 150cc takes the icing on the cake for not only you go insanely fast (and the slippery controls make it even more difficult), but the AI will go just as fast.

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* NintendoHard: NintendoHard:
**
Due to the awkward drifting mechanic present in this game and ''Super Circuit''[[note]]You can only make inwards drifting and not switch between inwards and outwards drifting with the Control Pad, and to boost, you must straighten yourself out by allowing the game to gradually straighten you out to receive your boost, signaled by your engine revving up for a second.[[/note]],combined with the slippery controls and limited availability of items (one per lap, unless the player hits a second item panel that are not commonly seen in the tracks of ''Super Mario Kart'') anything past 50cc will definitely prove to be difficult even for players that can master the non-Mode 7 games. 150cc takes the icing on the cake for not only you go insanely fast (and the slippery controls make it even more difficult), but the AI will go just as fast.fast.
** The best demonstration of NintendoHard at work in this game would be Rainbow Road. Completing this track in the 150cc Special Cup is incredibly difficult because the track is surrounded by a BottomlessPit and unlike the Ghost Valley tracks has no paving to stop you driving off the track at any points, plus the Thwomps from the Bowser Castle stages with an added bonus - they flash with invincibility so if you hit them you don't bounce off, you spin out, often all the way off the track. It's incredibly easy to go from 1st place with a flying lead to 8th with no way back in the space of a few seconds.
23rd Feb '16 8:59:18 AM 32_Footsteps
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Added DiffLines:

* AIBreaker: On higher difficulties, the computer will always jump over a banana peel on the track if it could reasonably see it coming. On courses where you need to hit a jump panel to proceed (which is how this game handled "figure 8" sections), placing a banana right where the computer would drive would cause all of them to miss the jump and be stuck, giving the player a clean victory.


Added DiffLines:

* ArtificialStupidity: Unless interfered with, the computer racers would always follow the exact same racing lines. Learn where that line is on each course, and a human has a huge leg up on beating the computer.
2nd Feb '16 10:06:33 PM MyFinalEdits
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* TheComputerIsACheatingBastard: They don't follow the same rules as items go; each enemy racer can use only two items (a "signature" item such as Mario and Luigi's star or Princess [Peach] and Toad's poison mushroom, plus the Feather for avoiding obstacles), but they can be used ''at will''. Its {{egregious}} use of multiple items without visiting an item box (as the player character has to) is perhaps best demonstrated when a stationary computer uses five or six feathers in a row to avoid an item just under its wheels. Additionally, if you hit an [=AI=] kart that's been shrunk by Lightning Bolts, they merely spin out rather than getting SquashedFlat the way human players will.
** Besides this, [=AI=] drivers can drive right through on-road obstacles like warp pipes.
* EarlyInstallmentWeirdness: Despite the claims of StrictlyFormula regarding the rest of the series, Super is a somewhat different beast compared to the formula that 64 would create; [=AI=] karts have special powers discussed above under TheComputerIsACheatingBastard, the deck is nowhere near as stacked against you if you're ahead, there's a coin-for-speed boost mechanic that wouldn't be touched upon again until Super Circuit and 7, and the Blue Shell didn't exist (which the European VC release trailer [[http://www.youtube.com/watch?v=qzbsW-HFrBI mercilessly lampshades]].) Also there are twenty tracks with five laps rather than sixteen tracks with three laps.

to:

* TheComputerIsACheatingBastard: They don't follow the same rules as items go; each enemy racer can use only two items (a "signature" item such as Mario and Luigi's star or Princess [Peach] and Toad's poison mushroom, plus the Feather for avoiding obstacles), but they can be used ''at will''. Its {{egregious}} use of multiple items without visiting an item box (as the player character has to) is perhaps best demonstrated when a stationary computer uses five or six feathers in a row to avoid an item just under its wheels. Additionally, if you hit an [=AI=] kart that's been shrunk by Lightning Bolts, they merely spin out rather than getting SquashedFlat the way human players will.
**
will. Besides this, [=AI=] drivers can drive right through on-road obstacles like warp pipes.
* EarlyInstallmentWeirdness: Despite the claims of StrictlyFormula regarding the rest of the series, Super is a somewhat different beast compared to the formula that 64 would create; create:
**
[=AI=] karts have special powers discussed above under TheComputerIsACheatingBastard, the deck is nowhere near as stacked against you if you're ahead, there's a coin-for-speed boost mechanic that wouldn't be touched upon again until Super Circuit and 7, and the Blue Shell didn't exist (which the European VC release trailer [[http://www.youtube.com/watch?v=qzbsW-HFrBI mercilessly lampshades]].) Also there are twenty tracks with five laps rather than sixteen tracks with three laps.
20th Nov '15 1:40:55 PM DragonQuestZ
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%%* LethalLavaLand: The three Bowser's Castle tracks.

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%%* * LethalLavaLand: The three Bowser's Castle tracks.tracks have lava as the bottomless pits.
* MascotRacer: This game is the TropeMaker. Though silly racing games existed before, this game set the standard for the genre.
19th Oct '15 10:29:09 AM HighCrate
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* JackOfAllStats: Mario and Luigi.
* LethalLavaLand: The three Bowser's Castle tracks.
* MightyGlacier: Bowser and Donkey Kong Jr., though in a sense they subvert this trope. They actually have the highest top speed in the game despite their horrid initial acceleration. The inverse is true for lighter characters.

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* JackOfAllStats: Mario and Luigi.
*
Luigi have middle-of-the-road top speed, acceleration, off-road performance, weight, and handling.
%%*
LethalLavaLand: The three Bowser's Castle tracks.
* MightyGlacier: Bowser and Donkey Kong Jr., though in a sense they subvert are standard examples of the racing game variant of this trope. They actually have the highest trope. While their top speed in the game despite is high, their horrid initial acceleration. The inverse is true slow acceleration and [[DifficultButAwesome poor handling]] make it tough for them to actually reach and maintain it. However, their heavy weight means they can smack lighter characters.characters around the track.
22nd Sep '15 10:03:45 PM Steven
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* ExclusiveEnemyEquipment: The [=AI=] versions of Bowser can throw out aFfireball (which is basically a reskinned Banana Peel) while Peach and Toad have Poison Mushrooms, which shrink the victim like Lightning Bolts.

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* ExclusiveEnemyEquipment: The [=AI=] versions of Bowser can throw out aFfireball (which is basically a reskinned Banana Peel) fireballs that can be difficult to avoid due to its circular movement pattern while Peach and Toad have Poison Mushrooms, which shrink the victim like Lightning Bolts.Bolts. Yoshi can toss his signature Eggs, which acts like a Green Shell if ran into.



* GoKartingWithBowser: The TropeNamer

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* GoKartingWithBowser: The TropeNamerTropeNamer.



* GreenHillZone: The four Mario Circuits
* IdiosyncraticDifficultyLevels
* JackOfAllStats: Mario and Luigi

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* GreenHillZone: The four Mario Circuits
Circuits.
* IdiosyncraticDifficultyLevels
IdiosyncraticDifficultyLevels: Each difficulty level affects how fast you and the AI will go. 50cc=Easy (You will easily lap the AI). 100cc=Normal (The AI can keep up a little bit, but you will be a bit faster than they are). 150cc=Hard (You and the AI race incredibly fast and it's difficult to keep a lead on them).
* JackOfAllStats: Mario and LuigiLuigi.



* NintendoHard: Due to the awkward drifting mechanic present in this game and ''Super Circuit''[[note]]You can only make inwards drifting and not switch between inwards and outwards drifting with the Control Pad, and to boost, you must straighten yourself out by allowing the game to gradually straighten you out to receive your boost, signaled by your engine revving up for a second.[[/note]],combined with the slippery controls and limited availability of items (one per lap, unless the player hits a second item panel that are not commonly seen in the tracks of ''Super Mario Kart'') anything past 50cc will definitely prove to be difficult even for players that can master the non-Mode 7 games.
* TheRival: Depending on who the player drives as, there will be certain characters that perform better and try their best to annoy the player. The rival will always be the same for each character, and that rival will do their best to not let you win. As shown in the page picture above, pick Koopa Troopa and the CPU giving you the most trouble will be Luigi, but pick Luigi and Yoshi will suddenly give you the most grief, and so on.
* RubberBandAI: Pretty severe, and especially occurs if a computer that has earned many points in the GP falls behind.

to:

* NintendoHard: Due to the awkward drifting mechanic present in this game and ''Super Circuit''[[note]]You can only make inwards drifting and not switch between inwards and outwards drifting with the Control Pad, and to boost, you must straighten yourself out by allowing the game to gradually straighten you out to receive your boost, signaled by your engine revving up for a second.[[/note]],combined with the slippery controls and limited availability of items (one per lap, unless the player hits a second item panel that are not commonly seen in the tracks of ''Super Mario Kart'') anything past 50cc will definitely prove to be difficult even for players that can master the non-Mode 7 games.
games. 150cc takes the icing on the cake for not only you go insanely fast (and the slippery controls make it even more difficult), but the AI will go just as fast.
* TheRival: Depending on who the player drives as, there will be certain characters that perform better and try their best to annoy the player. The rival will always be the same for each character, and that rival will do their best to not let you win. As shown in the page picture above, pick Koopa Troopa and the CPU giving you the most trouble will be Luigi, but pick Luigi and Yoshi will suddenly give you the most grief, and so on.
on.[[note]]The position of each character is always determined based on who you pick and your rival is always the racer in 1st or 2nd place, depending on whether you're 1st or 2nd on the leader board. Should your rival fall behind in the standings, whoever is next on the list will become the new rival. In the above image, if Luigi were to fall severely behind, then, assuming he doesn't fall behind in the same race as well, Yoshi would be the new rival.[[/note]]
* RubberBandAI: Pretty severe, and especially occurs if a computer that has earned many points in the GP falls behind. A rather interesting case with this trope is the AI will only rubber band back to their original position that matches their standings. For example, if an AI controlled Mario was ranked 3rd in the standings and he gets knocked down a few spots during a race, he'll only rubber band back to 3rd place and won't push for 2nd or 1st.



* WackyRacing

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* WackyRacingWackyRacing: The cast of Mario characters racing in go-karts in exotic tracks while hurling objects at each other certainly fits the trope.
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