History VideoGame / SuperMarioKart

22nd Aug '16 3:30:01 AM The_Glorious_SOB
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* BalancePowerSkillGimmick: The playable characters are grouped into pairs: Mario and Luigi are balanced, Bowser and Donkey Kong Jr. have slow acceleration but high top speed, Yoshi and the Princess have fast accelaration but low traction, and Toad and the Koopa Troopa are the gimmick with high traction, but have low speed and weight.

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* BalancePowerSkillGimmick: The playable characters are grouped into pairs: Mario and Luigi are balanced, Bowser and Donkey Kong Jr. have slow acceleration but high top speed, Yoshi and the Princess have fast accelaration acceleration but low traction, and Toad and the Koopa Troopa are the gimmick with high traction, but have low speed and weight.
22nd Aug '16 3:29:21 AM The_Glorious_SOB
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* BalancePowerSkillGimmick: The playable characters are grouped into pairs: Mario and Luigi are balanced, Bowser and Donkey Kong Jr. have slow accelaration but high top speed, Yoshi and the Princess have fast accelaration but low traction, and Toad and the Koopa Troopa are the gimmick with high traction, but have low speed and weight.

to:

* BalancePowerSkillGimmick: The playable characters are grouped into pairs: Mario and Luigi are balanced, Bowser and Donkey Kong Jr. have slow accelaration acceleration but high top speed, Yoshi and the Princess have fast accelaration but low traction, and Toad and the Koopa Troopa are the gimmick with high traction, but have low speed and weight.
4th Aug '16 2:01:04 PM Josef5678
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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.
** Arguably averted in 150cc mode, where top speed is more easily reached and turns are easier to control and predict with the heavies. False starts can often be fully recovered in the first lap, which is next to impossible in 100cc. Veteran players and [[SpeedRun speedrunners]] alike prefer the heavies in 150cc for these reasons, as demonstrated [[https://www.youtube.com/watch?v=PmkEpvatJpE here]].

to:

* 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.
** Arguably averted
impossible. Averted in 150cc mode, where top speed is more easily reached and turns are easier to control and predict with the heavies. False starts can often be fully recovered in the first lap, which is next to impossible in 100cc. Veteran players and [[SpeedRun speedrunners]] alike prefer the heavies in 150cc for these reasons, as demonstrated [[https://www.youtube.com/watch?v=PmkEpvatJpE here]].
4th Aug '16 8:57:54 AM sarysa
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* SelfImposedChallenge: By pressing Y+A on the character select, you can shrink your racer. This slows you down and makes you vulnerable to being crushed if a computer so much as touches you.

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* SelfImposedChallenge: By pressing Y+A on the character select, you can shrink your racer. This slows you down and makes you vulnerable to being crushed if a computer so much as touches you.you, but does not slow you down like enemy mushrooms do.
4th Aug '16 8:42:30 AM sarysa
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Added DiffLines:

** The AI is also impervious to all objects aside from weapons and other racers. This is most obvious in Bowser Castle 2, where four thwomps with unlucky RNG can trap you for seconds, while you watch the AI drive right through them. On the other hand, the AI can't steal your powerup boxes or use boost arrows either.
4th Aug '16 8:34:24 AM sarysa
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Added DiffLines:

** Arguably averted in 150cc mode, where top speed is more easily reached and turns are easier to control and predict with the heavies. False starts can often be fully recovered in the first lap, which is next to impossible in 100cc. Veteran players and [[SpeedRun speedrunners]] alike prefer the heavies in 150cc for these reasons, as demonstrated [[https://www.youtube.com/watch?v=PmkEpvatJpE here]].
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.
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