History VideoGame / SuperMarioKart

20th Nov '17 3:01:29 PM totoofze47
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** Each race has 5 laps, which hasn't been used in future games that opted for 3 laps due to the first game having simpler track designs and shorter length. The first game is also the only game (along with ''64'' and ''Super Circuit'') that uses lives and it's possible to not even finish a grand prix due to running out of lives for not placing in the top 4.

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** Each race has 5 laps, which hasn't been used in future games that opted for 3 laps due to the first game having simpler track designs and shorter length. The first game is Each cup also the only game (along with ''64'' and ''Super Circuit'') that uses lives and it's possible had five races as opposed to not even finish a grand prix due to running out of lives for not placing in the top 4.four.


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** The game uses lives, and it's possible to not even finish a grand prix due to running out of lives for not placing in the top 4.
** Each driver had their own ranking music, as opposed to the later games' standardized tunes.


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* VideoGameLives: The only ''Mario Kart'' game alongside ''Super Circuit'' to use them. Rank in lower than 4th, and you lose a life. Lose all your lives, and it's GameOver, forcing you to start the cup over.
8th Nov '17 7:40:57 PM Josef5678
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''Super Mario Kart'' untilized Mode 7 to make a fast, wacky, and thrilling challenge. Your racer must navigate the track--shown in the bottom split-screen--rife with obstacles such as grass, pipes, oil slicks, fish, and many an outright BottomlessPit. Not to mention the other racers--and their obstacles. Yes, both you and your opponents may pick up items to throw in each others' path; this is one of the many kart racing tropes ''Super Mario Kart'' started.

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''Super Mario Kart'' untilized utilized Mode 7 to make a fast, wacky, and thrilling challenge. Your racer must navigate the track--shown in the bottom split-screen--rife with obstacles such as grass, pipes, oil slicks, fish, and many an outright BottomlessPit. Not to mention the other racers--and their obstacles. Yes, both you and your opponents may pick up items to throw in each others' path; this is one of the many kart racing tropes ''Super Mario Kart'' started.
8th Nov '17 5:30:29 PM DragonQuestZ
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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 Mario Kart'' (1992) is a DrivingGame for the SuperNES that inspired the ''VideoGame/MarioKart'' series and, with it, a whole slew of WackyRacing MascotRacer imitators.



But ''Super Mario Kart'' is the game that perfected Mode 7 into a fast, wacky, and thrilling challenge. Your racer must navigate the track--shown in the bottom split-screen--rife with obstacles such as grass, pipes, oil slicks, fish, and many an outright BottomlessPit. Not to mention the other racers--and their obstacles. Yes, both you and your opponents may pick up items to throw in each others' path; this is one of the many kart racing tropes ''Super Mario Kart'' started.

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But ''Super Mario Kart'' is the game that perfected untilized Mode 7 into to make a fast, wacky, and thrilling challenge. Your racer must navigate the track--shown in the bottom split-screen--rife with obstacles such as grass, pipes, oil slicks, fish, and many an outright BottomlessPit. Not to mention the other racers--and their obstacles. Yes, both you and your opponents may pick up items to throw in each others' path; this is one of the many kart racing tropes ''Super Mario Kart'' started.
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* SuperTitle64Advance: Even though there was no "non-Super" Mario Kart game on the NES before this one.
27th Oct '17 6:57:55 PM Arima
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** The AI opponents will drive through the courses as though they're ''riding on a hidden rail'', taking hairpin turns flawlessly at high speed whereas the player will always struggle to avoid overshooting on them.
23rd Oct '17 12:32:44 PM SeptimusHeap
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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 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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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}} ''[[VideoGame/FZero F-Zero]]'' changed everything with the Super 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.
23rd Dec '16 3:45:01 PM tropower
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* TheBusCameBack: Toad returns after being [[ChuckCunninghamSyndrome left out]] of ''VideoGame/SuperMarioWorld''. This is also Donkey Kong Jr.'s first appearance, playable or otherwise, since 1983.

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* TheBusCameBack: Toad returns after being [[ChuckCunninghamSyndrome left out]] of ''VideoGame/SuperMarioWorld''. This is also Donkey Kong Jr.'s first appearance, playable or otherwise, since 1983.1982.
19th Dec '16 7:12:05 AM MegaMarioMan
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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/DonkeyKongCountry1'' by a couple of years. Wario is also absent, though this game came out a few months before ''VideoGame/SuperMarioLand2'', so it's kinda justified.

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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/DonkeyKongCountry1'' by a couple of years. Wario is also absent, though this game came out a few months before ''VideoGame/SuperMarioLand2'', ''VideoGame/SuperMarioLand2SixGoldenCoins'', so it's kinda justified.
17th Dec '16 8:02:27 PM MarioAndSpongeBobFan
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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. 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]].

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* AwesomeButImpractical: Bowser and Donkey Kong Jr. 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. 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]].



** 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/DonkeyKongCountry1'' 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/DonkeyKongCountry1'' by a couple of years. Wario is also absent, though this game came out a few months before ''VideoGame/SuperMarioLand2'', so it's kinda justified.



* 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.

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* LightningBruiser: Donkey Kong Jr. 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.



** 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.
** 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.

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** 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'') 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 do you go insanely fast (and the slippery controls make it even more difficult), but the AI will go just as fast.
fast, if not ''faster''.
** 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 it 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.
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.

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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 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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