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[[caption-width-right:350:It's always Luigi, dammit!]]

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[[caption-width-right:350:It's always Luigi, dammit!]]
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** 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.

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** The best demonstration of NintendoHard this trope 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 BottomlessPit, and unlike the Ghost Valley tracks it has no paving to stop you driving off the track at any points, plus points. Plus, the Thwomps from the Bowser Castle stages with an added bonus - they flash with invincibility 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.


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

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** Due to the awkward drifting mechanic present in this game and ''Super Circuit''[[note]]You 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 [[/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 do you go insanely fast (and the slippery controls make it even more difficult), but the AI will go just as fast, if not ''faster''.


** [=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 [[https://www.youtube.com/watch?v=mLixS7ZNV_c mercilessly lampshades]].) Also there are twenty tracks with five laps rather than sixteen tracks with three laps.
** The steering mechanics in this game are slippery and sensitive[[note]]Then again, the Super NES controller is digital only, like most console controllers were at the time.[[/note]]. Very delicate input is needed just to stay on the road and not end up hitting the walls or falling off. ''Mario Kart: Super Circuit'' carries on with similar mechanics. And instead of the traditional item boxes, there are item tiles, which each can be used up once per track, and since there's only one batch of item panels on each track, players will under most cases be limited to only one item per lap.

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** [=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 [[https://www.youtube.com/watch?v=mLixS7ZNV_c mercilessly lampshades]].) lampshades.]]) Also there are twenty tracks with five laps rather than sixteen tracks with three laps.
** The steering mechanics in this game are slippery and sensitive[[note]]Then sensitive.[[note]]Then again, the Super NES controller is digital only, like most console controllers were at the time.[[/note]]. [[/note]] Very delicate input is needed just to stay on the road and not end up hitting the walls or falling off. ''Mario Kart: Super Circuit'' carries on with similar mechanics. And instead of the traditional item boxes, there are item tiles, which each can be used up once per track, and since there's only one batch of item panels on each track, players will under most cases be limited to only one item per lap.

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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]].

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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 The exception is 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]].


** [=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 [[https://www.youtube.com/watch?v=qzbsW-HFrBI mercilessly lampshades]].) Also there are twenty tracks with five laps rather than sixteen tracks with three laps.

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** [=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 [[https://www.youtube.com/watch?v=qzbsW-HFrBI com/watch?v=mLixS7ZNV_c mercilessly lampshades]].) Also there are twenty tracks with five laps rather than sixteen tracks with three laps.



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* BananaPeel: This mainstay item of the VideoGame/MarioKart series started here, though you weren't able to drag it (along with the shells) behind you until ''64''.

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* BananaPeel: This mainstay item of the VideoGame/MarioKart ''VideoGame/MarioKart'' series started here, though you weren't able to drag it (along with the shells) behind you until ''64''.

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* AllInARow: Despite being a racing game, the AI follow behind each other perfectly and will never speed up or slow down unless they are out of the position they were in previously.

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* DolledUpInstallment: This was originally going to be a generic racing game meant solely to provide a 2-player counterpart to the 1-player hit ''VideoGame/FZero'' a few years earlier. During production someone suggested seeing what it would look like to put Mario in a go-kart, and history was made.


** 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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** 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}} JustForFun/{{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.


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

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


** 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.

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