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* {{Bowdlerise}}: In the original Japanese version, Bowser and Peach would drink from the champagne bottle upon winning first place at the awards ceremony. It was changed in international versions to simply tossing the bottle around.

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* {{Bowdlerise}}: In the original Japanese version, Bowser and Peach [[INeedAFreakingDrink would drink from the champagne bottle bottle]] upon winning first place at the awards ceremony. It was changed in international versions to simply tossing the bottle around.
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* ADogNamedDog: The Lakitu referee is named Fishin' Lakitu in the Japanese version.
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I've taken a look at the layout to Battle Course 3 and nothing seems to suggest that it has a part that you need a feather to get to.


* UnintentionallyUnwinnable: While item panels on the Battle Mode courses will refresh after they've all been used, there's an oversight on Course 3, which has two such panels in areas you need a feather to get to. Use all the other panels and don't have feathers? You're stuck.
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** [[GreenHillZone Battle Course 1]]
** [[PalmtreePanic Battle Course 2]]
** [[SlippySlideyIceWorld Battle Course 3]]
** [[TheBigRace Battle Course 4]]

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** * [[GreenHillZone Battle Course 1]]
** * [[PalmtreePanic Battle Course 2]]
** * [[SlippySlideyIceWorld Battle Course 3]]
** * [[TheBigRace Battle Course 4]]
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I remember my massive disappointment when getting all cups but only one gold didn't unlock Special.


** Both the Special Cup and 150cc mode have to be unlocked in this game. Furthermore, [[EasyModeMockery you have to play in 100cc mode]], and win all three cups to unlock the Special Cup. You also have to win the Special Cup in the same mode to unlock 150cc mode. The Switch Online version has an SP version that lets you play 150cc and the Special Cup from the get-go.

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** Both the Special Cup and 150cc mode have to be unlocked in this game. Furthermore, [[EasyModeMockery you have to play in 100cc mode]], and win gold in all three cups to unlock the Special Cup. You also have to win the Special Cup in the same mode to unlock 150cc mode. The Switch Online version has an SP version that lets you play 150cc and the Special Cup from the get-go.

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Yep, called it. I knew I put this in the wrong place.


* UmbrellaOfTogetherness: In the Japanese version, the title screen has a Love Umbrella with Mario's and Peach's names under it.



* UmbrellaOfTogetherness: In the Japanese version, the title screen has a Love Umbrella with Mario's and Peach's names under it.
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* UnendingEndCard: You'll need to reset the game to continue playing after "THE END" screen if you end up rolling the credits.
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** The grand prix celebration would have the winner interact with a champaign bottle in some way (Peach and Bowser would actually drink from it in the Japanese version). Later games would not do this.
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** AI opponents had their own unique items to use against you (or had infinite supply of a normal item) due to a programming quirk that didn't allow the AI to grab items from panels like the player could. All future games would have the AI be able to snag items from item boxes, though ''VideoGame/MarioKartDoubleDash'' would bring back the "unique item based on character" gimmick.
** All the tracks are quite narrow, which can be troublesome for people who are more used to the wider tracks in the sequels.
** The Feather item lets you make a big jump, allowing for possible shortcuts. This item would not appear again until nearly two decades later in ''VideoGame/MarioKart8'' where it's restricted to battle mode.
** Battle mode consisted of only balloon battle and nothing else. Later games would add more kinds of battle modes to spice it up.
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** The best demonstration of this trope at work 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 this trope at work would be Rainbow Road. Completing this track in the 150cc Special Cup is incredibly difficult because the track is surrounded by a BottomlessPit, {{Bottomless Pit|s}}, 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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* AstralFinale: Rainbow Road settles the series' tradition. It's an idyllic racetrack whose floor is colored with rainbow patterns, and it located in outer space. But make no mistake: It's the final circuit for a reason, as its lack of borders and sharp turns make it pretty easy to fall down.

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* AstralFinale: Rainbow Road settles the series' tradition. It's an idyllic racetrack whose floor is colored with rainbow patterns, and it it's located in outer space. But make no mistake: It's the final circuit for a reason, as its lack of borders and sharp turns make it pretty easy to fall down.
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That's a tad subjective, not only in relation to this game but also because the tunes heard with the Game Over themes in 64 and Super Circuit are also noted among fans with this same description. If anything, this wouldn't be dropped until Double Dash!! and onward


** The music for losing a race is very somber and also extends to being creepy upon getting a Game Over. Later games would use a less harsh tone when it came to losing.
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** The music for losing a race is very somber and also extends to being creepy upon getting a Game Over. Later games would use a less harsh tone when it came to losing.
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Crosswicking

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* AthleticArenaLevel: The game set the tradition in itself and subsequent installments of the ''VideoGame/MarioKart'' series of featuring at least one Mario-themed racetrack or circuit, being usually designed in the style of real-life Formula One circuits (many other courses in the series are based on other gimmicks and/or thematic settings, thus deviating from the conventional idea of racetracks). ''Super'' in particular also holds the record of having ''four'' Mario Circuits (the most in any ''Mario Kart'' game when only counting brand-new courses in later games), each being more complex layout-wise than the last. Later games introduce similarly-styled circuits hosted by other characters like Luigi or Princess Peach. And with rare exceptions, such tracks are found in the Mushroom and Flower Cups (Shell and Banana Cups for the [[NostalgiaLevel revisited courses]]).
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''Super Mario Kart'' 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 outright BottomlessPits. And the other racers will pose a threat on their own. 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'' utilized Mode 7 to make a fast, wacky, and thrilling challenge. Your racer must navigate the track--shown in the bottom split-screen--rife split-screen -- rife with obstacles such as grass, pipes, oil slicks, fish, and many outright BottomlessPits. And the other racers will pose a threat on their own. 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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[[folder:Drivers]]
* Bowser
* Donkey Kong Jr.
* Koopa Troopa
* Luigi
* Mario
* Peach
* Toad
* Yoshi
[[/folder]]
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Crosswicking

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* PoisonMushroom: The TropeNamer itself appears when placed on the track by a CPU-controlled Princess Peach or Toad, and shrinks any driver who touches it.
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''Super Mario Kart'' 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. And the other racers will pose a threat on their own. 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'' 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.BottomlessPits. And the other racers will pose a threat on their own. 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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* DeathMountain: The two Choco Island levels have shades of this, as they look like a canyon road, and the liquid sections gives the impression to race in dirt.

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* DeathMountain: The two Choco Island levels have shades circuits, being based on the mountainous area of this, as they the same name seen in ''VideoGame/SuperMarioWorld'', look like a canyon road, and the liquid sections gives the impression to race in dirt.

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* DeathMountain: The two Choco Island levels have shades of this, as they look like a canyon road, and the liquid sections gives the impression to race in dirt.



* GlassCannon: Mario and Luigi have a good top speed and handling, but only subpar acceleration, and while their middleweight makes them stronger at full speed, they're still vulnerable to heavyweights' attacks.



* JackOfAllStats:
** Mario and Luigi have middle-of-the-road acceleration, off-road performance, weight, and handling. Their top speed actually is better than Peach and Yoshi, but not as good as DK Jr. and Bowser.
** Peach and Yoshi also fall into this trope: their slippery makes them hard to drive, but it is also a good introduction to heavyweights' controls.

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* JackOfAllStats:
JackOfAllStats: The two middleweight classes of the game offer two variations of this trope.
** Mario and Luigi are good for starter players who want to experiment greater speeds: they have middle-of-the-road acceleration, off-road performance, and weight, their handling is decent, and handling. Their their top speed actually is better than Peach and Yoshi, but not as good as DK Jr. and Bowser.
** Peach and Yoshi also fall into this trope: are for intermediate players: they have an average top speed and their slippery makes them hard to drive, but coupled with their acceleration, it is also a good introduction to heavyweights' controls.
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[[/folder]]
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[[foldercontrol]]


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[[folder:Battle Tracks]]
** [[GreenHillZone Battle Course 1]]
** [[PalmtreePanic Battle Course 2]]
** [[SlippySlideyIceWorld Battle Course 3]]
** [[TheBigRace Battle Course 4]]
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[[folder:Tracks]]
* Mushroom Cup
** [[TheBigRace Mario Circuit]] 1
** [[GreenHillZone Donut Plains]] 1
** [[BigBoosHaunt Ghost Valley]] 1
** [[LethalLavaLand Bowser Castle]] 1
** Mario Circuit 2
* Flower Cup
** [[DeathMountain Choco Island]] 1
** Ghost Valley 2
** Donut Plains 2
** Bowser Castle 2
** Mario Circuit 3
* Star Cup
** [[PalmtreePanic Koopa Beach]] 1
** Choco Island 2
** [[SlippySlideyIceWorld Vanilla Lake]] 1
** Bowser Castle 3
** Mario Circuit 4
* Special Cup
** Donut Plains 3
** Koopa Beach 2
** Ghost Valley 3
** Vanilla Lake 2
** [[AstralFinale Rainbow Road]]
[[/folder]]
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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. 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]].

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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. 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]].
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[[folder:Courses]]
* Mushroom Cup
** Mario Circuit 1
** [[GreenHillZone Donut Plains 1]]
** [[BigBoosHaunt Ghost Valley 1]]
** [[SupervillainLair Bowser Castle 1]]
** Mario Circuit 2
* Flower Cup
** [[LevelAte Choco Island 1]]
** Ghost Valley 2
** Donut Plains 2
** Bowser Castle 2
** Mario Circuit 3
* Star Cup
** [[PalmtreePanic Koopa Beach 1]]
** Choco Island 2
** [[SlippySlideyIceWorld Vanilla Lake 1]]
** Bowser Castle 3
** Mario Circuit 4
* Special Cup
** Donut Plains 3
** Koopa Beach 2
** Ghost Valley 3
** Vanilla Lake 2
** [[AstralFinale Rainbow Road]]
[[/folder]]
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[[folder:Courses]]
* Mushroom Cup
** Mario Circuit 1
** [[GreenHillZone Donut Plains 1]]
** [[BigBoosHaunt Ghost Valley 1]]
** [[SupervillainLair Bowser Castle 1]]
** Mario Circuit 2
* Flower Cup
** [[LevelAte Choco Island 1]]
** Ghost Valley 2
** Donut Plains 2
** Bowser Castle 2
** Mario Circuit 3
* Star Cup
** [[PalmtreePanic Koopa Beach 1]]
** Choco Island 2
** [[SlippySlideyIceWorld Vanilla Lake 1]]
** Bowser Castle 3
** Mario Circuit 4
* Special Cup
** Donut Plains 3
** Koopa Beach 2
** Ghost Valley 3
** Vanilla Lake 2
** [[AstralFinale Rainbow Road]]
[[/folder]]

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Massive example crosswicking


''Super Mario Kart'' 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.

to:

''Super Mario Kart'' 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 And the other racers--and racers will pose a threat on their obstacles. own. 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.started.



* AlwaysNight: The three Ghost Valley tracks.

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* AlwaysNight: The three Ghost Valley tracks. Justified due to the setting, as playing them during daytime would have diminished the spooky factor.



* ArtifactMook: The game has Monty Moles leaping out of the water in the Special Cup's first track. The developers probably didn't have enough processing power to use a more fitting enemy like a Cheep Cheep, so they had to reuse the Monty Moles you already find on-road.



* AstralFinale: Rainbow Road settles the series' tradition.

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* AstralFinale: Rainbow Road settles the series' tradition. It's an idyllic racetrack whose floor is colored with rainbow patterns, and it located in outer space. But make no mistake: It's the final circuit for a reason, as its lack of borders and sharp turns make it pretty easy to fall down.



* CantHoldHisLiquor: They give the winner a bottle of champagne; they don’t drink it in the American version, but they do in the original Japanese. Bowser even gulps the entire bottle, but seeing as he’s a huge turtle-monster, he doesn’t even get tipsy. Peach, on the other hand, if she’s the winner, does the same thing, and gets seriously soused. For reference, champagne is about 12% alcohol content, so this scene comes as a shock to any American player.
* {{Cap}}: The game caps your time at 10 minutes and stops moving after that.



* DamnYouMuscleMemory: The ''Mario Kart'' games usually have the "A" button used as the accelerator. This doesn't work here, because "A" is used for items and accelerating is done with the "B" button while the same button is used as the brakes in all later games.
* DickDastardlyStopsToCheat: A frequent strategy used when playing against the computer in Grand Prix mode of a racing game like this is to hang back a bit near the end to sabotage the leading AI opponent so that the player would gain a greater point advantage. This is actually much better with two players, at least before the latest version specifically disallowed this strategy. One player hugs the turns and goes for speed, while the other plays demolition derby, hangs back in third or fourth place, where they get the good weapons, and mows down the competition for the speed player.



* DrunkenGlow: In the Japanese version, Peach and Bowser drink champagne in their winning animations. They both get drunken glows.



* EarnYourFun: Want to play the Special Cup? Can't do it on 50cc! You must beat the Mushroom, Flower, and Star Cups on 100cc with a gold trophy on each and then you are allowed to play on the Special Cup. Want to race faster in the 150cc class? Prove you can beat the Special Cup with a gold trophy on 100cc first. Later games opted to be more lenient with their unlockables, but you usually have to get the best rank just to get anything.
* EasyModeMockery: The game doesn't allow you to race in the Special Cup on 50cc. You have to play on at least 100cc to see it.
* EdibleThemeNaming: Taking cues from ''Super Mario World'', given that many tracks are based on its main locations, this game has the Donut Plains, Vanilla Lake and Choco Island stages.
* EveryoneHasASpecialMove: All characters in the game have their own special attacks ([[TheComputerIsACheatingBastard if they're being used]] [[SecretAIMoves by the A.I.]]).



* FormulaWithATwist: This game took the world and lovable mascot characters of the ''Mario'' franchise and presented them in MascotRacer format, along with gimmicky tracks and wacky items/weapons to stand apart from each other.



* IncredibleShrinkingMan: The Poison Mushroom, [[SecretAIMoves exclusive to Toad and Peach]], shrinks anyone who touches it, rather than just dealing damage and shrinking by proxy as it did in ''VideoGame/SuperMarioBrosTheLostLevels''. This shrinking behaves the same as Lightning from later games, slowing the driver and making them vulnerable to being flattened.
* InsurmountableWaistHeightFence: Because of the SNES's and GBA's technical limitations, both this game and ''VideoGame/MarioKartSuperCircuit'' have to display two-dimensional blocks to mark the impassible boundaries of the racetracks, even though seem perfectly capable of hopping over them. Starting with ''VideoGame/MarioKartDS'', whenever tracks from these two games are brought back for [[NostalgiaLevel Retro Cups]], the barriers are made taller than the racers but are no longer impassible.
* InvincibleMinorMinion: There are invincible Thwomps on Rainbow Road. Touching them makes you spin out and lose coins. Even the Star item does nothing to them.



* LosingHorns: The game plays the first ten notes of "[[CreepyCircusMusic Entry of the Gladiators]]" if you fail to place on the podium.



* MovesetClone: There are no less than FOUR pairs. Mario and Luigi play to each other (as well as being JackOfAllStats), but Donkey Kong Jr. and Bowser (best top speed), Yoshi and The Princess (best acceleration), and Koopa and Toad (best handling) also form their own pairs. The following ''VideoGame/MarioKart'' games have continued this tradition, with ''Double Dash!!'' taking it to larger extents.
* MultiplayerOnlyItem: The "Ghost" item is only useful in purely competitive multiplayer ("Match Race" and "Battle Mode"), and thus is only enabled in these modes.
* MyRulesAreNotYourRules: There are multiple differences between you and the computer players: Your car's max speed is determined by how many coins you have. You lose coins when you hit someone or fall off the track. The other cars? They don't even ''have'' coins. They can't even pick them up. So while you hitting them means you slow down, it means nothing for them besides being hit. Then there's the powerups; ''you'' have to drive over a power-up block to get a random power-up, while '''they''' don't get random power-ups, but rather each AI character has a single kind of powerup that they use at regular intervals. Donkey Kong throws banana peels, Princess Toadstool drops mushrooms, Mario and Luigi can spontaneously ''turn invincible'', etc. They only use these powerups against ''[[GangUpOnTheHuman you]]''; they will only activate them if they are exactly one place in front of or one place behind the player.



* OilSlick: A frequent hazard in the Mario Circuits. Driving onto one will cause the player's vehicle to slip and lose balance, so dodging them will be vital to avoid losing the races, especially on the higher difficulty levels.



* OrchestraHitTechnoBattle: The BattleThemeMusic Bowser used in his FinalBoss battle from ''VideoGame/SuperMarioWorld'' is remixed in this game for his Castle circuits.



* 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. For example, 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.[[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 example, 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]]
** Every character is the rival of another, and the selectable characters on the upper half of the menu have a stronger rival than the one below[[note]]For example, Mario's rival is the heavy Donkey Kong Jr. while Luigi's is the nervous but imprecise Yoshi[[/note]].

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* PlayerExclusiveMechanic: Opponents in a race are unable to use items generated from item boxes. The AI compensates in [[SecretAIMoves several]] [[TheComputerIsACheatingBastard ways]].
* PowerUpLetdown: The coin item is a letdown, since you have nothing to defend yourself with until the next item block and it just adds 2 coins to your total.
* PublicDomainSoundtrack: The game uses the beginning of "Entry of the Gladiators" for its [[LosingHorns "Ranked Out" fanfare]].
* 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. For example, 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.[[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 example, 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]]
**
[[/note]] Every character is the rival of another, and the selectable characters on the upper half of the menu have a stronger rival than the one below[[note]]For example, Mario's rival is the heavy Donkey Kong Jr. while Luigi's is the nervous but imprecise Yoshi[[/note]].


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* SecretAIMoves: The game does this with each character having nicely documented moves in the manual specifically that only the A.I. can use against you. For example, Bowser throws fireballs, Peach and Toad throw {{poison mushroom}}s, and the Mario Bros. can use stars practically at will. This was likely implemented for game balance, since A.I. racers cannot use regular items.
* SequenceBreaking: Usually, many 2D racing games don't properly check that the player has actually gone all the way around the track, they just check if they cross the finish line from the right direction; this leads to you being able to start the race, drive backwards (or make a quick U-turn) over the finish line, and then cross it again forwards. But this game used a "backwards" counter to prevent this scenario: Any time you cross the finish line backwards, it increases the counter, and any time you cross the finish line properly, it decreases the counter. The only way to get a proper lap is to cross the finish line properly while the counter is zero. On some maps, the finish line stops at the wall, which means a ''very'' lucky jump at the wall can bypass this mechanism altogether.
* SlippySlideyIceWorld: The two Vanilla Lake tracks are the first installments: while the first is a classical snow level, the second (which is the fourth track in Special Cup, making it the penultimate track of the game) actually features a giant cold water lake which requires precision to not fall in it.


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* SmashingSurvival: Monty Moles jump out of holes onto to front of your kart, slowing you down and blocking your vision. You have to hop quickly and repeatedly to shake them off.
* SpitefulAI: All non-player characters have unique attacks in Grand Prix mode, like Mario and Luigi's invincibility, Bowser's fireballs, or Yoshi's eggs, but they will never use them against each other and will be perfectly happy to remain in whatever spot they started the race in. But if ''you'' come up behind them, or you had the insolence to take ''their'' spot, they'll go berserk and throw their attacks at you.
* SuperDrowningSkills: Players have only a few seconds to drive out of deep water before Lakitu is forced to pick them up.
* SuperTitle64Advance: While the game was initially not an example (as the name was an indicator it was a spinoff based on the ''Super Mario Bros.'' games), it retroactively became one when subsequent titles dropped the "super".
* UmbrellaOfTogetherness: In the Japanese version, the title screen has a Love Umbrella with Mario's and Peach's names under it.


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* UnlockableDifficultyLevels: The game has two difficulty levels at first (50cc and 100cc). Obtaining Gold Cup in the three standard Cups will unlock Special Cup, and obtaining Gold there will unlock 150cc ([[EasyModeMockery obtaining Gold Cups in 50cc won't unlock anything, not even Special Cup]]).
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SMK is the first, but no longer only SNES game on the service to have an SP version.


** Both the Special Cup and 150cc mode have to be unlocked in this game. Furthermore, [[EasyModeMockery you have to play in 100cc mode]], and win all three cups to unlock the Special Cup. You also have to win the Special Cup in the same mode to unlock 150cc mode. The Switch Online version has an SP version[[note]]which is currently the only Super Nintendo game to have this[[/note]] that lets you play 150cc and the Special Cup from the get-go.

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** Both the Special Cup and 150cc mode have to be unlocked in this game. Furthermore, [[EasyModeMockery you have to play in 100cc mode]], and win all three cups to unlock the Special Cup. You also have to win the Special Cup in the same mode to unlock 150cc mode. The Switch Online version has an SP version[[note]]which is currently the only Super Nintendo game to have this[[/note]] version that lets you play 150cc and the Special Cup from the get-go.
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* TheVeryDefinitelyFinalDungeon: Rainbow Road is the only course theme that isn't repeated, making it extra clear that it's the game's grand finale.
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* TheSmurfettePrinciple: The only female character in this game is Peach.

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