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1* DivorcedInstallment: ''Super Mario Kart'' was originally built from a [[https://www.gamesradar.com/super-mario-kart-began-life-as-an-f-zero-multiplayer-prototype-reveals-retro-gamer-interview/ prototype]] for an ''VideoGame/FZero'' sequel with multiplayer. Quite ironic considering how the latter series laid dormant for many years since the [[Platform/NintendoGameCube GameCube]] era until ''VideoGame/FZero99'' due to low sales while ''Mario Kart'' instead absorbed its high-speed and anti-gravity features as of ''VideoGame/MarioKart8''.
2* FollowTheLeader: This game is responsible for kicking off the WackyRacing MascotRacer genre. The success of the game is also evident in the existence of a few contemporaries that closely emulated the formula while adding their own unique spin on it:
3** ''Bike Daisuki! Hashiriya Kon – Rider's Spirits'' by NCS. (09/30/94)
4** ''Street Racer'' by Ubisoft. (12/02/94)
5** ''Battle Racers'' by Banpresto. (03/17/95)
6** ''SD F-1 Grand Prix'' by Video System. (10/27/95)
7* MilestoneCelebration: One of the reasons why Donkey Kong Jr. was put in the roster was to celebrate the 10th anniversary of his arcade game.
8* SerendipityWritesThePlot: ''Super Mario Kart'' was born from an attempt to make a two-player version of ''F-Zero''. The reason the latter didn't work is that the SNES wasn't powerful enough to process two Mode 7 renders of a standard ''F-Zero'' track, which had large straightaways that allowed for a sense of speed. The console could however, handle tracks that were of smaller area, but couldn't allow for the long stretches of track. So it was retooled as a go-kart racing game, as go-kart racing was slower paced and had more turns. The choice to use ''Mario'' characters was for having racers that would be easily distinguishable from behind, and that led to the game to incorporate more ''Mario'' elements for flavor.
9* WhatCouldHaveBeen:
10** Early in development, there was an Oil Can item. This was ultimately replaced with the Banana Peel, but oil slicks still appear as a hazard on some courses.
11** Rainbow Road was originally narrower. It was widened because the AI kept off falling off the track.
12** A DummiedOut version of the 2nd place win screen involves a Super Koopa Troopa flying by and getting hit by a champagne bottle. The unused 3rd place win involves several flying by, only for the last one to get hit by a cork.
13** The AI opponents were planned to acquire items like the player could, but the SNES didn't have the computing power to calculate the odds of acquiring certain items for human players and AI players at the same time. The team decided to have the AI use their own unique items based on the character.
14** The dev team was worried that items would make the races feel too chaotic and luck based and such elements would turn off players, so they came up with an option to enable or disable items. Miyamoto shot down the idea and insisted that the feeling something that could happen at any moment made the races more exciting.
15** The game was going to have a speedometer, but the dev team nixed the idea since they felt it would clutter an already cluttered screen. The team opted to have the sound of the kart's engine give the player an audio cue on how fast they were going.
16** For much of development, Rainbow Road didn't exist. The final course was planned to be Choco Island 3.

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