List of Super Mario Kart glitches
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This is a list of glitches in the game Super Mario Kart.
NOTE: Unless otherwise noted, all names are conjectural.
The player must be in the Battle Mode and select one or two players. The player needs to play as either player and lose all of their protective balls, but they should keep pressing the accelerate button. If their timing is right, it is possible to continue to drive around even without any balloons.
There should be two players racing. One must pause, while the other should be under the effect of a Star. When the effect runs out, the Star jingle will still play.
Move the Map
When the player is in a 1-Player race, the map is normally on the bottom. To move it to the top, the player using the second controller should do the following: highlight 1-PLAYER, then hold L + R and press , then use Controller Two to select their kart class, driver and track then play as normal. If done correctly, the map should move to the top.
In Battle Mode, the player needs hold the gas before, during, and after they lose their last balloon. Sometimes they will be able to continue driving around and battling. If the player errorealy presses the button, they will go to the menu, but they will still be able to drive around until they press another button.
Turn Off Music
In any two-player game, after Lakitu gives the green light, the player must keep mashing in both controllers. Occasionally, the music will not play.
Unidentified Flying Balloons
In Battle Course 2, if the player jumps out of the course with a Feather, they will be get picked up by Lakitu and they will disappear from their opponent's screen, but their balloons will remain.
Lap around the Start
The glitch works in Ghost Valley 1. The player will need a Feather and possibily a character with a high handling stat, such as Koopa or Toad. They should be next to the Start line, possibily to the mostleft, and use a Feather to end up behind the lap. If done correctly, they will have completed a lap simply by doing this.
The player should pick up a Mushroom. They should use and hop very nearby the corner. If done correctly (can be tricky), the player should always facing left regardless they are not steering and will under the effect of a Mushroom longer than normal. Note that the effect can wear off and the player will need to do the trick again. The player should get a time of a lap under 10 seconds.
Bounce and End
In Donut Plains 1, the player must steer right to the right and hit the wall, while hopping continously: if done right, Lakitu will count a lap about every second.
Save time by falling
In Ghost Valley 1, they player should go right while hopping and fall. Their position will decrease, but after 8 will get back to 1 and Lakitu will count the lap.
In Bowser Castle 1, the player will need a Feather and be in the fourth lap near the Start line. They should use their Feather to jump to the left. If done correctly, the race will finish.
OB Double lap
In Mario Circuit 2 the player should go near the jump to the end, but go as more left as possible. If finishing out of bound, Lakitu will count two laps.
Glitched lap counter
By doing any of the glitches above, occasionally Lakitu will show glitched lap counters, such as "LAP 05" or, rarely, "LAP 16". "LAP" is normal, but to the right the counter will be invisible, showing the mentioned numbers in pile and red.
CPU stuck in endless loop
In Mario Circuit 2, during a Grand Prix, plant a Banana Peel just before the big jump near the end of the course. If done correctly, one of the CPU characters will be stuck in an endless loop of failing the jump (due to having to avoid the Banana Peel) and trying again.
If in the rare case Princess Peach throws a Poison Mushroom just before the jump, this glitch also results in all the CPU characters being stuck in this endless loop until one of the characters takes the Poison Mushroom for themselves and frees the rest of the characters.