Super Mario Kart

Super Mario Kart is a racing game for the Super Nintendo Entertainment System and the first game of the Mario Kart series, as well as the game that sets precedents to fictional kart racing genre. It was first released in 1992 and re-released in 1996 as a Player's Choice title. It was re-released on the Wii's Virtual Console in Japan on June 9, 2009, in North America on November 23, 2009, and in Europe and Oceania on April 2, 2010. Super Mario Kart was re-released again on the Wii U's Virtual Console in Japan on June 19, 2013, Europe on March 27, 2014, Oceania on March 28, 2014, and North America on August 6, 2014, and exclusively for the New Nintendo 3DS's Virtual Console in Europe on March 17, 2016, Oceania on March 18, 2016, North America on March 24, 2016, and Japan on May 9, 2016, and is one of the 21 titles included on the Super NES Classic Edition. Part of this game is heavily based on Super Mario World, in terms of graphics and overall theme.

Mario Kart GP
The Mario Kart GP is the main mode in Super Mario Kart. Here players can race against seven (six if in two-player mode) other CPU-controlled opponents in a five-course cup. The top four players receive points based on their ranking: first place earns the player nine points, second earns six, third earns three, and fourth earns one, while fifth and below get zero points. Players who rank fifth or below lose one of three lives. If both players rank fifth or below, the race must be tried again. If the player ranks fifth or below without any lives left, the game ends. A single extra life can be earned by placing in the same position three times. The maximum score in a GP cup is forty-five, obtained by winning five times. The three best drivers move on to the award ceremony where they receive their trophies. Third place gives the player a bronze trophy, second gives silver, and first gives gold (the player can watch the ceremony only when they place first: however, a protoype version has animations for second and third). Each race is five laps long. If players beat all of the cups in the 150cc Class, the Message "Excellent driving, you are now a Super Mario Kart expert" pops up, thus officially telling players they have completed the game. If the player wants a harder challenge, they can hold and  at the character selection screen. This will make the character permanently small as if under the effect of a Lightning or Poison Mushroom until the player presses the buttons again.

Match Race
This mode is two-player only: the players can race each other like in GP, except CPU racers do not appear and players can freely choose the track to race in. Chomp-like objects slide around the courses as well, and coming in contact with one will result in the kart spinning out and the object disappearing as if it were a Green Shell. The game keeps track of wins and losses of each player.

Time Trial
This one-player mode have the player to race through five laps of the selected track the fastest they can without items in the 100cc engine class. The five lap times are recorded which are then combined to make the total time, as well as the fastest lap time and the characters used, for each track.

Battle Mode


Another two-player mode, it is completely different from a normal race and adds some variety to the game. For this mode, there are four square-shaped tracks that are the only selectable. The player's goal is using the items to pop the opponent's balloons. Each player has three balloons that can't be recovered in any way. The first to pop all the opponent's balloons wins.

SNES

 * - Accelerate, Rocket Start
 * - Use items, stop Item Roulette
 * - Pause/Select
 * - Switch view
 * - Change option during the Menus/Steer
 * - Switch view
 * - Brake
 * / - Jump/Drift

Wii

 * - Accelerate, Rocket Start
 * - Use items, stop Item Roulette
 * - Pause/Select
 * - Switch view
 * - Switch view
 * - Brake
 * / - Jump/Drift

Wii U

 * - Accelerate, Rocket Start
 * - Use items, stop Item Roulette
 * - Switch view
 * - Brake
 * - Pause/Select
 * - Switch view
 * / - Change option during the Menus/Steer
 * / - Jump/Drift

New Nintendo 3DS

 * - Accelerate, Rocket Start
 * - Use items, Stop Item Roulette
 * - Switch view
 * - Brake
 * / - Change options on menus / Steer
 * - Pause/Select
 * - (while paused) Change Selected choice / (in race) Switch view
 * / - Jump/Drift

Characters
The game features eight playable characters from the Mario franchise, such as Mario, Luigi, Yoshi and Bowser. However, some other characters from the series acts as obstacles in the game's tracks, like Thwomps, Monty Moles, Piranha Plants and Cheep Cheeps. Boos don't act as enemies, but both as item and as part of the Ghost Valley tracks' background.

As stated in the game's manual, Lakitu is the owner of all the racetracks, thus overseeing all races. It will appear on the track to start the race, to warn the player if they are going the wrong way on the course, and when they fall off the edge of the track or go out of bounds. If the latter happens, Lakitu will transport the racer back onto the course at the price of two Coins.

Drivers
Super Mario Kart has eight available drivers, divided into statistically identical pairs of two. These four categories have no official name, but are referred in the manual as different classes. Later Mario Kart titles categorize characters into weight classes to organize their stats. The stats presented here are derived and inferred from the manual.

Each pair of characters has different engine sounds for their karts, which reflect their appearances and characteristics.

On a side note, this is the only Mario Kart game to feature Donkey Kong Jr. as a playable character (subsequent installments have replaced him with Donkey Kong).

Maximum Speed
The Japanese Official Nintendo Guidebook of the game lists the maximum speed in the 100cc engine class in various conditions. This maximum speed is increased by 1 km/h per each coin collected, until 10 coins are collected.

Courses
The game has 20 race courses and 4 battle courses, the former being divided in four cups.

Race courses
Aside from Rainbow Road, all of the courses are numbered. In the credits, each character is assigned a course.

Items
Items are obtained through ? Panels, scattered around the track. When the player passes over one, it will turn red (used) and not return orange (though in Battle Mode they did). Once a racer passes over one, with a few exceptions, they will receive an item in their box from the following:

Probabilities
The following tables are derived from the Japanese Nintendo Official Guidebook of the game and report the probability of obtaining each item in the various modes with letter codes ranging from A (most likely) to F (unlikely). In the races, the probability of obtaining an item depends on the track theme, on the current lap and on the rank of the driver, while in Battle Mode the probability is not affected by any factor.

Mario Kart GP
In Mario Kart GP races, during the first lap all the drivers receive items with the same probabilities they would obtain if they were in first place, regardless of their rank.

Rivals
Super Mario Kart has a different rival system from the rest of the series (except for Mario Kart: Super Circuit); the rivals contain one very fast driver, one fast driver, one medium driver, one slow driver and three very slow drivers. It is notable that when one of the three slowest drivers gets hit, that kart will keep its place, while when one of the faster cars gets shot, it will usually resume its previous place very quickly unless unable to catch up fast enough before the race ends. For this reason, the drivers (except the human racer) will (if unaffected) always finish in the exact same order. Also, if the player tries to hit an opponent, the opponent jumps over the item a majority of the time. Also, the rivals are not determined in pairs, so that even if Donkey Kong Jr. is Mario's rival, Mario will not be Donkey Kong Jr.'s rival, as shown in the table below.

The rivals for each driver are always the same, the list will be in the order the line up for the first race. It is possible to change the order if the rivals can't recover their place at the end (for example, if someone is playing as Luigi and Yoshi finishes last, Yoshi will then become one of the three slower drivers while everybody takes the next position up). It happens mostly on 100cc and 150cc.

The rivals are determined by the current points standing, meaning that if Yoshi was still only second to the player, he will boost back to first position from the start.

Development
Super Mario Kart was born out of the idea of making a two-player racing game following F-Zero, which was exclusively single-player. The prototype initially only featured a generic "guy in overalls". The decision to include Mario characters and concepts was made three to four months in development, when the developers added Mario driving one of the karts because they were curious about how the game would look, and decided that it looked better. The battle mode was implemented because the developers thought it would be a good idea to include a form of one-on-one battles that didn't involving competing for ranks during the races.

Arcade adaptation
Super Mario Kart was adapted into a Japan-only arcade game developed by and  called Super Mario Kart Dokidoki Race, released in 1994. It was the first Mario Kart game to be released for arcades, predating Mario Kart Arcade GP by eleven years. The playable characters are Mario, Luigi, Princess Peach, Yoshi and Bowser. The game requires a lot of yen to play and seems to operate on magnets to move the karts. The game also has a Cheep Cheep and Lakitu. There are five tracks in total, two in particular being the title screen music and Mario Circuit music. The latter track is sped up and has additional notes that play throughout the track as well as an ending note, while the former is slightly altered. A male announcer voice can also be heard throughout the gameplay. The other three tracks are a preparation track and two different victory themes.

Pre-release and unused content
In addition to the above, a prototype cartridge of the game features several differences, such as the presence of animations on the podium screen when the player ranks 2nd or 3rd place, a music track for Vanilla Lake 1 that does not appear in the final build and a different Battle Course 3 set in Choco Island.

Reception
Super Mario Kart met with very favorable reviews. The game was placed 32nd in the 100th issue of Nintendo Power's "100 best Nintendo games of all time" in 1997. In the book, Guinness World Records: Gamer's Edition for 2009, Super Mario Kart was placed as the #1 best console game. The game was placed 33rd in the 200th issue of GameInformer's "Top 200 Games of all Time" in December 2009. The game was awarded the Most Critically Acclaimed Mario Kart Game by Guinness Book of World Records Gamer's Edition 2009 - 2014.

Sales
Super Mario Kart is the 4th best selling game for the Super Nintendo Entertainment System, selling 8.76 million copies worldwide as of December 31, 2009.

References to other games

 * Super Mario Bros.: Mario's theme is a remix of part of the overworld theme from this game.
 * Super Mario Bros.: The Lost Levels: The computer-controlled Toad and Peach are able to throw Poison Mushrooms, which are not usable by the player.
 * Super Mario World: Several sound effects from this game are reused. The music for the Ghost Valley and Bowser Castle courses are remixes of the music from the Ghost Houses and the final boss theme, respectively, in this game. Most of the races take place on Dinosaur Land. Also, sprites such as Lakitu's bear a resemblance to their Super Mario World sprite. The Cape Feather appears as a usable item.

References in later games

 * Mario Kart 64: The title music from Mario Kart 64 is a slower and elongated remix of the title music from Super Mario Kart. Also, part of Banshee Boardwalk's music is a remix of the music used for the Ghost Valley courses in Super Mario Kart.
 * Mario Kart: Super Circuit: All twenty courses appeared in this game, but all of their track hazards have been removed, Item Boxes are at different places than where ? Panels laid and some tracks changed a little. The music for all tracks is redone for the Game Boy Advance. Also, part of the music for Boo Lake/Broken Pier and Rainbow Road is a remix of the music from the Ghost Valley and Rainbow Road courses in this game, respectively.
 * Mario Kart DS: Mario Circuit 1, Donut Plains 1, Koopa Beach 2, and Choco Island 2 all return to this game.
 * Super Smash Bros. Brawl: An arrangement of the Mario Circuit theme plays on the Mario Circuit stage. Many trophies are from this game. The Banana Peel and Lightning Bolt appear as items in this game.
 * Mario Kart Wii: Ghost Valley 2 and Mario Circuit 3 return as retro tracks and Battle Course 4 returns as a retro battle stage.
 * Mario Kart 7: Collecting coins also returns from this game. Mario Circuit 2 and Rainbow Road return as retro tracks. Also, the rival system returned in this game. The kart now called Pipe Frame, returns in this game as an kart body, however it uses the dual exhaust design from Mario Kart 64 instead of the single exhaust from Super Mario Kart.
 * Fortune Street: The theme for the Mario Circuit board is an arrangement of Mario Circuit's music from Super Mario Kart.
 * Super Mario 3D World: The level Mount Must Dash is based on the Mario Circuit courses from this game. The music from the Mario Circuit courses also is remixed for that level.
 * Mario Kart 8: Part of the main theme is an orchestrated version of the main theme of Super Mario Kart. The Pipe Frame returns with the single exhaust design. Also, the Coin item returns with the same function as it did in this game. Donut Plains 3 returns as a retro track. The design of N64 Rainbow Road and Rainbow Road for this game are very similar to Rainbow Road, which also appears in this game in the DLC cup, Triforce Cup.
 * Mario Kart 8 Deluxe: The Feather item returns with the same function. Battle Course 1 reappears as a retro battle stage; a billboard in the course background is modeled after the player select screen from Super Mario Kart.
 * Super Smash Bros. for Wii U: Super Mario Kart appears as a masterpiece in this game.
 * Super Mario Maker: The invincible theme from Super Mario Kart is used when the Mario Kart costume uses a Super Star. Also, the race start fanfare is heard when Mario picks up the Mystery Mushroom. The 1st-4th place (course clear) and 5th-8th place (death) jingles are also heard. Ironically, when Mario is moving, the kart's engine sound is actually coming from Bowser and Donkey Kong Jr.'s karts, rather than his and Luigi's.
 * Super Mario Odyssey: An arrangement of Mario Circuit's music is used during the RC Car Challenge in New Donk City.
 * WarioWare Gold: This game contains a microgame that is based off of Super Mario Kart, which involves Mario staying on Rainbow Road while avoiding items that are on the track.
 * Super Mario Maker 2: One of the sound effects replaces the level music with the Mario Circuit theme.

Trivia

 * In Super Mario Kart, every character has a winning animation that involves a bottle of champagne. In the Japanese version, Bowser and Princess Peach drink champagne in their animations (with the latter becoming drunk in the process), which goes against Nintendo of America's policy on the depiction of alcohol, as it was considered inappropriate for younger children.  In the Western releases of the game, Bowser merely poses happily and Peach tosses and catches her bottle.
 * This is the only game in the Mario Kart series to have five courses per cup, as opposed to four in later games.
 * Yoshi, Bowser, and Donkey Kong Jr. are the only drivers in this game to have their own taunts when surpassing other racers regardless if they are being used by the player or CPU. The others do not have their own taunts and instead the standard beep is heard when surpassing other racers but can only be heard when used by the player.
 * This is the only game where the Mushroom Cup has two Mario Circuit courses. They both share the same background and theme.
 * The number of coins found on each courses varies from one course to another. However, when all tracks in the game were remade in Mario Kart: Super Circuit, the number and placements of coins were altered so that every track would have exactly 50 coins for each.