Super Mario Kart: Difference between revisions

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* [[Bottomless Pits]]: In the Ghost Valley tracks and Rainbow Road. Lakitu will fish racers who fall down for the price of two coins.
* [[Car Fu]]: heavier karts can bully lighter ones, especially if one racer has been shrunk or is using a Star.
* [[The Computer Is a Cheating Bastard]]: Perhaps one of the worst offenders in the series, if not the worst. Every character has a specific item they can never run out of (Yoshi has eggs, Koopa has shells, Donkey Kong Jr. has bananas, etc.). To top it all off, they can leap items, speed back into their designated spot ([[Artificial Stupidity|Even if they make ahead of theirs]]), and deflect items at will.
** They don't follow the same rules as items go; each enemy racer can use only two items (a "signature" item such as Mario's star or Toad's poison mushroom, plus the Feather for avoiding obstacles), but they needn't run over an item box to use them.
* [[First Installment Weirdness]]: Despite the claims of [[Strictly Formula]] regarding the rest of the series, Super was a somewhat different beast compared to the formula that 64 would create; AI karts don't use item box power-ups and have their own signature abilities ''that they can use at will'', the deck is nowhere near as stacked against you if you're ahead, there's a coin = 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 [http://www.youtube.com/watch?v=qzbsW-HFrBI mercilessly lampshades].) Also there are twenty tracks with five laps rather than sixteen tracks with three laps.
** The steering mechanics in this game are crippled/slippery/oversensitive and every player-controlled kart will slide all over the place due to having little to no sense of traction. Requiring very delicate input just to stay on the road and not end up hitting the walls or falling off.