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|[[File:PeachCircuit.png|100px]]<br>[[Peach Circuit]]
|[[File:PeachCircuit.png|100px]]<br>[[Peach Circuit]]
|[[File:ShyGuyBeach.png|100px]]<br>[[Shy Guy Beach]]
|[[File:ShyGuyBeach.png|100px]]<br>[[Shy Guy Beach]]
|[[File:RiversidePark.png|100px]]<br>[[Riverside Park]]
|[[File:RiversidePark.png|100px]]<br>[[Riverside Wilds]]
|[[File:BowsersCastle1.png|100px]]<br>[[Bowser Castle 1 (GBA)|Bowser Castle 1]]
|[[File:BowsersCastle1.png|100px]]<br>[[Bowser Castle 1 (GBA)|Bowser Fortress]]
|-
|-
![[File:MKSC-FlowerCup.png|75px]]<br>[[Flower Cup]]
![[File:MKSC-FlowerCup.png|75px]]<br>[[Flower Cup]]
|[[File:MarioCircuit.png|100px]]<br>[[Mario Circuit (GBA)|Mario Circuit]]
|[[File:MarioCircuit.png|100px]]<br>[[Mario Circuit (GBA)|Mario Circuit]]
|[[File:BooLake.png|100px]]<br>[[Boo Lake]]
|[[File:BooLake.png|100px]]<br>[[Boo River]]
|[[File:CheeseLand.png|100px]]<br>[[Cheese Land]]
|[[File:CheeseLand.png|100px]]<br>[[Cheese Valley]]
|[[File:BowsersCastle2.png|100px]]<br>[[Bowser Castle 2 (GBA)|Bowser Castle 2]]
|[[File:BowsersCastle2.png|100px]]<br>[[Bowser Castle 2 (GBA)|Bowser Castle]]
|-
|-
![[File:MKSC-LightningCup.png|75px]]<br>[[Lightning Cup]]
![[File:MKSC-LightningCup.png|75px]]<br>[[Lightning Cup]]
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|[[File:SkyGarden.png|100px]]<br>[[Sky Garden (course)|Sky Garden]]  
|[[File:SkyGarden.png|100px]]<br>[[Sky Garden (course)|Sky Garden]]  
|[[File:CheepCheepIsland.png|100px]]<br>[[Cheep-Cheep Island]]  
|[[File:CheepCheepIsland.png|100px]]<br>[[Cheep-Cheep Island]]  
|[[File:SunsetWilds.png|100px]]<br>[[Sunset Wilds]]
|[[File:SunsetWilds.png|100px]]<br>[[Sunset Canyon]]
|-
|-
![[File:MKSC-StarCup.png|75px]]<br>[[Star Cup]]
![[File:MKSC-StarCup.png|75px]]<br>[[Star Cup]]
|[[File:SnowLand.png|100px]]<br>[[Snow Land]]
|[[File:SnowLand.png|100px]]<br>[[White Winterland]]
|[[File:RibbonLand.png|100px]]<br>[[Ribbon Road]]
|[[File:RibbonLand.png|100px]]<br>[[Ribbon Room]]
|[[File:YoshiDesert.png|100px]]<br>[[Yoshi Desert]]
|[[File:YoshiDesert.png|100px]]<br>[[Yoshi Desert]]
|[[File:BowsersCastle3.png|100px]]<br>[[Bowser Castle 3 (GBA)|Bowser Castle 3]]
|[[File:BowsersCastle3.png|100px]]<br>[[Bowser Castle 3 (GBA)|Bowser Tower]]
|-
|-
![[File:MKSC-SpecialCup.png|75px]]<br>[[Special Cup]]
![[File:MKSC-SpecialCup.png|75px]]<br>[[Special Cup]]
|[[File:LakesidePark.png|100px]]<br>[[Lakeside Park]]
|[[File:LakesidePark.png|100px]]<br>[[Riverside Lake]]
|[[File:BrokenPier.png|100px]]<br>[[Broken Pier]]
|[[File:BrokenPier.png|100px]]<br>[[Broken Pier]]
|[[File:BowsersCastle4.png|100px]]<br>[[Bowser Castle 4]]
|[[File:BowsersCastle4.png|100px]]<br>[[Bowser Factory]]
|[[File:RainbowRoad.png|100px]]<br>[[Rainbow Road (GBA)|Rainbow Road]]
|[[File:RainbowRoad.png|100px]]<br>[[Rainbow Road (GBA)|Rainbow Road]]
|}
|}

Revision as of 00:22, November 6, 2016

Template:Infobox Mario Kart: Super Circuit is the third installment in the Mario Kart series and was released for the Game Boy Advance. The game is known under the name Mario Kart Advance in Japan. This game combines the elements from the previous Mario Kart games and contains all the courses from Super Mario Kart. Mario Kart: Super Circuit was released on July 21, 2001 in Japan, August 27, 2001 in North America, and September 14, 2001 in Europe. Mario Kart: Super Circuit is also the first handheld Mario Kart game. Mario Kart: Super Circuit was re-released on the 3DS's Virtual Console exclusively to Nintendo 3DS Ambassadors in Australia on December 15, 2011, and in North America, Europe, and Japan on December 16, 2011. Mario Kart: Super Circuit was re-released again on the Wii U's Virtual Console in North America on November 13, 2014. This is the only Mario Kart game where the international and Japanese titles differ. Mario Kart: Super Circuit is the only Mario Kart to be developed by Intelligent Systems; the others (excluding the Mario Kart Arcade GP series, which have been developed by Namco, and Mario Kart 7, which was partially developed by Retro Studios) have been developed by Nintendo EAD. Additionally, this is the last Mario Kart game where the drivers are sprites rather than models.

Gameplay

File:MKSCSelectScreen.PNG
The character selection screen.

The objective in this game is to place first in the races, as with most racing games. Each race has eight drivers. As in other Mario Kart games, players can drive through Item Boxes which contain items, which can aid the players. On the course, coins are collected to increase the kart's top speed. If the player has no coins, they spin out if they collide with another racer. 55 coins are found on each course.

This game has five cups, and each has four new race courses. These cups are the Mushroom Cup, the Flower Cup, the all new Lightning Cup, the Star Cup, and the Special Cup. If players collects 100 coins in a certain cup, they unlock the Extra Cup version. These cups contain all of the courses from Super Mario Kart. If the player manages to collect a gold trophy on all of the Super Circuit cups, the background for the title screen changes to a sunset. If the player manages to obtain a triple star ranking for all Super Circuit cups, the title screen's background changes to a night time setting. In addition to the aesthetic changes, the intro's theme also changes.

Controls

Menu controls

Action(s)
Game Boy Advance Nintendo 3DS Wii U GamePad
Wii U Pro Controller
Wii Classic Controller
Select +Control Pad +Control Pad Classic Controller Left Stick / +Control Pad
Confirm A Button A Button Classic Controller a Button
Cancel B Button B Button Classic Controller b Button
Access options for certain modes Select Button Select Button Minus Button

Game controls

Action(s)
Game Boy Advance Nintendo 3DS Wii U GamePad
Wii U Pro Controller
Wii Classic Controller
Steer left or right +Control Pad +Control Pad Classic Controller Left Stick / +Control Pad
Accelerate A Button A Button Classic Controller a Button
Brake B Button B Button Classic Controller b Button
Hop and Power Slide R Button R Button Classic Controller R Button
Use Items, stop Item Roulette L Button L Button Classic Controller L Button
Go in reverse B Button + +Control Pad B Button + +Control Pad Classic Controller b Button + Classic Controller Left Stick / +Control Pad
Shoot Item in certain direction L Button + +Control Pad up or down L Button + +Control Pad up or down Classic Controller L Button + +Control Pad up or down
Quick sharp turn left or right A Button + B Button + +Control Pad left or right A Button + B Button + +Control Pad left or right Classic Controller a Button + Classic Controller b Button + +Control Pad left or right
Pause game Start Button Start Button Plus Button
Horn Select Button Select Button Minus Button
  • On the character selection screen, if the player presses the L Button,L Button or Classic Controller L Button button, the character the player is on fires a green shell. If the player presses R Button ,R Button or Classic Controller R Button button, the character hops. If the player presses Select Button, Select Button or Minus Button button, the characters honk their horn. However, the horn doesn't work if Random is selected.

Game modes

Mario Kart: Super Circuit has four different game modes. All are accessed by the single player except VS and battle modes. Up to four players can participate using the Game Boy Advance Link cable with even a single game cartridge. However, all players using single cartridge mode are limited to selecting Extra Mushroom Cup using only Yoshi and different colors of him.

Grand Prix

Players participating in a race at Peach Circuit.

In this mode, one or two players race against the CPU. The player chooses a cup and plays the four courses it contains. The player earns points by placing within the first four positions. When finished in fifth place or lower, the player must restart the race. The player is able to restart a race three times, with three race flags representing the lives. When the flags run out, the player is unable to restart the race. When playing with two players, if one racer finishes in the Top 4 and the other does not, they both move on to the next race. At the end of the cup, the player with the most points wins. There are three different speeds to choose from, each with varying difficulty.

  • 50cc - This engine size is the smallest engine size. Karts go at a slower pace than other engine sizes. Computers rarely use items against the player. This engine size is best suited for beginners.
  • 100cc - A slightly larger engine size. Karts go slightly faster than 50cc, but not as fast as 150cc. Computers use items more often against the player. This engine size is better suited for intermediate players.
  • 150cc - The largest engine size. Karts go at their fastest. The computer regularly uses items against the player, such as frequently throwing Red Shells, using Boos, or even tossing a Spiny Shell. This engine size is best suited for expert players.

Ranking

File:MKSCCongratsScreen.PNG
The final Grand Prix result screen.

Depending on a player's performance in GP, the player can achieve one of the following eight ranks:

  • Triple Star: The player must score first consistently in the GP races and has fulfilled the requirements as stated below.
  • Double Star
  • Single Star
  • A: The player has collected all 36 points.
  • B: The player has collected at least 30 points.
  • C: The player has collected at least 25 points.
  • D: The player has collected at least 20 points.
  • E: The player has not fulfilled the above stated requirements.

Several factors account for a hidden score, which then translates to a rank.[1]

  • The more coins collected, the higher the score.
  • The player's time on each lap. Points are rewarded depending on the time and are never deducted.
  • The more times and longer players hit the brakes, the lower their score. This does not count if players brake to avoid a slip from a Banana Peel.
  • The more times and longer players let go of the acceleration button, the lower their score.
  • Using Triple Red Shells, Stars, and Lightning Bolts decreases the score, with the Star decreasing the score the most.
  • If Lakitu must pick up the player, the score is lowered. Initiating the mini-turbo at the correct time will negate it somewhat, however.
  • The more times players hit enemy racers or obstacles, their score is lowered. Hitting walls slightly decreases the score more.
  • Getting hit by items lowers the score.
  • Using one life for a retry severely decreases the score.
  • Being offtrack decreases the score.
  • Starting the race with a boost increases the score.
  • Initiating more drift mini-turbos increases the score.
  • Passing an item box while already having an item (but not deployed yet) increases the score.
  • Picking certain characters can also affect the score, giving bonus points. This is because some have less grip on the road than others, so the game rewards characters with the least grip the most points.
    • Bowser (45 points)
    • Wario (40 points)
    • Donkey Kong (40 points)
    • Mario (30 points)
    • Luigi (30 points)
    • Princess Peach (10 points)
    • Toad (10 points)
    • Yoshi (0 points)

Time Trial

One player can race against the best times on each course with no CPU opponents. After beating a best time, players can save Ghost data onto each time trial course. Whenever the player races on that course again, the player's Ghost mirrors movements of the saved data. Ghost data can also be downloaded from other players using the Game Boy Link Cable. Players are given a Triple Mushroom for use during Time Trials. Players also have the option to view their Ghost data using the Records option. Players can either turn their Ghost on or off during Time Trials using the Select Button before selecting the mode.

Quick Run

Quick Run is a one player VS mode, unique to Mario Kart: Super Circuit, that enables players to race on any tracks they unlocked with no restrictions or regulations. Players can choose what engine size they want to race on, with the difficulty level alongside with the speed. Players can alter the number of laps, appearance of coins, and item boxes by pressing Select Button before accessing this mode.

VS

Menu for Single Game Pak mode.

VS mode is basically a Quick Run mode with two to four players. This mode cannot be accessed by only one player. CPU players are turned off in this mode. The game counts how many times the player won or lost against other players. Players can play with multiple game cartridges or just a single cartridge via Game Boy Link Cable. When using a single cartridge however, players are limited to their choices. Players will use a different colored Yoshi. Player 1 will be Green, player 2 red, player 3 light blue, and player 4 yellow. Aside from that, the only courses available are four SNES courses: Mario Circuit 1, Donut Plains 1, Ghost Valley 1, and Bowser Castle 1.

Battle

Just like VS mode, Battle mode cannot be played with only one player. The player participates with one to three other players in attempt to pop each other balloons using items. Also seen in VS mode, the game counts how many times the players won or lost. When a player loses all of their balloons, the player turns into a Bob-omb. The Bob-omb can make it more difficult for the other players by either picking up item boxes or blasting into their karts.

Characters

File:MKSC-TitleScreen1.png
The title screen with all eight playable characters.

All playable characters from Mario Kart 64 return, and there are no newcomers, making this the only Mario Kart game to not introduce any new drivers. As in all previous games, they also race in the same go-karts, but with different sizes and colors that suit each playable character. Also, as in all previous games, each racer is classified into three categories: lightweight, middleweight, and heavyweight, each class with their own advantages and disadvantages. Additionally, in VS play with a single cartridge, all players use Yoshi, with each being a different color.

Many other characters appear in the game as nonplayable. Some can help out, such as Lakitu, who can pull characters out of the water, and Boo, who serves as an item. Other characters are mainly there to serve as obstacles to racers, and many hinder the racers by making them spin out.

Drivers

Characters are divided into three classes depending on their weight: Light, Medium, and Heavy. Characters' acceleration and weight stats are viewable at the player select screen, although the acceleration stat is erroneously referred to as "speed".

Lightweights are generally characterized by having high acceleration, but low top speed. They are knocked easier by heavyweights and middleweights and skid easier. Peach and Toad share the same stats as having the most acceleration and the least weight in the game, and Yoshi offers slightly less acceleration for slightly better weight.

Middleweights are classified by their all-around stats. They do not excel at anything, nor do they have any significantly low stats. Mario and Luigi, the only middleweights, share the same stats.

Heavyweights have very high stats in top speed and weight, but suffer from low acceleration. They also skid less than karts of lighter weight. Bowser offers the most weight and top speed in the game but the worst acceleration while Wario and Donkey Kong have slightly worse weight and top speed in exchange for slightly higher acceleration.

Non-playable

Items

Mario Kart: Super Circuit features eleven of the fourteen items from Mario Kart 64, with no new additions, also making this the only Mario Kart game to not introduce any items. Like past games, items are found in Item Boxes and are typically used to hinder opponents and assist players who obtain them.

Mushroom File:MKSC-Item-Mushroom.png Obtained commonly by any-ranked drivers, using it grants the driver a great burst of speed within a moment. They can be used to go off-road more easily, and fly further after going over a ramp. They can also be used to bump drivers out of the way; those with no Coins will spin out instead.
Triple Mushroom File:MKSC-Item-TripleMushroom.png Obtained exclusively in Time Trial and Versus modes. Drivers will have three Mushrooms instead of one. They cannot be replenished once they are all used until the Time Trial is over.
Banana File:MKSC-Item-Banana.png Obtained commonly by high-ranked drivers, they can be held on the back or thrown forward or dropped behind. They act as obstacles; drivers running over them will spin. The effect can nullified if the driver brakes upon running over it; success of the action is indicated by a music note symbol coming out from the driver. Any type of Shell or Star effects can destroy them.
Green Shell File:MKSC-Item-GreenShell.png Obtained commonly by high-ranked drivers, they can be held on the back or thrown forward or backward. Once thrown, they can bounce off walls multiple times before breaking; drivers hit by this will spin. Bananas, any type of Shells, or Star effects can destroy them.
Triple Green Shell File:MKSC-Item-TripleGreenShell.png Obtained uncommonly by higher-ranked drivers, three Green Shells revolve around the driver, shielding from most attacks. They act like Green Shells, but cannot be thrown backward.
Red Shell File:MKSC-Item-RedShell.png Obtained uncommonly by any-ranked drivers, they can be held on the back or thrown forward or backward. If thrown forward, it will target the next high-ranked driver. If not, it will shoot straight instead and break upon hitting a single wall. If thrown backwards, they stay in a fixed position; if a driver goes near one, it will target them regardless of ranking. Bananas, any type of Shells, or Star effects can destroy them.
Triple Red Shell File:MKSC-Item-TripleRedShell.png Obtained uncommonly by lower-ranked drivers, three Red Shells revolve around the driver, shielding from most attacks. They act like Red Shells, but cannot be thrown backward in a fixed position to target a driver regardless of ranking.
Spiny Shell File:MKSC-Item-SpinyShell.png Obtained rarely by low-ranked drivers, with rarity determined by engine class, they can be held on the back or thrown forward or backward. It makes a continuously loud noise when used. If thrown forward, it will follow the track and targets the first-place driver; subsequent drivers caught in the path will spin out. If thrown backward, they stay in a fixed position to target the first-place driver passing by. Colliding with a wall or a ramp, falling into a pit or water, or hitting a driver with the star in effect can destroy them.
Boo File:MKSC-Item-Boo.png Obtained uncommonly by any-ranked drivers, they steal an item from a random driver if available, attacks the first-place driver, and grants invisibility for a moment. The driver is immune to all obstacles and items, and can pass through drivers without bumping, but it doesn't prevent them from losing speed off-road.
Star File:MKSC-Item-Star.png Obtained rarely by low-ranked drivers, they grant invincibility and increase their top speed, acceleration, and handling for a moment. Bumping a driver under this effect will spin them out. They are also used to go off-road without losing any speed and can destroy stage obstacles.
Lightning File:MKSC-Item-Lightning.png Obtained rarely by lower-ranked drivers, they shrink every other driver not using a Star or a Boo. Shrunk drivers lose speed and the ability to use Mushroom. Shrunk drivers run over by a normal driver will spin out. Shrunk drivers revert back to normal after a set amount of time or if they go into a pit.

Courses

The game features twenty new courses, and brings back the original twenty courses of Super Mario Kart (but, due to the Grand Prix format, they are organized in five cups instead of four). However, most courses brought back have the hazards removed found in them such as the Monty Moles in the Donut Plains, oil slicks in the Mario Circuits, and the Thwomps in Bowser Castles and Rainbow Road. The only hazards that have stayed are the breakable blocks in the Ghost Valley and Vanilla Lake, as well as water holes in Koopa Beach. The cups containing Super Mario Kart courses are unlocked for usage in Grand Prix Mode by finishing their respective cups consisting of Mario Kart: Super Circuit in first place, and then completing them again, while collecting at least 100 coins.

Mario Kart: Super Circuit features 40 race tracks on the Game Card. This is the second highest amount of racing tracks in any Mario Kart game, the most being Mario Kart 8, with 48 race tracks including DLC. Mario Kart: Super Circuit also has the most Bowser Castles (four from this game's tracks and three from the original's tracks) in any Mario Kart game to date.

Super Circuit tracks

There are also new courses introduced in Mario Kart: Super Circuit. The player races three laps on these tracks in Grand Prix mode.

File:MKSC-MushroomCup.png
Mushroom Cup
File:PeachCircuit.png
Peach Circuit
File:ShyGuyBeach.png
Shy Guy Beach
File:RiversidePark.png
Riverside Wilds
File:BowsersCastle1.png
Bowser Fortress
Mario Kart: Super Circuit promotional artwork: The Flower Cup emblem.
Flower Cup
File:MarioCircuit.png
Mario Circuit
File:BooLake.png
Boo River
File:CheeseLand.png
Cheese Valley
File:BowsersCastle2.png
Bowser Castle
File:MKSC-LightningCup.png
Lightning Cup
File:Luigi circuit icon.png
Luigi Circuit
File:SkyGarden.png
Sky Garden
File:CheepCheepIsland.png
Cheep-Cheep Island
File:SunsetWilds.png
Sunset Canyon
File:MKSC-StarCup.png
Star Cup
File:SnowLand.png
White Winterland
File:RibbonLand.png
Ribbon Room
File:YoshiDesert.png
Yoshi Desert
File:BowsersCastle3.png
Bowser Tower
File:MKSC-SpecialCup.png
Special Cup
File:LakesidePark.png
Riverside Lake
File:BrokenPier.png
Broken Pier
File:BowsersCastle4.png
Bowser Factory
File:RainbowRoad.png
Rainbow Road

Extra tracks

These courses were originally featured in Super Mario Kart, and are reused in Mario Kart: Super Circuit. The player races five laps on these tracks in Grand Prix mode. These courses lack some of the obstacles from Super Mario Kart. Mario Kart DS and onward would later have a very similar feature called Retro Grand Prix, which features four cups consisting of tracks from all past Mario Kart games.

Extra
Mushroom Cup
File:GBAMariocircuit1.png
Mario Circuit 1
File:GBADonutplains1.png
Donut Plains 1
File:GBAGhostvalley1.png
Ghost Valley 1
File:GBABowsercastle1SNES.png
Bowser Castle 1
Extra
Flower Cup
File:GBAMariocircuit2.png
Mario Circuit 2
File:GBAChocoisland1.png
Choco Island 1
File:GBAGhostvalley2.png
Ghost Valley 2
File:GBADonutplains2.png
Donut Plains 2
Extra
Lightning Cup
File:GBABowsercastle2SNES.png
Bowser Castle 2
File:GBAMariocircuit3.png
Mario Circuit 3
File:GBAKoopabeach1.png
Koopa Beach 1
File:GBAChocoisland2.png
Choco Island 2
Extra
Star Cup
File:GBAVanillalake1.png
Vanilla Lake 1
File:GBABowsercastle3SNES.png
Bowser Castle 3
File:GBAMariocircuit4.png
Mario Circuit 4
File:GBADonutplains3.png
Donut Plains 3
Extra
Special Cup
File:GBAKoopabeach2.png
Koopa Beach 2
File:GBAGhostvalley3.png
Ghost Valley 3
File:GBAVanillalak2.png
Vanilla Lake 2
File:GBARainbowroadSNES.png
Rainbow Road

Battle courses

Four new battle courses appear in the game. No Super Mario Kart battle courses return despite all of that game's race courses returning; however, all four of them exist in the game's code and are playable through hacking.

Reception

Critical reception

Mario Kart: Super Circuit received critical acclaim. It scored an average of 91.54% based off 39 reviews in GameRankings and an average of 93 based off 24 reviews in Metacritic.[2][3]

Craig Harris of IGN praised nearly all of the game's aspects and noted that the extra development time of the game can make it outstanding. He ended with, "It's a GBA game with very few flaws -- it's a shame that it didn't quite make the system launch, but the extra wait did the game wonders, and it shouldn't be missed." He gave the game a 9.5 out of 10.[4] Tom Bramwell of Eurogamer gave the game a 9 out of 10. Though he criticized the lack of backlighting due to the Game Boy Advance system lacking it and the pick-up system of Lakitu, he praised the game for being a vast, improved "conversion" of Super Mario Kart onto the Game Boy Advance. He wrote, "It has everything a single player, or indeed a foursome of like-minded console gamers, could ever dream of, and all with the added benefit of extensive replayability. With Super Mario Advance 2 still a way off, Mario Kart Super Circuit is the killer app for GameBoy Advance as of now. Buy it."[5] Joao Diniz Sanches of Pocket Gamer UK gave the game a 9 out of 10. He praised the game for being universally and immediately fun.[6]

Ron DelVillano of Nintendo Life reviewed the ambassador version of Mario Kart: Super Circuit and gave the game a 7 out of 10. Though he noted the game's aging and that the multiplayer is removed in the 3DS ambassador version, he called the game fun and worthwhile to play with.[7]

Reviews
Release Reviewer, Publication Score Comment
Game Boy Advance Craig Harris, IGN 9.5/10 "Mario Kart Super Circuit is a perfect example of how a little extra development time can do a Game Boy Advance title wonders."
Game Boy Advance Tom Bramwell, Eurogamer 9/10 "Mario Kart Super Circuit is the killer app for GameBoy Advance as of now. Buy it."
Game Boy Advance Joao Diniz Sanches, Pocket Gamer UK 9/10 "There is obviously scope for bettering your skills both as driver and combatant, and the sense of achievement from outplaying the competition is immense, but ultimately Super Circuit's greatest achievement has to be how immediately and universally the game's exceptional thrills can be enjoyed."
Nintendo 3DS Ron DelVillano, Nintendo Life 7/10 "It may not have aged as well as some other classic games, Mario Kart: Super Circuit is still a good time and provides hours of kart racing action to anyone looking for it."
Game Boy Advance Amer Ajami, GameSpot 8.2/10 "Whether you're an ardent fan of the Mario Kart series or a first-time player, Mario Kart Super Circuit is a must-have for owners of the Game Boy Advance."
Game Boy Advance Mark Brown, Cubed3 9/10 "Some may try to tell you otherwise, but this is the definitive version of Mario Kart, and a perfect way to warm up your karting skills in the run-up to the GameCube’s forthcoming release. Thoroughly recommended."
Aggregators
Compiler Platform / Score
Metacritic 93
GameRankings 91.54%

Sales

Mario Kart: Super Circuit is the fourth best selling game for the Game Boy Advance, selling 5.91 million copies worldwide, as of March 31, 2009.

Pre-release and unused content

Main article: List of Mario Kart: Super Circuit pre-release and unused content

Early Nintendo Power screenshots showed that the characters had different, "super-deformed" sprites of bigger heads contrasted by smaller karts. The Banana Bunch and Golden Mushroom items were going to be in the game. The unfinished versions can be seen by using a GameShark code. The Banana Bunch won't do anything, and the Golden Mushroom acts like a Mushroom but gives the ability to have infinite boosts even if no item is shown. A Fake Item Box was planned to be in the game but removed for unknown reasons. It has the same functions as a regular Banana.

Staff

Main article: List of Mario Kart: Super Circuit staff

Mario Kart: Super Circuit was developed by Intelligent Systems, the same company behind the Paper Mario series and the WarioWare series. Takeshi Ando and Yukio Morimoto directed the game while the executive producer was Hiroshi Yamauchi. The Donkey Kong 3D model used in the pre-rendered sprites was provided by Rare Ltd..

Glitches

Template:Conjecturaltext

To perform this glitch, the player must select the Rainbow Road track with any character in 100cc or 150cc. When the race starts, the player must obtain a banana. At the shortcut area, the player must place the banana on the very corner of the curb leading to the shortcut. After that, the player but drive backward until the player is between the shortcut and the other side, then park on the middle of the track. If a CPU hits the player, the CPU may hit the banana and fall off. When the CPU is put back on track, it will drive toward the shortcut but still falling. [8]

Template:Conjecturaltext

If the player spindrifts after the finish line then aims behind it correctly, that player can perform a glitch were it could count as a lap if they shroomed behind the finish line with a hop. [9]

Template:Conjecturaltext

If the player spindrifts 270 degrees right going behind the starting line, that player could perform a glitch where the player can use a mushroom and a hop onto Little Mouser to count all three laps if successful. This will work with any character. [10]

References to other games

  • Super Mario Kart: All previous race courses return with the hazards removed. Coins as a gameplay mechanic has been used in Mario Kart: Super Circuit as well. Part of the music used for Boo Lake/Broken Pier is a remix of the music from the Ghost Valley courses in Super Mario Kart.
  • Super Mario 64: The theme for the Bowser Castle courses is remixed from the Bowser battle music in this game.
  • Mario Kart 64: Many sprites and artwork in this game are based off the Mario Kart 64 ones, such as the karts, characters, and the character selection screen portraits. Losing characters in Mario Kart: Super Circuit in battle mode also turns into Bob-ombs, something that is similar to turning into Mini Bomb Kart. Luigi, Peach, Wario, Toad, and the system voice's voice clips are reused from the Japanese version of this game. Also, the eight playable characters were reused in this game.
  • Yoshi's Story: Shy Guy Beach is based on the level Shy Guy's Ship from this game. A Red Blurp from this game also makes a cameo appearance during the awards ceremony.
  • Paper Mario: Peach's castle is seen on top of Bowser's castle just like in this game, in the background of Rainbow Road. The Hammer Bro seen during the awards ceremony has the same appearance as in this game.

References in later games

  • Mario Kart DS: This game has borrowed the ranking system of this game. Also, 4 GBA tracks returned to this game (Peach Circuit, Bowser Castle 2, Luigi Circuit, Sky Garden). Lightning Cup returns as one of the four retro cups. The Quick Run concept has been reused and renamed as Vs. Mode. The idea of returning older courses originates from Mario Kart: Super Circuit.
  • Mario Kart Wii: Shy Guy Beach, Bowser Castle 3, and Battle Course 3 return in this game.
  • Mario Kart 7: Bowser Castle 1 and Battle Course 1 return in this game. The Pipe Frame is similar to the karts in this game.
  • Super Mario 3D World: Part of the credits theme from Mario Kart: Super Circuit can be heard in the soundtrack for Super Bell Hill.[11]
  • Mario Kart 8: Mario Circuit returns as a retro course in this game and now features anti-gravity on the U-shaped section that has been inclined. Cheese Land and Ribbon Road return in this game as retro courses in the second DLC pack.

Gallery

Main article: Gallery:Mario Kart: Super Circuit

Media

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Names in other languages

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Trivia

  • In the Japanese version of the game, the Shy Guys in Sunset Wilds wear Native American headdresses.
  • This is one of the last few games (next to Mario Party 3, and to an extent Super Smash Bros. Melee) to have the Mario franchise use its N64-era art direction, which had been in place since Super Mario 64 in 1996.
  • This is the last Mario Kart game where Princess Peach wears her hair down, and the last Mario game where Peach wears her classic dress before her redesign in Super Mario Sunshine and Mario Party 4, although she reprised the original dress in Paper Mario: The Thousand-Year Door. Mario Kart: Double Dash!! and later installments would later depict her with a ponytail.
  • This and Mario Kart: Double Dash!! are the only Mario Kart games to have a "random character" option.
  • This game was going to make use of the e-Reader at one point according to the European website for the game, however the section of the site intended to provide details on the e-Cards has nothing more than a "Coming Soon" notice.[12]

References

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