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Super Mario Kart

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This page is a translated version of the page Super Mario Kart and the translation is 1% complete.
Outdated translations are marked like this.
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Pantalla de título

Super Mario Kart

Desarrollado por: Nintendo EAD
Publicado por: Nintendo
Plataforma: SNES
A la venta en Japón: 27 de agosto de 1992
A la venta en los EE.UU.: 1 de septiembre de 1992
A la venta en Europa: 21 de noviembre de 1992


DebugIcon.png Este juego contiene material de depuración.
RegionIcon.png Este juego tiene diferencias entre versiones regionales.


Super Mario Kart es un juego de carreras con karts protagonizado por Mario, Luigi, Yoshi y demás personajes del universo de Mario. Fue el precursor del estilo de carreras propio del juego.

Super Mario Kart is a wacky SNES racing game featuring Mario, Luigi, Yoshi, and many other characters from the Mario universe. It more or less started the whole trend of "Mascot Racers", and started the Mario Kart series.

Se puede acceder a un número de comandos de depuración mediante el código 7E1F06?? de Action Replay Pro, donde "??" se reemplaza por:

  • 04: Al pulsar L comenzará la última vuelta.
  • 08: El juego se cuelga al iniciar la carrera.
  • 10: Depurador de objetos. Permite usar un objeto inmediatamente al pulsar un botón.
    • L: Caparazón verde
    • R: Caparazón rojo
    • A: Champiñón
    • X: Estrella
    • Y: Pluma
    • Select: Banana
    • Y + Up: Rayo
    • Y + Down: Fantasma
  • 40: La carrera empieza instantáneamente
  • 80: Mide el uso de la CPU

Es posible usar mas de un comando de depuración a la vez añadiendo juntos los bytes anteriores (ejem. insertando 14 en lugar de "??" y presionando L habilitara saltar a la ultima vuelta y el depurador de items).

Diferencias Regionales

En la versión japonesa, las animaciones de victoria de Bowser y la princesa Toadstool los mostraban bebiendo champán. Las políticas de Nintendo de America no permitían mostrar el beber alcohol en los juegos y, así, se sustituyeron por las animaciones actuales.la versión europea, mantuvo estos cambios.

Mario Circuit Unused Block

SuperMarioKart unused Block.PNG


This block can be found in the tileset from the Mario Circuit courses. It acts like road and not like a normal block if placed on a course with an editor.


Rainbow Road Unused Coin

SMK RainbowRoad UnusedCoin.png

An alternate version of the coin from Rainbow Road, which act as road and not like a normal coin.

It can also be found in the source files, where it was in place of the coin graphic in early tilesets.


Interestingly, this is found at the beginning of the tileset among the main track's graphics, while the objects such as item fields, jump bars and the normal coin itself are always at the end of the tileset, so it may be something different and part of the main track. Or it was just kept there by mistake.

It also has some shining on it, unlike the used coin.


(Source: Louis Miles)

Unused Tile Features

Loaded within every track theme are the graphics for Item Fields, Coins, Zippers, but also the Oil Slick can be found there. They use their own unique pallette, which is different for each track theme, to fit the tracks.

Oil Slick

SMK UnusedOilSlickTiles.png

The Oil Slick is loaded within every track theme, however it is only used in Mario Circuit tracks. Its palette is altered for each track theme to fit the tracks (except Rainbow Road).

There is also some extra detail around the Oil Slick, which looks like dirt, meant to fit Donut Plains or Choco Island. This can not be seen in the Mario Circuit theme, because the dirt uses the same colour as the road.

Tilesets are in this order: Donut Plains, Ghost Valley, Bowser's Castle, Choco Island, Koopa Beach, Vanilla Lake and Rainbow Road.

The Choco Island oil slick can be seen in the April prototype where it's placed in every Choco Island track.


(Source: Louis Miles)

Zipper

SMK UnusedZipperTiles.png

Just like the Oil Slick, the Zipper has a unique palette to fit every track theme. However, some tracks don't use Zippers at all, so its palette's colour goes unused.

Tilesets are in this order: Donut Plains, Choco Island, Koopa Beach, Vanilla Lake and Rainbow Road.

The Koopa Beach zipper can be seen in the April prototype where one is placed in both Koopa Beach tracks.


(Source: Louis Miles)

Unused Object

SMK UnusedBlockObject.png

Objects consist of a set of tiles, which are placed on the track and are not visible in Time Trials. Item Fields, Oil Slicks, and Coins are an example.

However, there is an unused object consisting of the 4 colored blocks. This was used in the May prototype, to block a path in Bowser Castle 3.

More Unused Graphics

Unused Treetop

SMK UnusedTreetop.png

A smaller treetop, meant for Mario Circuit's background.


Exclamation Mark

Unused Used
SMK ExclamationMark Unused.png SMK ExclamationMark Used.png

An alternate version of the big Exclamation Mark, which has actually more detail than the used one.


Unused Font

SMK UnusedFont.png

Found among the graphics for the Item Storage and the Race Time numbers.

Most likely used for debugging purposes and such while the game was still in development.


(Source: Louis Miles)

Unused Background Palettes

Hmmm...
To do:
There are more.

The backgrounds have 2 reserved palette rows, one for the foreground and one for the back layer. Each row has four palette sets consisting of four colors (with one being the transparent color) for the background graphics. However, there are some backgrounds, that don't use all palette sets, making them unused.

Mario Circuit

Used Unused
SMK prerelease FinalTrees.png
SMK UnusedTreePalette.png

Ghost Valley

Used Unused
SMK UsedBooPalette.png
SMK UnusedBooPalette.png

Bowser's Castle

Used Unused
SMK UsedCastleBGPalette.png
SMK UnusedCastleBGPalette.png

Only one palette was used. Note that the fourth palette uses red colors, maybe for a scrapped lava animation?

Choco Island

Used Unused
SMK UsedChocoBGPalette.png
SMK UnusedChocoBGPalette.png

Only one palette was used for the tasty choco mountains.

Vanilla Lake

Used Unused
SMK UsedVanillaBGPalette.png
SMK UnusedVanillaBGPalette.png

A slightly darker palette, which could have given some mountains more contrast. The third and fourth palette are the same as the unused Mario Circuit palette (most likely leftovers).

Koopa Beach

Used Unused
SMK UsedBeachBGPalette.png
SMK UnusedBeachBGPalette.png

Same as above, it could have given some clouds more contrast.


(Source: Louis Miles)

Regional Differences

Quite a bit was changed between the Japanese and international version, mostly related to censorship and minor touch-ups.

Title Screen

Japón Internacional
Smk title screen jp.png Smk title screen us.png

En la versión japonesa, la pantalla del título es más pequeña y las letras están más apiladas que en la internacional. La pantalla del título es muy similar a la de Super Mario Bros. 3, mientras que en la internacional tiene un toque más refinado. Y el "TM" está en una posición distinta.

Japón
Smk title bg jp.png
Internacional
Smk title bg us.png

En la versión japonesa, en la pantalla del título se puede apreciar un paraguas en el que pone "Mario" a un lado y "Peach" al otro en japonés. También pone "Mario Kart" en japones con los colores del arcoiris. En la versión internacional se eliminaron estos caracteres japoneses, rellenando ese espacio con otros elementos.

(Traducción: Kobosuke)

Censored Victory Animations

In the Japanese version, Bowser's and Princess Peach's victory animations depict them drinking champagne. Nintendo of America's policies at the time did not allow depictions of drinking in games, so the animations had to be changed accordingly. These changes were kept for the European release.

Japón Internacional
¡Glu, glu, glu! ¡Mira mi botella! ¡Mírala!

La pose de Bowser originalmente lo mostraba dándole un gran trago a la botella.En la versión internacional solo posa felizmente junto con la botella.

Japón Internacional
Huy, que buen vino... ¡Wiii!

En la versión japonesa, la princesa da unos sorbos a la botella. por su cara podemos intuir que está borracha. En la versión internacional la lanza al aire.

Yoshi

Japón
Smk-Yoshi jpn.png
Internacional
Smk-Yoshi int.png

Varios gráficos de Yoshi son ligeramente diferentes en la versión japonesa,teniendo una cabeza mas pequeña en esta, curiosamente,los gráficos de Yoshi usados en la versión internacional se parecen mucho a aquellos del prototipo sin volcar mas que a la versión japonesa, aunque esta fue lanzada primero

Interestingly, the Yoshi graphics used in the US version more closely resemble those in the undumped prototype than the European and Japanese versions, though the latter was released first.

Menu Memory

Unlike the Japanese version, the international version saves your menu choices leading up to the racer select screen and will have your previous choices already selected the next time you go through the menus. This change allows you to mash the B button to quickly choose the same game mode that you played last time.

Hidden "Unlock Special Cup" Function

The Japanese version plays a Boo sound when you unlock the Special Cup using the L, R, L, R, L, L, R, R, A cheat on the Time Trial menu, while the international version doesn't.

Engine Burn

Your kart burns shorter in the American version than in the other versions, when failing the turbo start at the beginning of the race.

Virtual Console Changes

The flash from using the star and the lightning was toned down to avoid risk of seizures.