Mario Kart Superstar

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Mario Kart Superstar (MKS) is the 11th installement in the main series of and also the 15th if arcade games are included. It features many new mechanics like different rings that does different things, items exclusive to water, and even teleporters. Therefore this game is going to be highly different from the previous installements, even in the more recent ones.
== Gameplay ==
The gameplay is completely unique and different, even to the most recent games in the series. It has a lot of new mechanics, such as rings that can change a player’s size, or teleporters that can teleport players to other sections of a stage, and even a course builder.
Players can now get up to 20 coins in a race and use those coins to buy new vehicle parts, or even upgrading items. They can also gain XP in race to level up themselves and unlock some new parts at the shop.
Gifts are also distributed at the end of a Grand Prix/VS Race, which can be obtained when winning a gold/silver/bronze trophy, with those gifts ranging with vehicle parts to item cards (which is crucial for upgrading items).
This is the point spread comparison for Mario Kart Superstar.
 	1st 	2nd 	3rd 	4th 	5th 	6th 	7th 	8th 	9th 	10th 	11th 	12th
Super Mario KartMario Kart 64Mario Kart: Super Circuit 	9 	6 	3 	1 	0 	0 	0 	0 	- 	- 	- 	-
Mario Kart: Double Dash!!Mario Kart DS 	10 	8 	6 	4 	3 	2 	1 	0 	- 	- 	- 	-
Mario Kart Wii 	15 	12 	10 	8 	7 	6 	5 	4 	3 	2 	1 	0
Mario Kart 7 	10 	8 	6 	5 	4 	3 	2 	1 	- 	- 	- 	-
Mario Kart 8Mario Kart 8 DeluxeMario Kart Superstar 	15 	12 	10 	9 	8 	7 	6 	5 	4 	3 	2 	1
Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer does this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer does this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer does this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer does this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer does this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer does this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer does this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer does this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer does this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer does this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer does this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer does this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer does this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.
== Modes ==
=== Grand Prix ===
This is the most basic game in the Mario Kart series where players race with CPUs on 4 tracks to get points on all 12 cups in an engine class. At the beginning, only , and . The player is required to get gold in every cup in all engine classes to unlock the , which is all courses but mirrored in 150cc. After winning all cups in that category, the player can choose to unlock both , which is all cups but reversed in 150cc, and those reversed tracks are often altered to make them possible, or , which is all the cups in very fast speed, which makes those races insane.
=== Time Trials ===
Players race against their own times by themselves in either or . Players can also race is ghosts, which is either raced by Nintendo staff, the player’s best times, or times from around the world that can be shared online. The ghosts can be interacted with players, and vice versa. All players are given a set of triple mushrooms at the beginning, and gifts are also handed out when beating out a Nintendo staff or expert staff ghosts for the first time.
=== VS Mode ===
Players can race with other CPUs or players locally with custom rules, such as selecting which items can appear or CPU restrictions. This mode serves absolutely no purpose, expect for having fun and farming coins for new vehicle parts.
=== Battle Mode ===
==== Balloon Battle ====
12 players battle out in a battle stage with balloons as lives, trying to hit as much as possible to gain points within a time limit. All players start with 5 balloons. When a player get hit by an item, they lose a balloon, then the player who hit that person will gain a point. The player will be eliminated if he/she loses all balloons, he/she will respawn, but with only 3 balloons and half of their gained points will be deducted. Whoever has the most points after the time limit wins.
==== Coin Runners ====
Players will try to gather coins scattered around the stage within a time limit. Coins can respawn. If a player gets hit by an item, that player loses from 3-7 coins, depending on the item they’re hit. The player with the most coins when the timer goes out is the winner.
==== Shine Thief ====
One of the modes introduced in , a shine will spawn somewhere in the stage in the beginning, and players will pick it up. The player must maintain the Shine for 40 seconds, the same time in . When the Shine holder gets hit by an item, the Shine is dropped, and other players can pick it up. Players can also use mushrooms to snatch the Shine for themselves. Whenever one player can hold the Shine for 40 seconds, the match ends, and the results will be based on the time the player has holded on the Shine.
==== Thunder Cloud Fear ====
Opposite to Shine Thief, it’s the first new mode introduced in Mario Kart Superstar. In the beginning, one random player receives a Thunder Cloud. The goal for that player is to pass it onto someone else before it’s lightning activates, while the other players should dodge that player. When the time (30 seconds) expires, it will shrink and eliminate the player who is holding the Thunder Cloud, then the Thunder Cloud will be randomised to another player, and the timer resets. The game continues until all players but 1 is eliminated. The Thunder Cloud holder can have stronger and more powerful items, goes with a 10% speed boost, and is immune to off-road, just like in .
==== Bob-omb Blast ====
Another mode introduced in Mario Kart: Double Dash, Player’s try to hit other players with bob-ombs to earn points. Players start with 5 balloons. Only bob-ombs can be retrieved from item boxes, and players can have up to 10 bob-ombs at a time. Double item boxes gives the player 2 bob-ombs. When a player gets hit by a bob-ombs, they lose a balloon. When a player loses all balloons, the player respawn with 3 balloons and half of the player’s points will be deducted. Whoever has the most points in the end wins the game.
==== Survival ====
Another new mode introduced in Mario Kart Superstar, Survival involves players dodging other player’s attacks while trying to hit and eliminate other players. If the player gets hit by an item, they will be eliminated from the battle. Items are much weaker, with only bananas, triple bananas, green shells, triple green shells, mushrooms and fake item boxes allowed. The last survivor wins the game. Even though this mode has no time limit like in Shine Thief, the course will slowly shrink over time, forcing players to interact with others.
==== Renegade Roundup ====
A mode introduced in , players are forced to divide into 2 teams of 6, one acting as the “cops” with piranha plants attached to them and the other team being the “robbers”, who try to dodge the “cops”. Once a cop catches a robber, the robber will be sent into cells, waiting for teammate’s rescue. The cops win if the successfully caught all the robbers before the time limit, and the robbers win if at least one was not yet caught when the time ends. This is the only mode that forces players to go into teams, besides anything from .
=== Missions ===
The mission mode finally returns from . The rankings has been reduced to ★, ★★ and ★★★. Here are the difficulty ratings for the mode. Numbers in brackets represent the difficulty number.
*: 1 try, or 2 tries at most. (1)
*: Can be done in 1 try, or it may spend up to 3 tries. (2)
*: Typically 2-3 tries, maximum up to 5 tries. (3)
*: Typically 3-7 tries, and can be up to 10 tries. (4)
*: Typically above 8 tries, or can take up to 15 tries if done really badly. (5)
*: Typically above 15 tries, or can take up to 30-40 tries with bad luck and skills. This can be total nightmare even for skilled players. (6)
*: Absolute hell difficulty. Typically above 25 tries, or up to 100 tries with bad luck and skills. Designed to eat up your time. (7)
Here are the difficulty averages for each world. It is calculated by adding up all the difficulty numbers depending on the mission’s difficulty, then averaging it.
*: 1.5 (/)
*: 2.7 ()
World 1	 	 	 	 	
Mission	Objective 	Difficulty	Course 	Character 	Time Limit
1-1 	Drive through all 5 numbered gates in order!	 	Luigi Circuit 	Luigi 	0:35
1-2 	Collect all 10 coins! 	 	N64 Choco Mountain	Wario 	0:40
1-3 	Destroy all crates! 	 	Wii Toad’s Factory	Toad 	1:10
1-4 	Destroy all item boxes! 	 	Sarasaland 	Daisy 	0:50
1-5 	Perform 5 tricks in one lap! 	 	Yoshi Stadium 	Yoshi 	0:55
1-6 	Destroy all 7 item boxes! 	 	Sunset Wilds 	Any unlocked character	0:45
1-7 	Win a race against Koopa Paratroopa! 	 	Tropical Bay 	Koopa Troopa 	0:00
1-8 	Finish 1 lap in time! 	 	Frosted Glaciers 	Peach 	1:22
1-9 	Peform 2 ultra mini-turbos in 1 lap! 	 	Candy Chaos 	Any unlocked character	1:26
1-10 	Hit Goomboss 5 times with green shells! 	 	Grass Stadium 	Toadette 	4:00
World 2	 	 	 	 	
Mission	Objective 	Difficulty	Course 	Character 	Time Limit
2-1 	Drive out of the volcano...backwards! 	 	Volcanic Ruins 	Bowser 	0:35
2-2 	Win a race against Daisy! 	 	Sarasaland 	Peach 	0:00
2-3 	Destroy all goombas with green shells! 	 	3DS Mario Circuit 	Mario 	0:50
2-4 	Drive through all 8 numbered gates in order! 	 	Grape Jungle 	Donkey Kong 	0:30
2-5 	Finish 1 lap within the time limit! 	 	Wario Colosseum 	Wario 	1:20
2-6 	Collect all 30 coins! 	 	SNES Donut Plains 2	Any unlocked character	0:45
2-7 	Perform 10 tricks in 1 lap! 	 	Rainbow Road 	Rosalina 	1:15
2-8 	Don’t get caught by the Chain Chomp and finish 1 lap! 	 	N64 Wario Stadium 	Any unlocked character	0:00
2-9 	Drive through all 10 numbered gates! 	 	DS Waluigi Pinball 	Waluigi 	0:35
2-10 	Knock Big Bully of the platform with mushrooms 5 times!	 	Water Stadium 	Any unlocked character	3:00
=== Online ===
==== Worldwide ====
Players can race online with other players worldwide. Below 3000 VR, either or will be chosen. Above 3000 VR, either or will be chosen.
==== Regional ====
Same as Worldwide, but only with players in the same country.
==== Friends ====
Players can play with their friends in a lobby, with a 10-digit code required to crack.
==== Tournament ====
Players can create tournaments with custom rules, like VS mode.
== Characters ==
Here are all the characters in Mario Kart Superstar, with 33 characters, 16 by default and the rest unlockable. This does not include the unrevealed DLC characters. There are also weight classes, divided into mainly 5 groups, but with more groups between them. More information about weight classes are down below.
*: The lightest of them all, with great acceleration and handling. However, it has low top speed and weight, meaning these characters can get bumped around by heavier characters. This weight class is easy to control, and it’s suitable for beginners.
*: The second lightest of all the weight classes, this weight class is slightly worse at acceleration and handling, however, they have slightly higher top speed and weight. This is also a choice for beginners as it is still easy to control.
*: The third on both the lightest and the heaviest weight classes, this weight class is the most standard of them all. They do not have anything especially significant in stats, however, they have the most average and all-rounded stats of them all. This is only slightly harder to control than the previous weight classes, though. Both beginners and experts are suitable for this.
*: The second heaviest of them all, the things start to get heavy. This weight class starts to focus more on speed and weight instead of acceleration and handling. Their top speed is higher, but both acceleration and handling are lower, meaning beginners can have trouble controlling. This weight class is suitable for experts.
*: The heaviest of them all, heavyweights have the highest top speed and weight of all but the lowest in terms of acceleration and handling. Beginners can have real trouble playing as this weight class. Only experts should try to use this as it becomes really hard to control at this point. However, controlling carefully will be a huge advantage among the rest, but controlling carelessly will make you fall behind the rest.
=== Starting Characters ===
There are a total of 16 characters in the game at the beginning.
Character 	Weight	Character 	Weight
Mario 	 	Yoshi 	
Luigi 	 	Bowser 	
Princess Peach	 	Donkey Kong 	
Princess Daisy	 	Rosalina 	
Wario 	 	Koopa Troopa	
Waluigi 	 	Shy Guy 	
Toad 	 	Baby Mario 	
Toadette 	 	Baby Luigi 	
=== Unlockable Characters ===
There is a total of 17 unlockable characters, with 1 being the Mii character.
Character 	Weight	Character 	Weight
Baby Peach 	 	Goomba 	
Baby Daisy 	 	Lakitu 	
Bowser Jr. 	 	King Boo 	
Dry Bones 	 	Hammer Bro.	
Koopa Paratroopa	 	Spike 	
Birdo 	 	Metal Mario	
Wiggler 	 	Funky Kong 	
Diddy Kong 	 	Kamek 	
Mii 	 	 	
==== Unlocking Criteria ====
These are the unlocking criteria for the unlockable characters.
Character 	Unlocking criteria
Baby Peach 	Win the 150cc Mushroom Cup
Baby Daisy 	Win the 150cc Flower Cup
Bowser Jr. 	Win the 150cc Star Cup
Dry Bones 	Win the 150cc Special Cup
Koopa Paratroopa	Win the 150cc Shell Cup
Diddy Kong 	Win the 150cc Banana Cup
Birdo 	Win the 150cc Leaf Cup
Lakitu 	Win the 150cc Lightning Cup
Goomba 	Win the 200cc Mushroom Cup
Wiggler 	Win the 200cc Flower Cup
Spike 	Win the 200cc Star Cup
Dry Bones 	Win the 200cc Special Cup
Hammer Bro. 	Win the 150cc Shell Cup
Funky Kong 	Win the 200cc Banana Cup
Metal Mario 	Win the 200cc Leaf Cup
Kamek 	Win the 200cc Lightning Cup
Mii 	Win all cups on 200cc
=== DLC Characters ===
There is a total of 2 revealed DLC packs so far.
==== Mario Kart x Splatoon ====
Character 	Weight	Character	Weight
Inkling Girl	 	Nabbit 	
Inkling Boy 	 	Luma 	
==== Mario Kart x Kirby ====
Character 	Weight	Character 	Weight
Kirby 	 	Boom Boom 	
Toadsworth	 	Dixie Kong	
=== Skin Tones ===
Purchasing both DLC packs unlocks different skin colours for Yoshi, Toad, Koopa Troopa and Shy Guy.
*:
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=== Frame Sizes ===
The characters frame size, or the kart’s size. Characters with a larger frame size has a larger hitbox, that means they can hit item boxes slightly easier, but it’s also slightly easier to get hit at the same time.
Size	Characters
 	
 	
 	
== Tracks ==
=== Nitro Tracks ===
There are a total of 16 nitro tracks in the game, 4 in each cup.
 	 	100px 	
Luigi Circuit	Yoshi Stadium 	Poison Swamp 	Rosalina’s Comet Observatory
Tropical Bay 	Mario Circuit 	Frosted Glaciers	Stadium of Sizes
Desert Ruins 	Candy Chaos 	Volcanic Ruins 	Bowser’s Castle
Grape Jungle 	Koopa Troopa Cove	Sarasaland 	Rainbow Road
=== Retro Tracks ===
This game consists of 16 retro tracks, 2 from each of the past games.
 	 	 	
3DS Mario Circuit 	Wii Toad’s Factory 	SNES Donut Plains 2 	Wii U Cloudtop Cruise
N64 Choco Mountain 	GBA Sunset Wilds 	GCN Wario Colosseum 	DS Waluigi Pinball
SNES Vanilla Lake 1	3DS Shy Guy Bazzar 	Wii Moonview Highway	GCN Bowser’s Castle
GBA Snow Land 	Wii U Shy Guy Falls	N64 Wario Stadium 	DS Rainbow Road
=== DLC Tracks ===
TBA
== Rings ==
An entirely new thing introduced in this game, rings will do some change to the player when passed through, such as changing sizes or activating switches.
Ring	Effect
 	Every player that passes it will be given 2 coins.
 	Every player that passes it will be given an item. This will sometimes replace the regular item boxes, but not always.
 	Enlarges a player’s size by 50%. Effects from the Mega Mushroom, Mini Mushroom, Lightning and effects from other rings are not affected. are still in effect.
 	Shrinks a player’s size by 50%. Effects from the Mega Mushroom, Mini Mushroom, Lightning and effects from other rings are not affected.
 	Gives the player a long boost, even longer than the Ultra mini-turbos. This makes it possible to do shortcuts nearby.
 	Teleports the player into another point on the course.
 	Any player which comes with contact with this ring will be cursed and slows down the player’s speed. This ring can be only activated with Switch Rings.
 	Gives the player a tremendous vertical height, allowing shortcuts. This ring can be only activated with Switch Rings and only while gliding.
 	Shoots the player out of the ring like a cannon.
 	Refills the player’s oxygen. Only available underwater.
 	Passing through this ring either activated or deactivates a ring. The second layer of this ring represents the ring it’s gonna activate/deactivate.
== Items ==
=== Items found on the track ===
Item 	Use
Item Box 	Gives the player a random item to use.
Double Item Box	Gives the player 2 random items to use.
Coin 	Gives the player a coin. Every coin can increase the vehicle’s max speed by 1%.
Red Coin 	Gives the player 5 coins. These coins work the same as regular coins. These coins are very rare on tracks.
=== New Items===
Item 	Use
Ice Flower 	Allows the player to throw 10 iceballs to other players. When hit, the player will freeze and slide down for 3 seconds, temporarily losing control during that time. After the 3 seconds expired, the player regains control. Any momentum carried will remain for a while, making it harder for a player to regain control.
Mini Mushroom 	Thrown on the track. When it’s thrown, it will slowly move at a random pattern, which may cause it falling off. When a player touches it, the player’s size will be shrunken down by 50%, returning normal after 10 seconds. While being small, the player’s speed is decreased by 50%, with its effect similar to the lightning.
1-Up Mushroom 	When used, it gives the player a shield, which allows the player from getting hit of any item once, ranging from a banana to a lightning. It does not give the player any boosts.
3-Up Moon 	When used, it gives the player 3 shields, similar to the 1-Up Mushroom.
Poison Mushroom 	When used, the two players directly in front of the user will be cursed for 6 seconds, similar to the effect from a Cursed Portal.
Triple Fake Item Boxes	When used, 3 fake item boxes will spin around the player. It cannot provide the player any defense, though they could be put around the track to harm other players.
Lakitu Cloud 	When used, the player will hover slightly above the track with the cloud, at the same time, allowed to throw 3 spinies around the track. The cloud expires after 10 seconds. While in the cloud, the player can use the joystick to navigate themselves around the track.
Warp Box 	When used, the player can be enter and warped to the player directly in front of the user.
P-Switch 	Thrown on the track. When activated, blue coins will appear on the track. If the player collects all the blue coins, they will be given a star. The blue coins are only visible to the player who activated it.
Gold Bullet Bill 	When used, it gives the player auto-pilot. It is similar to the bullet bill, but it extends the time by 30%.
Double Cherry 	This item will activate instantly when received. If the player is already holding an item, it will clone that item. However, if the player has no item, it will clone the next item it receives.
Coin Coffer 	When used, it mazimizes the player’s coins, then allowing the player to shoot coins as projectiles to hit others within a time limit. When all 20 coins are shoot or when the time expires, the player can’t shoot any more coins.
Triple Bob-omb 	The player will receive 3 bob-ombs. The bob-ombs work in the same way as the regular bob-omb. However, these will not spin around the kart, instead being hooded by the player.
=== Returning Items===
Item 	Use
Banana 	Placed on the track. When it gets hit by a player, it makes the player spin out.
Triple Banana 	Similar to a regular banana, but with 3 of them and surrounds the player’s vehicle.
Green Shell 	Thrown on the track. It moves in a straight line, hitting racers that hit it. Can be reflected multiple times when hit by a wall.
Triple Green Shell	Similar to a regular green shell, but with 3 of them and surrounds the player’s vehicle.
Red Shell 	Thrown on the track and chases down the racer directly ahead of the player.
Triple Red Shell 	Similar to a regular red shell, but with 3 of them and surrounds the player’s vehicle.
Fake Item Box 	Similar to its appearance in , it is red and the question mark has been flipped. The purpose is also the same as the previous games.
Mushroom 	Provides a player a short speed boost, and also being immune to the slowed speed of off-road. This can be used for shortcuts.
Triple Mushroom 	Similar to a regular mushroom, but with 3 of them and orbits the player’s kart. This item also appears at the beginning of a time trial.
Bob-omb 	Thrown on the track and stays in the position until after a short time, where it explodes, making all players in the radius spin out, or when a player touches it and explodes instantly.
Super Horn 	When used, it produces a shockwave, destroying everything in its radius, from racers up to the Spiny Shell.
Fire Flower 	When used, it allows the player to throw up to 10 fireballs at a time, hurting other racers. Since only 3 of them can appear on the track at once, when the fourth fireball is thrown, the oldest one disappears.
Boomerang Flower 	The boomerang flower can be used up to 3 times and hitting other racers. When all 3 times are used up, the player can’t use it anymore.
Mega Mushroom 	The player’s size will go up by 50% for a few seconds, bumping away other racers and items.
Piranha Plant 	Automaticly chomps, chewing anything nearby, ranging from coins to racers. It also provides a small speed boost every time it chomps. Racers that are attacked will spin out. After a while, it will disappear.
Boo 	Makes the player invisible for 10 seconds and also steals an item from a player ahead of the user. If there isn’t an item to steal, a mushroom will be given.
Blooper 	Squirts ink on all the racers in front of the player, temporarily preventing the vision. The top speed is also slowed down when used. It can instantly disappear by having a boost.
Star 	Makes the player invincible to all off-road and items. It also provides the player a maximized acceleration. The invincibility eventually disappears.
Blue Shell 	When used, it targets first place, knocking over anything in its way. This can be avoided by the Super Horn.
Golden Mushroom 	When used, it provides the player an infinite amount of speed boost within a time limit, allowing shortcuts.
Bowser Shell 	Returning from , it is very large and When used, it bounces around the track, knocking over any racer that hits. It eventually disappears after a while.
Bullet Bill 	Provides the player auto-pilot and a speed boost. The effect eventually disappears, depending on the placement.
Lightning 	Shrinks all racers on the course, eventually returning to normal size after a while, depending on their placement.
Super Leaf 	A battle mode exclusive item. It puts a tanooki tail behind the vehicle, and can be used to wave and hit enemies.
=== Extras ===
*Item Probabilities: Mario Kart Superstar/Item Probabilities
*Item Level Data:: Mario Kart Superstar/Item Level Data
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