Super Mario Kart (BAD! DON'T PLAY)

> **"This is my first Mario Kart game, so don't judge me!"**
>
> —The game's Instructions

**Super Mario Kart (BAD! DON'T PLAY)**, known formerly as **Super Mario Kart** and alternatively on the menu as **Mario Kart Scratch** is a 2D top-down Mario Kart fangame and the third published game on the Scratch profile, last released on February 2, 2016. The original release date of the game is unknown, presumbly late 2015.

## Gameplay

You take control of Mario racing through each of the ten tracks. If you choose two players, the second player takes control of Luigi and races to see who can finish the track the fastest. The game is played from a top-down Zelda-esque style with no scrolling as noted in the Notes and Credits. To choose a track, you must press a number key from 0-9 on your keyboard while on the menu. Each track corresponds to a certain number. The Credits section also notes "May be Glitchy!" referring to the fact you can press number keys at any time throughout the game to load different tracks.

The goal is to lap around the track 3 times by crossing the white line in the fastest time possible. To do this you navigate the track to the best of your ability by following the road. If you touch certain hazards, such as walls or fall into pits, you will be sent back to the start of the track unless you are in the air (any size other than 100%). The game keep tracks of how long it takes to complete a track by a Seconds counter.

Mario uses arrow keys for movement, while Luigi uses WASD. The controls are unfortunately unresponsive. There is no acceleration to drving around, you simply hold a direction and Mario or Luigi will go that way at a consistent speed, as if you're walking around in a Zelda game. When you change direction, Mario or Luigi will take the time to play a steering animation before moving in that direction, adding significant delay to turning in other directions. You have full control even when driving in the air after jumping off a ramp.

## Tracks

There are ten tracks available to play. According to the Instructions page, these were designed to be tracks 11-20, but they accidentally overwrote 1-10, making the original lineup of tracks lost.

### [1] - Skyworld Circuit

Supposed to resemble a floating grassy plain in the sky. There's some ramps as well as a corner that has no purpose on the right side of the screen. The track uses DS Shroom Ridge as its music.

### [2] - Jungle Forest

A more condensed track set in a jungle...or is it a forest? Hitting any of the black walls will send you back to the start. There are a couple of ramps as well as some opening to allow you to drive in the area with trees for no reason. The track uses GCN DK Mountain/Dino Dino Jungle as its music. The filename for the music is called "DINOS :P" meaning the track may have originally meant to be GCN Dino Dino Jungle.

### [3] - Bowser's Castle

A lava themed course resembling the SNES Bowser Castle tracks. It features a lot of turns and lava that kills instantly. This course is probably the hardest one in the entire game due to the Thwomps being difficult to dodge, the road narrowing tremendously by the end and a randomly moving hazardous Bowser that jumps up and down. The track uses 3DS Bowser's Castle as its music.

### [4] - DS Airship Fortress

A recreation of a classic track from DS. The track features a tiny airship with holes on the left half and a castle portion on the right half. In the middle is a Bull's Eye-Bill launcher that launches towards Mario's most recent position before changing to Luigi's most recent position (it even targets the invisible Luigi in single-player).

### [5] - N64 Kalimari Desert

A recreation of the N64 course. The track has two curves on the bottom and top with a track separating them. The 64 train constantly moves towards the left side of the screen coming from the right side, respawning once it reaches the left. In order to complete a lap the player has to cross twice.

### [6] - Black Hole Raceway

A very simple track that looks similar to Skyworld Circuit besides the ominous dark pit that surrounds the floating plains. This track a little trickier due to the last platform being small, it's easy to be touching the black hole when landing and be sent back to the start. This track uses N64 Moo Moo Farm/Yoshi Valley as its music.

### [7] - DS Waluigi Pinball

A recreation of the fan-favorite course from DS. The roads are narrow and the ramps appear slanted unlike every other jump in the game. The players have to be careful of the giant pinball that spawns on the orange rail and follows the track until falling into a pit. The track also features dangerous pinball flippers that open and close at random. The second one has the ability to bounce the pinball upward toward the logo.

### [8] - Boo's Hauntway

Oddly enough this track is not considered N64 Banshee Boardwalk despite sharing its music and overall look. This is a simple track with two randomly gliding Boos that kill.

### [9] - Rainbow Road

Despite the name this uses 8 Electrodrome as its music. The track is colored using a blue and pink gradient which blend in with the special rainbow Thwomps similar to SNES Rainbow Road.

### [0] - Conveyor Snow Mount

This track gets its name due to a landing platform and hole slowly gliding back and forth on the track which I guess is supposed to mean they move mechanically. This track uses DS DK Pass as its music.

## Presentation

The game uses a combination of original sprites and sprites ripped from Super Mario Kart. Mario, Luigi, the road on the menu and Lakitu are all from Super Mario Kart, with Bowser being ripped from Super Mario Maker, the logo being from Double Dash and everything else being made specifically for the game. It shares the same rough outlines and various shapes style as the two Stickman Run games.

## Music Used

* Title Theme - Mario Kart DS (Menu)
* Menu Theme - Five Nights at Fredbear's 3 (Distorted Menu)
* Battle Start - Mario Kart Super Circuit (Race Begin)
* Shroom Ridge - Mario Kart DS (Skyworld Circuit)
* DK Mountain / Dino Dino Jungle - Mario Kart Double Dash!! (Jungle Forest)
* Bowser's Castle - Mario Kart 7 (Bowser's Castle)
* Airship Fortress - Mario Kart DS (DS Airship Fortress)
* Kalimari Desert - Mario Kart 64 (N64 Kalimari Desert)
* Moo Moo Farm / Yoshi Valley - Mario Kart 64 (Black Hole Raceway)
* DS Wario Stadium - Mario Kart 8 (DS Waluigi Pinball)
* Banshee Boardwalk - Mario Kart 64 (Boo Hauntway)
* Electrodrome - Mario Kart 8 (Rainbow Road)
* DK Pass - Mario Kart DS (Conveyor Snow Mount)
* Victory and Results - Super Mario Kart (Race Finish)

## Characters

* Mario
* Luigi
* Lakitu
* Bowser
* Bull's Eye-Bill
* Boos
* Waluigi (text only)
* Thwomps

## Fun Facts

* There is a 1/10 chance that the menu screen will be distorted with a vignette surrounding the screen and music from *Five Nights at Fredbear's 3* replacing the normal music. The M is also replaced by Shadow Mario's emblem.
* The game credits a user named MarioFan3629 and bizarrely goes on to note that if he wasn't satisfied with the game, it would be taken down and replaced by something else.
	+ This is due to MarioFan3629 remixing a now completely lost helloimfreddy game that involved stomping on Goombas in a lava world that fixed a lot of its issues.
	+ MarioFan3629 commented on the game saying he enjoyed it but compalined about the collision detection.
* This was the first jeb game to have any multiplayer support.
* There are several unused songs in the game's files, including 8's remix of Music Park, Cheese Land and Tick Tock Clock, Wii Bowser's Castle, N64 Luigi Raceway, DS Desert Hill and Double Dash Rainbow Road.
	+ These are possible remnants of the original lost track lineup.
* Waluigi Pinball used 8's remix of DS Wario Stadium as its background music years before Nintendo did the same with Waluigi Pinball in the Booster Course Pass.
* The N64 train has a coal car instead of passenger cars and has an unused passing sound.
* Lakitu has various oddities:
	+ His traffic light only has two lights instead of the usual three.
	+ His Lap 2 and Lap 3 sprites are different in size and quality compared to the beginning of the race.
	+ The Lap 2 sound is of a cowbell being rung three times instead of any of the jingles used throughout the Mario Kart games.
	+ Instead of holding a flag, his traffic light gets a checkered texture when you win.
* Mario has an unused sound that suggests he would have either been shrunk or go through a pipe.
* The pinball flippers in Waluigi Pinball have an unused sound of a clock ticking.
	+ It's likely DS Tick Tock Clock was part of the original lost track lineup since DS Tick Tock Clock's music remains in the files. The flippers may have originally been clock hands.