
Sure, here is the extracted text: “` Nintendo Super Famicom SUPER MARIO KART Super Mario Kart SHVC-MK Battery Backup “`
This is the most difficult one.
The special cup was so difficult that I went crazy.
The drift doesn’t turn at all, so it becomes a series of jumps.
Mario and Luigi keep using stars, and it’s harmful.
>>4So choose Mario and take down one rival.
>>4They suddenly start to shine when you get close to them, which was really scary to my childlike heart.
It’s complicated or rather has a strong personality.
When I was a kid, I used to play normally with 150cc, but now I can’t even handle 100cc.
For now, it’s just a starting line to be able to win with Toad.
Haunted house course where you can say “block” after bumping into it once.
It’s so wide, there’s no way we would bump into the same place.
Houston
By the way, the demo stations have disappeared from the shops, right?
I placed a banana in front of the item mass and the jump board, thinking someone is definitely going to trip over this, and I smirked with satisfaction.
I’m getting caught.
Place the object right in the middle of the goal line.
Thinking about the NPC’s infinite items and unreasonable acceleration, there were plenty of elements here that could make me lose my temper.
Hey, you don’t have wings, so don’t dodge!!!
It’s just running along a predetermined route like a railway, cheating by accelerating in unseen places!
This game looks like an 8-player battle royale, but in reality, it’s more like 1 vs 7.
>>15So we’ll reduce one person for 2P.
It’s the result of collusion between CPUs that led to the super acceleration.
After 64, you can move with a similar sense, but this is really difficult.
Until around 64, the NPCs hadn’t been racing properly.
Poisonous mushrooms and fireballs placed on the course.
The mini turbo has a different specification.
>>21Is this a mini turbo!?
A game where murderous intent rises towards the Mushroom Brothers who activate stars every time you get closer.
Somehow, Donkey Kong Jr. is growing rapidly.
>>23Donkey Kong Jr. really isn’t in the world… The one who was standing in front of the sign was also Donkey.
>>28This time, Donkey looks like Jr. has just grown up.
Drifting feels great, doesn’t it?
Let’s play a battle game.
I feel like the mini turbo doesn’t have an obvious effect and doesn’t activate unless you turn about 180 degrees.
It’s easy to understand mini-turbos when doing Time Attack with Donkey Kong or Bowser.
I was participating in a knockout tournament at Super Mario Club.
Isn’t Rainbow Road suddenly too difficult? That’s what I thought when I first played it.
After 64, the songs become more emotional, so Rainbow Road is my favorite.
I love the background music at Nokonoko Beach.
>>33I wonder why the course name is KOOPA BEACH in the overseas version…?
Isn’t it the Bowser troop?
>>41The overseas Nokonoko is Koopa Troopa, you know…
>>46I… didn’t know…
>>41For some reason overseas, the Koopa Troopa is called Koopa, while Bowser is referred to simply as Bowser, omitting the affectionate title King Bowser…
Bowser himself can be seen as the name of the kart for Koopa in Mario Kart.
I used to be good when I was a kid, but now that I’m an adult, I can’t win at all.
Capers
It’s the SFC Rainbow Road that leaves you wondering what the heck it is, even with a remake.
The BGM of Rainbow Road doesn’t sound very Mario-like, but it blends in really well.
LRLRLLRRA
The course is narrow… the developers admitted it too.
The ghost swamp is properly wide, but Rainbow Road is too narrow.
Why are these CPUs throwing infinite items at me?!
>>42Instead, you can’t obtain items on the item panel, so it seems balanced…
The controls of old games are really terrible when you play them now!
I feel like I liked Vanilla Lake because it was spacious.
The Special Cup is really difficult.
Thinking that Vanilla Lake was Vanilla Lake in my childhood.
The text consists of a repetitive pattern and does not have a direct translation.
I wonder when I’ll be able to buy Mario Kart W.
I want to gather anonymous people and do online races.
Heavyweight is essentially a time attack team member.
I feel like many aspects of the current Mario Kart originated more from the 64 than from the SFC.
Recently, Rainbow Road feels too otherworldly.
>>56Rainbow Road is basically an abnormal space, right?
Back when the “Bakushow” duo quietly performed their touring act, competing with kids using an incredibly large controller.
Well, if you were on TV, does that mean you were already in the upper tier?
I understand that Yoshi’s Peach has fast acceleration, but I couldn’t master it and ended up mostly using Toad.
The enemy’s behavior is too unreasonable.
It seems that World is incorporating a sense of playfulness in its design lately.
I shouldn’t have allowed a star to be a permanent fixture.
I think there was only a gap like this on Rainbow Road…
Why does touching this Dossun make it spin!
>>64It’s shining or something, and it’s probably in a permanent star state.
What is with the peach that suddenly expels mushrooms?
I feel like saying, “What’s so interesting about Rainbow Road…”
I used to do things like this often back then…
Yeah, I was doing it while getting angry back then too…
It’s super slippery.
The donut plains course 3 is too difficult.
Don’t bring a course harder than Rainbow Road right from the start.
>>69If you get past three donuts, I wouldn’t say it’s a winning run, but the difficulty really drops.
It just feels like the concept is the same as 64.
When I run Rainbow Road on SFC in the 8DX format, I start to doubt my memory… Was I really able to drift like this?
>>71It’s spacious.
However, the sturdy Dossun has also become invincible and blocks the path because it’s so big.
The remake course is just boring in the Super Famicom version…
>>72Generally, the breakthrough course.
>>72It’s originally a course meant for 5 laps, so it’s not as elaborate as the recent courses.
>>76So in W, we will combine the courses!
The final Bowser Castle course is too difficult.
Toshi-chan… then confess which course you like.
Sunshine Airport is prohibited.
>>78Who are you?!
Double item system and the selection system that separates characters and karts.
GC Double Dash, despite having various important elements in modern times, has not been experienced by many people.
Even though it’s after F-ZERO, the control feels too peculiar.
With just this and knowledge of the 64 version, I’m going to take on W!
>>82Let’s buy 8DX!
>>114There’s only one day left until the world, and I can’t digest it all!
A course with holes is acceptable.
A slippery course is also acceptable.
The Rainbow Road with holes that slips is unacceptable.
I felt like double dash was a bit hard to turn.
>>84It seemed like a Mario Kart where you don’t jump when starting a drift.
The Bowser’s Castle course is too difficult…
>>85Courses with sharp turns like that and the rainbow are generally difficult.
I think this game is on the relatively worse side of racing games for the Super Famicom.
Now, the difficulty of the course itself may have its limits, but…
In the past, the courses were really designed to kill you before even considering the competition.
Doesn’t the Mini Turbo from around this time accelerate just a little after drifting for a certain period and then entering a straight?
The one that clearly has effects added in the GBA version.
I still feel that there is something off about the Rainbow Road with some sections having bumpers.
W will be able to perform a charge jump!
>>93I think it’s a technique that could be used to do all sorts of bad things once mastered.
>>96Well, it seems it could be used for glitches…
>>96This game’s techniques are mostly just techniques that can be used for mischief.
>>93Running on walls and riding on narrow places is amazing, isn’t it?
I realized it in 99, but isn’t the original F-ZERO quite difficult too?
>>94Before Mario Kart and F-Zero, racing games were more difficult and less understandable.
Mario Kart became popular because it was incredibly easy…
I wonder what will happen to the world’s rainbow.
I think there are fewer gimmicks, and it feels like a true race.
Since it’s the dawn period, there are a lot of reckless shortcuts using mushrooms.
>>97It’s not really a mushroom, it’s more like wings…
I touched it after a long time, but was it this slippery…
Is the remake of Rainbow Road as difficult as the original?
>>101Let’s buy! 8DX!
>>101The road is wider, and the basic handling is good, so it’s not as difficult as the original.
But if you let your guard down, you’ll fall.
Isn’t Mario treated poorly since the first Mario Kart?
The CPU side has unlimited items.
Methods of acceleration without items have become more abundant with each generation, haven’t they?
It looks like the NISC in Mario Kart Wii will increase quite a bit.
The feel of the controls is similar to the GBA version in the thread.
Since 64, the feeling of handling drift is completely different, right?
If you’re used to recent things.
I think it’s tough just to finish without going off course or sinking.
Especially heavyweight.
When it comes to serious runners, I wonder if the time spent running on the course is already shorter than the time spent on wall running.
CPUs, at least stop that illegal jump!
It’s important because whether you can pull the wings or not determines if you can shortcut.
Well, I guess thread images are still fun after all.
A single mistake can lead to death; a tense race like that can’t be done in the current Mario Kart.
I look forward to doing it myself, too.
I’m quite looking forward to seeing what kind of lawless racing the RTA crowd will show.
The one who gets confused when B is decided.
I played the 64 Grand Prix for the first time in a while and thought, “The CPU karts are unusually fast, aren’t they?”
I found out that there seems to be a system that tries to maintain a certain distance from the player…
8 has gone through about 10 years of updates since the WiiU era to reach its current level of completion.
The revamped W is probably full of holes…
The original F-Zero is difficult, but F-ZERO GX is ridiculously hard.
Let’s experience it since we can play on Switch 2!
>>122The other day, I pulled it out and played, only to end up with a regular game over… even though I’m a novice…
In terms of difficulty, it seems to be getting easier the closer it is to the latest version.
>>123It’s equipped with assist features that even a beginner can use.
>>126I’m glad that we are carrying over good elements from the tour that wasn’t too exciting.
>>123In the early stages, I think it’s accessible to beginners, but once you reach 200cc, it might be more hellish than the previous titles…
>>133200cc is F-ZERO because…
>>133The 200cc is apparently effectively around 415cc in terms of speed.
The serious players find it too fast and too simplistic, so they don’t choose it, which makes it more of a supplementary mode.
After getting used to the thread images, playing the new Mario Kart is fairly easy to dominate.
Is it about 5 laps?
The cart feeling might be strong even in the series.
Is this the only one with a rearview mirror feature?
I was playing mostly in battle mode rather than racing.
For now, let’s start with a no-fall finish on the Muji Rainbow Road.
The 150 Special Cup is seriously tough…
I wonder what direction the world’s rainbow will take.
>>138Are you flying around the world?
Recently, it’s not just easy; it’s a different thing altogether.
>>139The SFC has a lot of unique features systemically, after all.
Double Dash also has a high level of uniqueness.
If I’m attacked from behind, the rearview mirror reflects it automatically, right?
I was using Toad a lot.