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Game Resources / SNES / Super Mario Kart

This is the compilation of the physics, glitches, and memory addresses for Super Mario Kart.

If you find any mistakes or know any more information, like addresses, chart data, or anything else, please feel free to edit the page below, or send a private message to Huffers, Curtmack, or Comicalflop on the forums.

Super Mario Kart Game Physics


There are two different kinds of ramps in the game:
  • The ones on Mario Circuit, Donut Plains, Ghost Valley, Rainbow Road and Koopa Beach
    • These ramps don't slow you down.
    • In fact, during a jump from this kind of ramp you won't lose any speed - so they can be used to make mushroom-boosts last a long time - especially if you land on another ramp.
  • The ones on Bowser Castle
    • If you're going very fast, these ramps slow you down when you hit them
    • this means they cannot be used to make massive leaps.
    • It's generally best to hop over this type of ramp.


  • There is a boost counter located at memory position 7e10ca 2u.
  • For every frame while {(L or R) and (right or left) and (accelerate)} are held down, this boost-counter is charged.
    • Releasing L/R or right/left or accelerate resets the boost-counter.
    • You may swap right or left without resetting the boost-counter, so long as at least one is held down each frame.
      • swapping left/right each frame allows you to charge the boost-counter while going in a straight line
    • You may swap L/R similarly, and this allows you to hop while still charging.
    • Using a feather resets the boost-counter (need to double check this)
    • while charging, the boost-counter goes up 1 each frame from 0 to 20, then 2 per frame thereafter.
    • If the boost-counter is reset when it is 128 or more (eg. after 74 or more frames of being charged), the kart gets a small speed-boost (nowhere near as powerful as one from a mushroom, but still significant - especially good for driving over dirt without losing speed) when it next isn't drifting sideways, is facing 'straight' on the screen, and left/right aren't pressed.
      • You get this boost the next time you straighten out like this, even if you spin out, or hop again and start charging the boost counter again.
    • If you straighten like this in mid-air, then the kart gets the boost upon landing.
    • How charged the boost is doesn't affect how fast or long the boost is. It's all or nothing.
      • Pressing L or R during the boost will stop the boost.
        • If you straightened out in mid-air, then pressed L/R (or were holding down L/R at the time) you don't get a boost - this is because the boost has kinda started, but just isn't noticable until you land.
      • Using a feather during the boost won't stop the boost.
      • Driving over dirt won't stop the boost (and also doesn't stop the boost charging either), but does slow it down a little.
    • Over-charging the boost-counter seems to make 'skidding-out' while skidding happen sooner.
    • Having 'released' a boost charge of 128+, but not had the boost actually start yet seems to make 'skidding-out' happen much sooner.

The boost-counter cannot be charged during the 'revving up bit' at the start of each race. However, by starting to hold accelerate on the correct frame before the race starts (somewhere in between the second and third lights that Lakitu holds), you can get a substantial boost.

Long Boosts

  • Find a corner or wall, where you can bump into and have a wide, clear space ahead.
  • As you get near the wall, release accelerate and at the same time use a mushroom to get a boost.
  • Then hop and hold down L/R (be sure to hold down L/R for the duration of the extended boost). then on the way up on the hop hit a wall (hitting other karts works too. Make sure that whatever it is that you hit, you got the 'collision' before the peak of your jump), then continue to hold L/R at least until you've landed and the boost has peaked.
  • If you do this, the mushroom boost will take a very long time to die down
  • This doesn't appear to work at all with the mini-boosts mentioned above
  • Be sure to as soon as you let go of accelerate, to not press it at all until you have landed, and the extended boost lasts out its duration. When you're extending boosting, L/R should be the only button held down, and left and right can be used to turn. As soon as you begin to lose speed, and your top speed reduces to your characters' normal top speed, hit accelerate again.
  • You can also start a long boost by hitting a "zip arrow" while already in a long boost

Infini Boosts

  • Do a mini-boost and hit a "zip arrow" while in the mini-boost.
  • After the zip-boost your speed will stay higher than the peak of a mini-boost, but not as fast as the peak of a mushroom-boost.
  • Going over dirt, holding or not holding accelerate will have no effect on your speed.
  • Braking, hopping, using feathers or hitting stuff will kill the infini-boost, but other than that it lasts forever.
  • It's impossible to "spin-out" in an infini-boost.

Common to all types of boosts:

  • it's impossible to "spin-out" in a boost
  • in boosts turning doesn't seem to push you in the opposite direction at all

Lap Skips

On certain race courses (DP1, MC4, DP3 and KB2) you can drive around in circles near the finish line. This can trick the game into thinking that you successfully made a lap.

Tables of Data

Memory Values

Address Set #23: Super Mario Kart
System: Super NES
Download .wch file for: BizHawk
Domain Address Data Type Signed Endian Description
System Bus 7E0088 Word Unsigned Little Player 1's x coordinate
System Bus 7E008C Word Unsigned Little Player 1's y coordinate
System Bus 7E0D70 Byte Unsigned Little Player 1's item
System Bus 7E0D71 Byte Unsigned Little Player 1's itembox state
System Bus 7E0D72 Byte Unsigned Little Player 2's item
System Bus 7E0D73 Byte Unsigned Little Player 2's itembox state
System Bus 7E0D7C Word Unsigned Little Player 1's item*
System Bus 7E102B Byte Unsigned Little Player 1's displayed kart direction
System Bus 7E10A5 Byte Unsigned Little Player 1's camera/movement direction
System Bus 7E10EA Word Unsigned Little Player 1's speed (unknown units)
System Bus 7E112B Byte Unsigned Little Player 2's displayed kart direction
System Bus 7E11A5 Byte Unsigned Little Player 2's camera/movement direction
System Bus 7E11EA Word Unsigned Little Player 2's speed

[2] *

Value of 7E0D70 Item
0 Mushroom
1 Feather
2 Star
3 Banana peel
4 Green shell
5 Red shell
6 Ghost
7 Coins
8 Lightning

7E0D70 cannot become greater than 8 by normal means. If it is forced to be greater, conglomerate items (for example, at 9, ghost, mushroom and banana peel) are fired when A is pressed.

Note: 7E0D71 must be C0 to use items. A0 means the roulette is cycling, and 80 means the icon is blinking and making the "ding ding ding" sound effect. 00 means there's no item.

More RAM addresses here

Kart data

50cc Mario/Luigi Peach/Yoshi Bowser/Donkey Kong Koopa Troopa/Toad
Top speed, normal 783 751 815 736
Top speed, offroad 580 620 610 635
Handling[1] 40, 46 42, 45 43, 43 39, 42

100cc Mario/Luigi Peach/Yoshi Bowser/Donkey Kong Koopa Troopa/Toad
Top speed, normal 911 878 943 863
Top speed, offroad 580 620 610 635
Handling 40, 46 42, 45 43, 43 39, 42

Add 8 to your normal top speed for each coin you have. Off road speed is unaffected by coins.

Any mode that doesn't prompt for a cc class (Time Trial, Battle Mode, etc.) acts as 100cc. If coins are not involved, the coin count is zero.

See Also: Detailed game data

TODO: with some more tinkering, acceleration, mushroom boost speeds, etc. could be found; also more data could be compiled as more memory addresses are found. 150cc values should be found.

See also

[1] The first number is the number of frames it takes for 7E10A5 to increment 30 times from the first frame the right arrow is pressed at a speed of 255. The second number is the value of 7E10A5 after the kart stops turning after releasing the right arrow. These are highly unscientific measurements intended only for comparison.

[2] This is a newly found memory address for a player's item. It appears to be superior to 7E0D70 in that at the moment the item box turns red, it shows the value similar to 7E0D70 of what item will appear, no matter what amount of input you do, such as pressing A to select the item earlier. This corresponds to the 'items are predetermined' rule, in that the item value is shown the instant you touch the item box, and this value matches what the item ends up being.

See also

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GameResources/SNES/SuperMarioKart last edited by Brandon on 2012-12-28 00:55:47
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