News Article

Super Mario Kart Action Replay Code Discovered Which Grants Access To CPU Weapons

Posted by Damien McFerran

Payback time

Super Mario Kart veterans will be aware that the CPU-controlled racers in the SNES classic don't always play fair — they've got access to exclusive weapons which aren't available to the player. We've lost count of the number of times we've seen Bowser reach for that deadly fireball and wish that we could get some of those amazing toys.

However, thanks to some digital tinkering, seasoned fans have discovered special codes which allow you to use these once-mythical armaments. These are intended for Datel's legendary Action Replay cheat cartridge, and have the following effects:

80E93500 + 80E937?? Banana Peel replaced with another placeable item (replace ?? with one of the values in the list below)

00: Banana Peel (placed on ground)
01: Green Shell (thrown)
02: Red Shell
03: Chomp (acts like a thrown Green Shell)
04: AI Items (placed on ground) @$
05: AI Items (thrown) @+
06: Banana Peel (thrown)
07: Green Shell (placed on ground)

@: The specific item placed depends on the character value. Mario and Luigi don't have placeable items, so they default to the Princess and Toad's Poison Mushroom. The Poison Mushroom doesn't have the desired effect in Battle Mode--while it does shrink and slow down anyone who touches it, they cannot be squished and the effect lasts until the end of the battle.

$: Bowser's fireball doesn't seem to spawn at all with this value.

+: While this is the value used when computer players throw items in front of them, it normally seems to behave the same as 04 when used by a player (there's probably an additional timer variable, because CPU AI holds onto items as Jeville mentioned in a prior post) Bowser's fireball does appear with this value. Nevertheless, it will collide with Bowser shortly after being placed if he is sitting still, as the fireball spawns at the "bottom" of its clockwise radius (6 o'clock).

80EEF280 + 80EEF3F4 Allows AI Items to be thrown by a player (side effect: AI will no longer hold items before throwing them)
7E0D7C03 Player 1 always gets a Banana Peel from item boxes
7E0D7E03 Player 2 always gets a Banana Peel from item boxes

Finally, we can give those CPU scumbags a taste of their own medicine. Do you have an Action Replay cartridge gathering dust at the back of a cupboard? Now's the time to clean it off and administer some payback.

Thanks to Matt Sephton for the tip.


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User Comments (30)



Rafie said:

I still beat them even with their "cheating" ways. As I do with every MK.



gurtifus said:

@micronean Yes I remember of that as well as their supernatural power to get back as fast as the light with the leaders after you pushed them in some pit !



Boxmonkey said:

Did they have these powers in the pal version because it's one of my all time favorite games and I don't think I've ever seen a fire ball



skywake said:

Chomps? Interesting. Even looking at the link they have an image of them in vs mode. I always remember it being a fuzzy from Super Mario World. Was this something that was different between the PAL/NA/JAP versions?




Handy_Man said:

The RetroN 5 will have a built-in Action Replay/Game Genie feature for all of the systems that it supports, so I'll try out this code once I get it.



ddbangsy said:

Yea, the CPU certainly had a good aim alright! I lost count of the amount of times a banana would land bang on my wheels from out of nowhere sending me spinning!



bezerker99 said:

I have Action Replay for Gamecube (mainly for Animal Crossing).

It's neat you can unlock all these items in some oldschool SMK.



Mk_II said:

It must have taken an awful lot of time & trouble to find these hacks. Round of applause for whoever managed to find them.



Gioku said:

Seems the older the Mario Kart game, the more unfair the AI was, lol.

...I think my weirdest AI experience in Mario Kart was with Mario Kart Super Circuit; the AI characters usually finish in a (generally) the same order. The Heavy Weight characters are always in front, and the light weight characters are always in the back. Now, I played extra carefully to get Peach up to second behind me on Rainbow Road (took all the shortcuts to get waaaaaay ahead before the heavy weights caught up, and Peach unnaturally speeds up to try to catch up ), and at the end of the race she repeatedly threw herself off the edge of the track to get back into the proper position! It was the craziest thing I'd ever seen! XD



Jazzer94 said:

@Gioku All MK games are rubber banded try playing Diddy Kong Racing you can lap the other races a lot because its not rubber banded.



booker_steve said:

No one mentions the weapons the AI didn't get, like shells, lightning etc...

Ok, Luigi was a bit of a pain turning his star on every few seconds, and they could jump a bit. By far the best Mario Kart game though.



Yoshi said:

@Gioku It was like that in Super Mario Kart as well. Depending on what character you chose, the computer characters have a predetermined order to finish the race. I always raced as Yoshi, so Koopa Troopa was always on my tail.



retro_player_22 said:

Their special weapon and ability are:

Mario = Infinite invincibility, infinite super jump
Luigi = Infinite invincibility, infinite super jump
Bowser = Infinite fireball, infinite super jump
Peach = Infinite poison mushroom (became super mushroom if racer touch when shrunk), infinite super jump
Yoshi = Infinite egg, infinite super jump
Toad = Infinite poison mushroom (became super mushroom if racer touch when shrunk), infinite super jump
Koopa Troopa = Infinite koopa shell, infinite super jump
Donkey Kong, Jr. = Infinite banana peel (this is the only CPU power-up that player had access to among the many power-ups), infinite super jump



Gold_Ranger said:

Thousands of hours poured into this game and I have NEVER encountered any of this.
I always got first place except for Rainbow Road... I kept falling off...



StarDust4Ever said:

Now that you mention it, I do seem to remember some random fireballs being shot at me in SMK. Fun fact, if you have a Japanese Mario Kart, Peach gets drunk on bubbley if she wins a race!



gingerbeardman said:

@Mk_II if you read the page on romhacking it says that it only took a few hours, but probably more hours of thinking before hacking away at the debugger.

Apparently the guy is now working on a patch to allow these items to be obtain through the normal means (driving over a question mark block and stopping the spinner)



AshFoxX said:

Interesting, first time I've seen new codes for a game that's over 20 years old.



Rockman said:

errm... you can throw bananapeels without using AR codes.. just press the + forward when releasing a peel.. then you'll throw it forward.. right? like shooting a shell backwards by pressing down on the D pad.. or am i confused with one of the other versions?



Linkuini said:

@Kyloctopus He did. Every character had a stash of feathers. Watching them all line up and jump over one of my banana peels in a wave was always a farcical sight.



StarDust4Ever said:

Rubber banding is standard in Mario Kart. Choose any course in GBA Super Circuit. Race backwards for several minutes. Turn around. You are so far behind you will fly around the track and lap the other racers over and over again without even trying.



isaac321 said:

queria saber como faz para saltar alto do jeito que o cpu faz, visto que eles não usam as penas para pular.

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