Mario Kart 64/Super Mushroom

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Introduction

The Super Mushroom (better known as the Golden Mushroom in later entries) is comeback/sandbag item that functions as the timer-based variant of the Mushroom.

Much like its regular counterpart, this item serves to grant an instantaneous speed boost upon activation, but instead of being automatically depleted, an internal timer will instead begin to count down before depleting the Shroom.

This effectively makes the Golden Mushroom stronger than both its single and triple variant on paper, but its dependency on timer means it will also suffer from unique weaknesses that can debatably make this pick-up less desirable when collected under certain situations.

Gameplay

Probabilities

Mode 1st 2nd 3rd 4th 5th 6th 7th 8th
2 Player GP /// 5% 10% 10% 10% 10% 10% 10%
3 Player VS /// 5% 10% ///
4 Player VS /// /// 5% 10% ///
Battle ///

Overview

Strengths Weaknesses
  • Speed Boost: While under the effects of the Shroom, the user will benefit from having higher potential for velocity and full imperviousness to off-road, which makes it ideal for gaining time on your competition.
  • Incredible Duration: With a general duration that can even slightly outlast that of a Star when we take speed boosting into account, the Super Mushroom has by far the strongest duration of any speed items in the game.
  • Free Recovery: Instantaneous acceleration upon use means you will effectively get much less affected by items than even the likes of those that would have used a Star for that same purpose.
    This unique quality also makes up for most of the effective weaknesses that a Shroom would naturally have.
  • Power in Spamming: Holding what is basically an infinite amount of mushrooms for ten seconds means that you can gain strong leverage out of simply spamming this item after your first use, which can give it better leniency for damage recovery and pushing through terrain cuts, given that you still have seconds to spare.
  • Uncommon Pool: While this item can be obtained under most places (with only 1st, and potentially 2nd in 4P VS being unable to collect one), the Super Mushroom however remains less common to boost with, as its maximum pooling rate is of one chance out of ten, which makes it less expected as a result of it.
  • No Protection: Unless you are already holding a defensive item for prevention, a Shroom will in no way provide protection in case that you are getting assaulted by a geared up player.
  • Wall Weakness: Taking damage from a wall collision will cause the Shroom's effect to prematurely end, though this can be easily avoided by simply driving competently.
  • Thunder Lock: This item can't be used when the user is under the effects of the Thunder Bolt.
  • Timer Weakness: Being the only pull in the game to have timer-based consumption, the Super Mushroom cannot take shortcuts within a larger waiting span the same way Triples can, and it falls especially vulnerable to the Boo, which can steal it with ease as it cannot be instantaneously burned through as well.
  • Battle Inexistence: This item can't be rolled in Battle Mode for programming reasons.


Movelist

Super Mushroom Boosting ● Grants a short speed boost for approximately 1.5 seconds for each individual use.
● Using this item once will trigger a 10 second timer before full depletion. This gives it a potential boost duration of 11.5 seconds under frame perfect circumstances.
● Speed reduction from the off-road is completely ignored while boosting.
● Acceleration effectively becomes instantaneous. This is very handy for damage recovery, especially for characters that suffers from a weaker Triple Tap.
● It's the only item in the game that cannot be instantly consumed on command. This can be problematic when dealing against Thunder Bolts or Boos.
Z (When Stored)


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