Super Mario Kart / Items and coins
Super Mario Kart Items and coins: speed, shells and the Feather
Understand the original item panels and coin penalties.
Edition covered
Original SNES rules and eight-driver roster. Later remakes of these tracks use different handling, items and layouts.
8 items · one picture per entry · open a picture for full size.
Items and coins
Quick notes
- Ten coins maximize speed. Coins improve speed up to ten.
- Item panels are not modern boxes. The flat Question Blocks become used after collection.
- Choose where to spend movement items. A Mushroom helps across suitable slow terrain, while the Feather makes one high jump.
- Keep a defensive route available. A homing Red Shell is still affected by the course geometry.
Item panels are not modern boxes
| Event | Coin effect | What it means |
|---|---|---|
| Reach ten coins | Maximum speed benefit | Further coins are a reserve |
| Bump another kart | Lose one coin | Zero-coin contact can spin you |
| Hit by an item | Lose four coins | Rebuild your reserve afterward |
| Lakitu rescue | Lose two coins | A fall costs time and coins |
References
| Reference | Website |
|---|---|
| Nintendo game information or original manual | www.nintendo.com |
| Original-edition mechanics and reference | www.mariowiki.com |








