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Mario Kart: Infinity Remix is a racing game developed by Crash Co. and published by Nintendo, released for the Nintendo Switch. It is the ninth main installment of the Mario Kart series, and the second to be released for the Nintendo Switch, following Mario Kart 8 Deluxe, where it borrows a lot of assets from.

Unlike previous installments, Infinity Remix doesn't introduce elements that affect the layout of courses, although gliding, underwater, and anti-gravity sections do return. Instead, the game focuses on introducing new modes that flip the Mario Kart formula on its head, labeled as Remix Modes, making for new and engaging experiences for veterans of the series. Additionally, Battle Mode returns from Mario Kart 8 Deluxe, as does Mission Mode from Mario Kart DS.

Gameplay[]

The gameplay maintains the traditional elements of previous Mario Kart games, specifically from Mario Kart Wii and Mario Kart 8 Deluxe. Players pick characters and vehicles of varying stats, strengths, and weaknesses, and race against each other in obstacle course-like race tracks to finish first of 15 racers. During the race, players can pick up Item Boxes to either help themselves or hinder other racers.

Infinity Remix brings back several elements from previous games. Notably, the gliding, underwater, and anti-gravity sections introduced in Mario Kart 7 and Mario Kart 8 return, functioning identically to their previous appearances. Coins can be collected along the track to increase one's overall top speed, and like Super Mario Kart and Mario Kart: Super Circuit, there is no cap to the total of Coins that can be collected. Kart customization, introduced in Mario Kart 7, also returns, with players being able to customize bodies, tires, and gliders to make their own vehicle. Kart, Bike, Sport Bike, and ATV bodies return from Mario Kart 8, and a new body type is introduced; Team bodies that allow players to use two characters in a similar manner to Mario Kart: Double Dash!!. Lastly, auto-accelerate and smart-steering return from Mario Kart 8 Deluxe, and a new feature can also be toggled on and off; a reticle that helps with aiming items like Green Shells and Bob-ombs.

Point distribution is handled similarly to Mario Kart 8 and Mario Kart 8 Deluxe, in that every racer will get at least a point when they finish a race.

Point spread comparison
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Super Mario Kart
Mario Kart 64
Mario Kart: Super Circuit
9 6 3 1 0 0 0 0 - - - - - - -
Mario Kart: Double Dash!!
Mario Kart DS
10 8 6 4 3 2 1 0 - - - - - - -
Mario Kart Wii 15 12 10 8 7 6 5 4 3 2 1 0 - - -
Mario Kart 7 10 8 6 5 4 3 2 1 - - - - - - -
Mario Kart 8 15 12 10 9 8 7 6 5 4 3 2 1 - - -
Mario Kart: Infinity Remix 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Gold background signifies victory results, with a unique winning animation and music.

Silver background signifies moderate win results.

Bronze background signifies losing results, with losing animations and music.

Game Modes[]

Remix Modes[]

While Infinity Remix doesn't introduce any mechanics that change how the game functions, several new modes have been introduced that turn the standard Mario Kart formula on its head, called Remix Modes. Most of these modes can be toggled on and off, and are to provide fun and new experiences for players.

Remix Mode Description
Mirror Mode Though previously an engine class, Mirror Mode has been made into a Remix Mode that can be played in all engine classes. In this mode, tracks are mirrored, making players take opposite turns to what they normally would.
Reverse Mode Reverse Mode is similar in concept to Mirror Mode, but instead of the tracks being merely mirrored, players are forced to race in the opposite direction. Unique for this mode, tracks that normally couldn't be played in Reverse Mode have had their layouts altered, such as adding ramps or moving cannons that launch players. Like Mirror Mode, it can be played on any of the engine classes.
Item Rain Item Rain disables all Item Boxes around the track. Instead, items will randomly fall from the sky. This can include harmful items like Green Shells, Banana Peels, and Fake Item Boxes, as well as helpful ones like Mushrooms and Stars. Additionally, items that normally wouldn't be on the track like Mega Mushrooms, Lightning, and Bullet Bills can also be found around the track. Players will need to snag these items before anyone else to keep the lead.
Item Roulette Item Roulette is similar to item selection in the Mario Kart Arcade GP series; in each race, the players can use a selection of three randomized items. These are the only items that can be collected from Item Boxes. Typically, an item that is thrown, an item that is placed behind, and a powerful item will always be provided. This can also be combined with Item Rain, where the three items will be the only items that appear.
Countdown Countdown is unique in that instead of players competing against each other to finish three laps, a time limit is given and players need to race as many laps as possible. While default times are set for all courses, the time limit can be customized by the player.
Elimination Elimination doesn't have players competing for 15 laps instead of the normal count. However, every time a lap is finished, the player to cross the finish line last is eliminated. This continues until there is one player standing, who wins. For tracks with sections instead of laps, the sections are used instead.
Relay Relay involves players using up to three different character and vehicle combinations at once. Every time a lap is finished, the player switches to the next character in the rotation. Uniquely, this mode has flags on the vehicles, representing the player's team.

Grand Prix[]

Grand Prix in Infinity Remix works similar to previous installments, particularly Mario Kart 8. Players can select from 50cc, 100cc, 150cc, and 200cc engine classes, all of which are available by default. Players choose a cup, which takes them through four consecutive races in a set order. The points players earned for each race are tallied up, and depending on their placement, they can receive a trophy at the end.

Rankings are similar to Mario Kart 8, where they are judged purely by the player's position in each race. All 1st place finishes will give the player a three-star rank, a 2nd place finish will give the player a two-star rank, two 2nd place finishes or one 3rd place finish will give the player a one-star rank, and so on. Also like Mario Kart 8, up to four players can play at once.

Time Trials[]

Time Trials lets the player complete a course with the fastest time possible. They are provided with Triple Mushrooms at the start of every attempt, allowing them to take shortcuts and save time. Players can also race ghosts, weather it be Staff Ghosts or ghosts created by players around the world. Times can be set and ghosts can be created on either the 150cc or 200cc engine classes; there are Staff Ghosts on every course for both.

A new feature to Time Trials allows players to race against up to five different ghosts at once.

VS[]

VS mode can be played locally with up to four players. Compared to previous games, Infinity Remix allows the most customization of any game thus far. Similar to the Super Smash Bros. series, individual items can be turned on and off. Players can additionally race individually or in teams, choose what courses appear, play them randomly, or play them in order, and set how many CPU characters there are.

Battle[]

Battle Mode can be played locally with up to four players. It is most similar to its iteration in Mario Kart 8 Deluxe, and like that game, several different modes are available. The player in the lead will wear a crown on their head, and almost every mode can be played in a free-for-all or a team setting. As with VS mode, individual items can be turned on and off. Unlike other modes, the maximum amount of players in Battle Mode is 12 like in previous games in order to keep the teams even.

Remix Mode Description

Balloon Battle
The classic mode where players use items to pop the opponents' balloons, with everyone starting with five. Balloon Battle is similar to its iterations pre-Mario Kart Wii where players are eliminated should all their balloons be popped. In free-for-all, the last player standing wins, and in teams, the last team standing wins.

Balloon Brawl
Balloon Brawl is a new mode similar to Balloon Battle, though uses the score-based system that Mario Kart Wii, Mario Kart 7, and Mario Kart 8 Deluxe use. Every time a player pops another's balloon, they will receive a point, though the player losing all of their balloons will make them lose a point. Should all of a player's balloons be popped, they will respawn with all of their balloons regenerated. In free-for-all, the player with the most points wins, and in teams, the points are tallied and the team with the most collective points wins.

Coin Runners
In Coin Runners, players must collect Coins scattered around the course in order to have the most by the end of the game. If a player is hit by an item, half of their Coins will scatter, allowing other players to get them. In free-for-all, the player with the most Coins wins, and in teams, the Coin counts are tallied up and the team with the most collective Coins wins.

Bob-omb Blast
In Bob-omb Blast, Bob-ombs are the only item that can be used. The mode plays similar to its Mario Kart: Double Dash!! iteration; players must use Bob-ombs to attack their opponents, with up to 10 being able to be stored, and successfully hitting one will give the player a star. However, they will lose a star if they get hit themselves. The first player to reach five stars will win. This mode cannot be played in teams.

Shine Thief
In Shine Thief, there is a single Shine Sprite that appears in the middle of the course, and all the players must race to collect it. The Shine Sprite will hover over a player that collects it, as a counter will count down from 60. When this counter reaches 0, the player will win. If they are hit by an item, the Shine Sprite will be dropped and the counter will stop, allowing another player to grab it. If the player collects the Shine Sprite again, the counter will resume from where it left off, though if they lose the Shine Sprite after the counter reaches 10, then it will restart from 10. In teams, the timer is changed to 120 instead, and any teammates that collect the Shine Sprite will start the counter. The first team that reaches 0 wins.

Renegade Roundup
In Renegade Roundup, players are split into two teams, with half permanently using Potted Piranha Plants. In a cops-and-robbers style game, the players with the Potted Piranha Plants must use them to capture the other team and trap them in cages above the course. However, teammates can free captured allies by hitting key switches under the cages. If the team with the Potted Piranha Plants captures all of the other team, they will win, but if they can't before the timer runs out, the other team will win. This mode cannot be played in free-for-all.

Moon Mayhem
Moon Mayhem is similar to the Shine Runners mode in Mario Kart DS. Nine Power Moons are scattered along the course, and the players must race to collect them. Should a player be hit, they will lose a Power Moon, and it will appear in a random location on the course for another player to grab. When the timer runs out, the player who has or the players that are tied with the least amount of Power Moons will be eliminated, and their Power Moons will scatter. In free-for-all, this continues until one player remains, and in teams, this continues until all of one team is eliminated.

Turbo Turf War
In Turbo Turf War, every player has a permanent Magic Paintbrush, though it acts different in that the paint it creates won't cause other players to spin out, and they can use items alongside it. The object of the game is to cover as much of the course in the player's paint as possible, with a color being associated with each player or team. It is possible to cover another player's paint, increasing their percentage of coverage while also decreasing their's. Once the timer runs out, the amount of paint on the course from each player is calculated. In free-for-all, the player with the most coverage wins, and in teams, the team with the most coverage wins.

Bomb Boo Blitz
In Bomb Boo Blitz, two random players will have Bomb Boos hovering over them. In a hot potato-style battle, these players must either bump into other players or hit them with items to pass the Bomb Boo over. Every 20 seconds, the Bomb Boos will explode, eliminating the players with them. Two more Bomb Boos will appear over other players, chosen at random. When two players remain, only one Bomb Boo will appear, and the last player standing wins. This mode cannot be played in teams.

Item Smugglers
In Item Smugglers, the object of the game is to run into Item Boxes and collect items. Any items can be stored in an inventory unique to this mode, and can be used at any time. Any item obtained is a point, though players can also earn points by hitting other players with their items. This is risky, as the player will lose a point if they miss, but in addition to stealing a player's item if they hit one, the used item will return to the inventory, resulting in no points lost. In free-for-all, the player with the most points by the end of the match wins, and in teams, the team with the most points wins.

Characters[]

Starting Characters[]

Feather
Light
Medium
Cruiser
Heavy

Unlockable Characters[]

Feather
Light
Medium
Cruiser
Heavy

Alternate Costumes[]

Character Alternate Costumes
VirusVirusVirusVirusVirus

Unlock Criteria[]

Like Mario Kart 8, all characters are unlocked randomly by getting gold trophies in Grand Prix in any cup and engine class. However, characters cannot be unlocked if a cup already has a gold trophy. Unlike Mario Kart 8 however, characters that are not unlocked cannot appear as CPU drivers.

Alternate Costumes for characters are unlocked by getting a gold trophy in Grand Prix on any cup and engine class as their respective character. In the case of characters with multiple alternate costumes like Yoshi, all of their alternate costumes are unlocked at once.

Stats[]

Although karts can be customized, the character selected has base stats that the vehicle parts' stats act off of. There are six categories that characters can perform in:

  • Speed: The top speed of the character.
  • Acceleration: The rate of speed increase while holding the accelerate button.
  • Weight: The weight of the character. Characters with higher weight knock away characters with lower weight.
  • Handling: The turning and drifting ability of the character. Characters with higher drift will take turns sharper.
  • Traction: The top speed of the character when in off-road.
  • Mini-Turbo: The amount of speed gained from a Mini-Turbo.
Characters Stats
Speed Acceleration Weight Handling Traction Mini-Turbo
1 15 1 15 12 4
2 14 2 14 11 5
3 13 3 13 9 8
4 12 4 12 8 9
5 11 5 11 6 11
6 10 6 10 5 12
7 9 7 9 3 13
8 8 8 8 1 15
9 7 9 7 3 13
10 6 10 6 5 12
11 5 11 5 6 11
12 4 12 4 8 9
13 3 13 3 9 8
14 2 14 2 11 5
15 1 15 1 12 4

Vehicle Parts[]

As in Mario Kart 7 and Mario Kart 8, players can customize their own vehicle using different bodies, tires, and gliders. Some parts can change colors for all characters or a specific group of characters.

Each part will either add or subtract stats from a character's base stats. The lowest a stat can go is 0.1; should a character and kart combination bring a stat below that number, it will still remain at 0.1.

While in previous games, vehicle parts were unlocked randomly by collecting Coins, parts can now be bought at Toadsworth's shop. Only some of the vehicles are available for purchase at the start of the game, though more will become available the more the game is played. In particular, the Gold Standard Kart, Gold Tires, and Gold Glider will always be the last parts to be available in stock; every other part is randomized in terms of availability. Only the Standard Kart, Standard Bike, Standard ATV, Standard Double, Standard Tires, and Super Glider are available frm the start.

Bodies[]

There are five types of bodies; Kart, Bike and Sport Bike (outside and inside drift respectively), ATV, and Double.

Part Stats
Speed Acceleration Weight Handling Traction Mini-Turbo
Kart Bodies

Standard Kart
0 0 0 0 0 0

Rocky Road
-1 +1 -1 +1 +0.5 +1.5
With good acceleration and handling, this kart can maneuver around tracks easily! (Toadsworth is not responsible for brainfreeze or toothaches.)

Stroller
-1.5 +1.5 -1.5 +1.5 +2 +1.5
A baby's stroller made into a kart? Teachn' em young! It has low speed, but good acceleration. When performing a trick, the top opens up!

B Dasher
+2 -1.5 0 0 -1.5 -1.5
The B Dasher was built with speed in mind. It's thin, long model allows it to slip by other racers on the track and leave them in the dust! It's not so hot on the other stats though.

Red B Dasher
+1.5 -1 0 0 -1 -1
A red version of the B Dasher, complete with a blue engine. It has less speed than the original model, but it does have better Acceleration, Traction, and Mini-Turbo.

Flame Flyer
+1.5 -2 +1.5 -0.5 -2 +2
Heavyweight drivers (and those who love them, you know who you are) are a special breed. This muscle car boasts high speed, weight, and mini-turbo, allowing you to throw your weight around as you cruise through the track to victory!

Cheep Charger
0 0 0 0 -2 +2
Sure, Cheep Cheeps are mainly water-based creatures, but this kart is made for the race track! It doesn't have good Traction, but very good Mini-Turbo.

Koopa Clown
+0.5 -0.5 +0.5 -0.5 +1 +1
Bowser's beloved flying tank has been converted to a road machine! It's stats are pretty average overall, so you can mix and match with most other vehicle parts and always get a solid combination.

Soardine
+1 -1 +1 -1 +0.5 +0.5
It may not look like it, but this actually used to be a real container of sardines! Well, giant sardines. Its square, flat model gives it good Handling and especially good Off-Road.

Biddybuggy
0 0 0 0 0 0
Biddybuds are one of the cuter enemies in the Mushroom Kingdom, so it's only natural there would be a kart based on them! It doesn't alter your stats very much and works well with any combination. If you get a speed boost, the wings will flutter too!

Rambi Rider
+1.5 -2 +2 -1.5 +2 -1
Rambi the Rhino is by far the strongest of the Kongs' animal friends. That big horn of his strikes fear into the hearts (and bones) of all Kremlings. With weight and traction being its best stats, this kart is a great fit for heavyweight racers like Donkey Kong.

Expresso Express
+2 -2 -2 +2 0 0
The Expresso Express probably wasn't meant to soar like its namesake, though it's top speed is top of the line! It also controls pretty well too, a stark contrast from most other fast vehicles. That said, it's weight is pretty low and you can get pushed around easier.
Bike Bodies

Habanero Caballero
+1 +1 -1 -0.5 0 -0.5
Hot peppers and bikes go together as good as hot sauce on potato chips, but the Habanero Caballero is a nice, sturdy vehicle. It's a balanced vehicle all around, with speed and acceleration being the highlight.

Potassium Peddler
0 +0.5 +2 -0.5 -2 0
Bananas are a pretty common sight in Mario Kart, so it's a mystery how there hasn't been a vehicle based on them yet. Well thankfully, the Potassium Peddler is here! Its best strengths are weight and acceleration. If you get hit by an item, it'll bruise, but don't worry, it won't actually damage your bike!

Squawks Scooter
-1 +1.5 -1 +1.5 0 0
Everyone likes Squawks, right? The Squawks Scooter offers great control as its best selling point, providing good handling on those sharp turns. Acceleration isn't half bad either.
Sport Bike Bodies

Enguarde Engine
+2 -1.5 0 +1.5 0 -2
Enguarde the Swordfish may not be able to race around the track, but he's still here in spirit as the Enguarde Engine! With high speed and decent handling, you can rip through the track, just like you're riding him!

Tearaway Torpedo
+2 -2 -1 0 0 +1.5
This little thing may not look much like a bike, but the name "Tearaway Torpedo" really suits this vehicle well! Just like you're ripping through the sea, you'll be in first place in no time with its high speed stat! It's got pretty low acceleration and weight though, so be careful.
ATV Bodies

Winky Wagon
0 0 -0.5 0 +1.5 +2
The Kong family has had a ton of animal friends, from rhinos, to birds, to reptiles, and even a frog! You probably won't be taking to the skies with the Winky Wagon, but with great traction and even better mini-turbo, this ATV can handle any terrain.
Double Bodies

Bullet Blaster
+1.5 -2 -1 -1 +1.5 +1.5
Bullet Bills are known for racing through the air at high speeds, and with this kart's high speed, mini-turbo, and traction, you don't even need the item to tear your way through the course!

Bull's-Eye Blaster
+2 -1.5 -2 -2 +1 +1
The Bullet Bill's aggressive cousin, the Bull's-Eye Bill, has heat-seeking properties that target anyone nearby. This kart isn't necessarily made to home in on other racers, but its higher speed over the Bullet Blaster makes it easier if you want to!

Barrel Train
+2 -2 +1.5 -2 0 -1.5
At first glance, the Barrel Train may look like it belongs on the railroad, but once you see the speed and weight, you'll know it's built for the road!

Tires[]

Part Stats
Speed Acceleration Weight Handling Traction Mini-Turbo

Standard Tires
0 0 0 0 0 0

Koopa
0 0 0 0 0 0
Harness the power of Koopa shells flying across the course with these tires! They don't change your vehicle's stats, making them good for any combination.

Gliders[]

Part Stats
Speed Acceleration Weight Handling Traction Mini-Turbo

Super Glider
0 0 0 0 0 0

Peach Parasol
0 +1 -1 0 0 0
Princess Peach decided to convert her favorite parasol into a glider! While it does take away from your kart's weight, it does offer a boost to acceleration. You'll be gliding as gracefully as the princess herself!

Rockin' Rocket
0 0 +1.5 -0.5 -0.5 0
Who needs gliders when you can take to the skies with a rocket? In addition to taking you through the air with a speedy engine, it also adds a bit of weight and speed to your vehicle. But that added weight does make off-road driving and turning harder.

Items[]

Every item, with the exception of the Crazy 8, from Mario Kart 8 Deluxe returns, along with several more items that were either featured in previous games, including the Mario Kart Arcade GP installments, and new items altogether. Items can be earned by driving through Item Boxes like in previous games, granting them a random item depending on their placement in the race. Weaker items such as Bananas and Green Shells are given to players in the higher positions, while powerful items such as Stars, Spiny Shells, and Bullet Bills are given to players in the lower positions.

Returning Items[]

Item Place Distribution / Description

Item Box
Item Boxes are found along the course. When driven into, the player will be given an item based on their position in the race.

Double Item Box
Double Item Boxes are found along the course. When driven into, the player will be given two items based on their position in the race. They are significantly rarer than normal Item Boxes.

Coin
Coins are found along the course. When collected, they give the player a small speed boost, as well as increase their overall top speed. If the player is hit by an item or obstacle, they will drop three Coins.

Banana
1
Common
4
Common
7
Unavailable
10
Unavailable
13
Unavailable
2
Common
5
Uncommon
8
Unavailable
11
Unavailable
14
Unavailable
3
Common
6
Uncommon
9
Unavailable
12
Unavailable
15
Unavailable
Bananas can be placed behind the player or thrown forward, where they will remain on the track. Players who drive over them will spin out.

Triple Bananas
1
Common
4
Uncommon
7
Unavailable
10
Unavailable
13
Unavailable
2
Common
5
Unavailable
8
Unavailable
11
Unavailable
14
Unavailable
3
Uncommon
6
Unavailable
9
Unavailable
12
Unavailable
15
Unavailable
Triple Bananas will trail behind the driver, protecting them from items. They can each be placed behind or thrown forward.

Giant Banana
1
Uncommon
4
Common
7
Unavailable
10
Unavailable
13
Unavailable
2
Common
5
Uncommon
8
Unavailable
11
Unavailable
14
Unavailable
3
Common
6
Uncommon
9
Unavailable
12
Unavailable
15
Unavailable
Giant Bananas can be placed behind or thrown forward, where they will act like normal Bananas and cause any players that hit them to spin out. However, they are much larger, making them harder to dodge, and slipping on them causes it to split into three smaller Bananas. Also, while it is immune to most items, it cannot be held behind the player.

Tacks
1
Common
4
Common
7
Unavailable
10
Unavailable
13
Unavailable
2
Common
5
Uncommon
8
Unavailable
11
Unavailable
14
Unavailable
3
Common
6
Uncommon
9
Unavailable
12
Unavailable
15
Unavailable
Tacks can be placed behind or thrown forward, where they will remain on the course. Players who drive over them will get flat tires for a short time; in this state, they travel slower and are harder to control.

Green Shell
1
Common
4
Common
7
Uncommon
10
Unavailable
13
Unavailable
2
Common
5
Common
8
Uncommon
11
Unavailable
14
Unavailable
3
Common
6
Uncommon
9
Unavailable
12
Unavailable
15
Unavailable
Green Shells can be thrown forward or backward. They travel in a straight line and will bounce off of walls. They knock over players they hit and can destroy items or obstacles.

Triple Green Shells
1
Uncommon
4
Common
7
Uncommon
10
Unavailable
13
Unavailable
2
Uncommon
5
Common
8
Uncommon
11
Unavailable
14
Unavailable
3
Common
6
Common
9
Unavailable
12
Unavailable
15
Unavailable
Triple Green Shells will orbit around the player, protecting them from items. They can each be thrown forward or backward.

Red Shell
1
Uncommon
4
Common
7
Uncommon
10
Unavailable
13
Unavailable
2
Common
5
Common
8
Uncommon
11
Unavailable
14
Unavailable
3
Common
6
Common
9
Unavailable
12
Unavailable
15
Unavailable
Red Shells can be thrown forward or backward. They will travel along the course and hit the player ahead of the user. However, they will be destroyed upon hitting a wall. They also cannot home in on other players if thrown behind.

Triple Red Shells
1
Unavailable
4
Uncommon
7
Common
10
Uncommon
13
Uncommon
2
Unavailable
5
Common
8
Common
11
Uncommon
14
Uncommon
3
Unavailable
6
Common
9
Common
12
Uncommon
15
Uncommon
Triple Red Shells orbit around the player, protecting them from items. They can each be thrown forward or backward.

Black Shell
1
Unavailable
4
Uncommon
7
Common
10
Unavailable
13
Unavailable
2
Unavailable
5
Uncommon
8
Common
11
Unavailable
14
Unavailable
3
Uncommon
6
Common
9
Common
12
Unavailable
15
Unavailable
Black Shells can be thrown forward or backward. They will travel in a straight line and explode on impact, knocking over any drivers in the blast radius.

Triple Black Shells
1
Unavailable
4
Unavailable
7
Common
10
Uncommon
13
Uncommon
2
Unavailable
5
Unavailable
8
Common
11
Uncommon
14
Uncommon
3
Unavailable
6
Common
9
Common
12
Uncommon
15
Uncommon
Triple Black Shells orbit around the player, protecting them from items. They can each be thrown forward or backward. Notably, if they collide with an item or player while orbiting the user, they will not explode.

Spiny Shell
1
Unavailable
4
Unavailable
7
Common
10
Uncommon
13
Unavailable
2
Unavailable
5
Unavailable
8
Common
11
Uncommon
14
Unavailable
3
Unavailable
6
Unavailable
9
Common
12
Uncommon
15
Unavailable
Spiny Shells, when thrown, will move across the course at high speeds and target the lead player, exploding on them and knocking them over. There is a very small window where a Mushroom or Super Horn can be used to escape it. Along its path, it will knock over other drivers too.

Bowser's Shell
1
Unavailable
4
Uncommon
7
Common
10
Common
13
Unavailable
2
Unavailable
5
Uncommon
8
Common
11
Uncommon
14
Unavailable
3
Unavailable
6
Uncommon
9
Common
12
Uncommon
15
Unavailable
Bowser's Shells can be thrown forward or backward. They act like Green Shells, where they will travel in a straight line and bounce off of walls. However, they will knock players over and will destroy most other items it hits. They are also significantly bigger, making them difficult to avoid.

Mushroom
1
Uncommon
4
Common
7
Uncommon
10
Unavailable
13
Unavailable
2
Common
5
Common
8
Uncommon
11
Unavailable
14
Unavailable
3
Common
6
Common
9
Unavailable
12
Unavailable
15
Unavailable
Mushrooms grant the player a temporary speed boost.

Triple Mushrooms
1
Unavailable
4
Unavailable
7
Common
10
Common
13
Uncommon
2
Unavailable
5
Unavailable
8
Common
11
Uncommon
14
Uncommon
3
Unavailable
6
Uncommon
9
Common
12
Uncommon
15
Unavailable
Triple Mushrooms grant the player three speed boost.

Golden Mushroom
1
Unavailable
4
Unavailable
7
Uncommon
10
Common
13
Common
2
Unavailable
5
Unavailable
8
Uncommon
11
Common
14
Common
3
Unavailable
6
Unavailable
9
Uncommon
12
Common
15
Common
Golden Mushrooms grant the player an unlimited amount of speed boosts for a few seconds.

Mega Mushroom
1
Unavailable
4
Unavailable
7
Common
10
Uncommon
13
Unavailable
2
Unavailable
5
Uncommon
8
Common
11
Unavailable
14
Unavailable
3
Unavailable
6
Common
9
Uncommon
12
Unavailable
15
Unavailable
Mega Mushrooms increase the player's size, making them go faster and granting invincibility for a short time. By running over other players, the user can flatten them, causing them to drive slower for awhile. If the user is hit by Lightning while using a Mega Mushroom, they will return to normal size.

Fire Flower
1
Unavailable
4
Uncommon
7
Common
10
Uncommon
13
Unavailable
2
Unavailable
5
Uncommon
8
Common
11
Unavailable
14
Unavailable
3
Unavailable
6
Uncommon
9
Common
12
Unavailable
15
Unavailable
Fire Flowers allow the user to shoot fireballs, which bounce along the ground and off of walls. They will cause any players they hit to spin out.

Boomerang Flower
1
Unavailable
4
Uncommon
7
Common
10
Unavailable
13
Unavailable
2
Uncommon
5
Common
8
Common
11
Unavailable
14
Unavailable
3
Uncommon
6
Common
9
Uncommon
12
Unavailable
15
Unavailable
Boomerang Flowers will give the player a boomerang, which can be thrown forward or backward before returning to them. They will destroy any items and spin out any players they hit on their path. The boomerang can be used three times before disappearing. If the player gets another item after throwing the boomerang, they cannot use the boomerang again.

Super Leaf
1
Uncommon
4
Common
7
Uncommon
10
Unavailable
13
Unavailable
2
Uncommon
5
Common
8
Uncommon
11
Unavailable
14
Unavailable
3
Uncommon
6
Uncommon
9
Unavailable
12
Unavailable
15
Unavailable
Super Leaves will add a raccoon tail on the back of the player's kart. By pressing the item button, the player can spin the tail around, spinning out players and destroying items nearby. After awhile, it will disappear.

Cape Feather
exclusive to Battle Mode
Cape Feathers allow the user to leap into the air and perform a trick, gaining a speed boost upon landing. This allows them to leap over boundaries and steal items from players they jump over.

Heart
1
Unavailable
4
Uncommon
7
Common
10
Uncommon
13
Unavailable
2
Unavailable
5
Common
8
Common
11
Unavailable
14
Unavailable
3
Uncommon
6
Common
9
Common
12
Unavailable
15
Unavailable
Hearts will orbit around the player. If an item hits them, the Heart will let the player use it for themselves. On use, two hearts will orbit the player, allowing them to use two items.

POW Block
1
Unavailable
4
Unavailable
7
Common
10
Uncommon
13
Unavailable
2
Unavailable
5
Unavailable
8
Common
11
Unavailable
14
Unavailable
3
Unavailable
6
Uncommon
9
Common
12
Unavailable
15
Unavailable
POW Blocks create a shockwave that cause all ahead players to spin out and lose their items. A drift can be performed just before the shockwave hits to nullify the damage, but they will still lose their items.

Fake Item Box
1
Common
4
Common
7
Unavailable
10
Unavailable
13
Unavailable
2
Common
5
Uncommon
8
Unavailable
11
Unavailable
14
Unavailable
3
Common
6
Uncommon
9
Unavailable
12
Unavailable
15
Unavailable
Fake Item Boxes can be placed behind the player or thrown forward, where they will remain on the track and be disguised as regular Item Boxes. They will knock over players that drive into them. They cannot block items from behind if held behind the player.

Banana Barrels
1
Unavailable
4
Uncommon
7
Uncommon
10
Unavailable
13
Unavailable
2
Unavailable
5
Common
8
Unavailable
11
Unavailable
14
Unavailable
3
Uncommon
6
Uncommon
9
Unavailable
12
Unavailable
15
Unavailable
Banana Barrels will attach themselves to either side of the vehicle, and automatically fire Bananas forward onto the track, which cause opponents to slip. They will fire 10 Bananas before disappearing.

Mushroom Cannon
1
Unavailable
4
Uncommon
7
Uncommon
10
Unavailable
13
Unavailable
2
Unavailable
5
Common
8
Unavailable
11
Unavailable
14
Unavailable
3
Uncommon
6
Uncommon
9
Unavailable
12
Unavailable
15
Unavailable
Mushroom Cannons will attach themselves to the front of the kart and will automatically fire Mushrooms forward, which can give the user a speed boost if they come in contact with them, though they can also be stolen by opponents if they are quick enough. It will fire 10 Mushrooms before disappearing.

Coin Box
1
Uncommon
4
Uncommon
7
Unavailable
10
Unavailable
13
Unavailable
2
Uncommon
5
Uncommon
8
Unavailable
11
Unavailable
14
Unavailable
3
Uncommon
6
Unavailable
9
Unavailable
12
Unavailable
15
Unavailable
Coin Boxes will place themselves in front of the kart and shake, spewing Coins in all directions for a short time. These can be collected by the user or opponents. It can release anywhere from 20 to 40 Coins before disappearing.

Bubble
1
Uncommon
4
Common
7
Common
10
Unavailable
13
Unavailable
2
Uncommon
5
Common
8
Uncommon
11
Unavailable
14
Unavailable
3
Common
6
Common
9
Unavailable
12
Unavailable
15
Unavailable
Bubbles will encase the user, giving them a slight speed boost and causing them to float a bit. It protects them from any incoming items, though will pop if hit. Drivers that hit a player with a bubble will be bounced back pretty far.

Dash Ring
1
Unavailable
4
Unavailable
7
Common
10
Uncommon
13
Unavailable
2
Unavailable
5
Uncommon
8
Common
11
Unavailable
14
Unavailable
3
Unavailable
6
Common
9
Uncommon
12
Unavailable
15
Unavailable
Dash Rings will cause six rings to appear along the track in front of the user. By driving through one, the driver will gain a speed boost, and driving through all six of them gives a much longer speed boost at the end. Other drivers can use the rings themselves, though the big speed boost can only be attained by the user.

Square Tire
1
Unavailable
4
Common
7
Uncommon
10
Unavailable
13
Unavailable
2
Uncommon
5
Common
8
Unavailable
11
Unavailable
14
Unavailable
3
Uncommon
6
Common
9
Unavailable
12
Unavailable
15
Unavailable
Square Tires can be thrown forward or backward, and they will roll across the course before stopping. If a player hits one, their tires will become square for a short time, making them travel slower and making it harder to control.

Large-Small Tire
1
Unavailable
4
Common
7
Uncommon
10
Unavailable
13
Unavailable
2
Uncommon
5
Common
8
Unavailable
11
Unavailable
14
Unavailable
3
Uncommon
6
Common
9
Unavailable
12
Unavailable
15
Unavailable
Large-Small Tires can be thrown forward or backward, and they will roll across the course before stopping. If a player hits one, their tires will randomly change between small and large for a short time. When small, the player travels slower, and when big, it is harder to control.

Smokescreen
1
Unavailable
4
Uncommon
7
Common
10
Unavailable
13
Unavailable
2
Unavailable
5
Common
8
Uncommon
11
Unavailable
14
Unavailable
3
Unavailable
6
Common
9
Unavailable
12
Unavailable
15
Unavailable
Smokescreen, when used, will spray a cloud of pink smoke that covers the player for a short time. By bumping into other players, the smoke will be passed onto them, and cover their screen to obscure their vision. The smoke will eventually wear off, but can be washed off by entering water or by using a speed boost. The player who used the Smokescreen can continue passing the smoke off to other players until it wears out.

Bob-omb
1
Unavailable
4
Unavailable
7
Common
10
Uncommon
13
Unavailable
2
Unavailable
5
Uncommon
8
Common
11
Unavailable
14
Unavailable
3
Unavailable
6
Uncommon
9
Common
12
Unavailable
15
Unavailable
Bob-ombs can be placed behind the player or thrown forward. They will remain on the course and sometimes walk around. After some time has passed or it is hit by a player or item, it explodes, knocking over any driver in the blast radius.

Blooper
1
Unavailable
4
Unavailable
7
Common
10
Unavailable
13
Unavailable
2
Unavailable
5
Uncommon
8
Uncommon
11
Unavailable
14
Unavailable
3
Unavailable
6
Common
9
Unavailable
12
Unavailable
15
Unavailable
Bloopers will obscure the vision of all drivers ahead by spraying ink at them. The ink will come off the screen gradually, though entering water or gaining a speed boost will cause it to wash off faster.

Potted Piranha Plant
1
Unavailable
4
Uncommon
7
Common
10
Uncommon
13
Unavailable
2
Uncommon
5
Common
8
Common
11
Unavailable
14
Unavailable
3
Uncommon
6
Common
9
Uncommon
12
Unavailable
15
Unavailable
Potted Piranha Plants position themselves in front of the driver. They will chomp at any drivers nearby, causing them to spin out. It will also chomp at nearby items. Alternatively, tapping the item button allows the Piranha Plant to chomp manually. Every time it chomps, the player gets a small speed boost.

Lightning
1
Unavailable
4
Unavailable
7
Unavailable
10
Unavailable
13
Uncommon
2
Unavailable
5
Unavailable
8
Unavailable
11
Unavailable
14
Common
3
Unavailable
6
Unavailable
9
Unavailable
12
Uncommon
15
Common
Lightning will shrink all other drivers, causing them to move slower for a short time. Players in lower positions will grow to normal size faster than in later positions.

Bullet Bill
1
Unavailable
4
Unavailable
7
Unavailable
10
Unavailable
13
Uncommon
2
Unavailable
5
Unavailable
8
Unavailable
11
Unavailable
14
Common
3
Unavailable
6
Unavailable
9
Unavailable
12
Uncommon
15
Common
Bullet Bills will transform the player into a Bullet Bill. In this form, they will rocket through the course at high speeds, knocking over any other players in its path. It is also invincible, and cannot be hit by any item. The further away the player is from first place, the more distance the Bullet Bill will travel.

Super Horn
1
Uncommon
4
Common
7
Uncommon
10
Uncommon
13
Unavailable
2
Common
5
Common
8
Uncommon
11
Uncommon
14
Unavailable
3
Common
6
Common
9
Uncommon
12
Unavailable
15
Unavailable
Super Horns will emit a sound wave around the user, causing any drivers in the radius to spin out, as well as protect them from items. It is notably the only item capable of destroying a Spiny Shell.

Thunder Cloud
1
Unavailable
4
Uncommon
7
Uncommon
10
Uncommon
13
Uncommon
2
Unavailable
5
Uncommon
8
Uncommon
11
Uncommon
14
Uncommon
3
Unavailable
6
Uncommon
9
Uncommon
12
Uncommon
15
Uncommon
Thunder Clouds will immediately begin hovering over once they are landed on in the item roulette. While it is present, the player will gain a speed and acceleration boost, as well as not slowing down on off-road. However, they will shrink after a few seconds, causing them to move slower. By bumping into another player, the Thunder Cloud can be passed on. Items such as Mega Mushrooms, Stars, and Bullet Bills will make the Thunder Cloud disappear.

New Items[]

Item Place Distribution / Description

Blue Coin
Blue Coins are found along the course, in place of regular Coins in randomized locations. One Blue Coin will convert to five Coins.

1-Up Mushroom
1
Uncommon
4
Uncommon
7
Uncommon
10
Uncommon
13
Uncommon
2
Uncommon
5
Uncommon
8
Uncommon
11
Uncommon
14
Uncommon
3
Uncommon
6
Uncommon
9
Uncommon
12
Uncommon
15
Uncommon
1-Up Mushrooms will orbit the player's kart once collected. If the player falls off the course, the 1-Up Mushroom will make Lakitu pick up and place the player back on the road much faster. Only one 1-Up Mushroom can be used at once.

Rotten Mushroom
1
Common
4
Common
7
Unavailable
10
Unavailable
13
Unavailable
2
Common
5
Unavailable
8
Unavailable
11
Unavailable
14
Unavailable
3
Common
6
Unavailable
9
Unavailable
12
Unavailable
15
Unavailable
Rotten Mushrooms can be thrown forward or backward, and will move around in a circle on the track. If a driver comes near, then the Rotten Mushroom will home into them. On contact, the driver will shrink, causing them to be slower and lighter for a short time.

Superball Flower
1
Unavailable
4
Uncommon
7
Common
10
Uncommon
13
Unavailable
2
Unavailable
5
Uncommon
8
Common
11
Unavailable
14
Unavailable
3
Unavailable
6
Uncommon
9
Common
12
Unavailable
15
Unavailable
Superball Flowers allow the user to throw superballs, which fly left or right and bounce in 90-degree angles when they hit a wall. Superballs will cause drivers that hit them to spin out, and they can hit multiple drivers before they disappear. Up to two superballs can be used at once.

White Shell
1
Uncommon
4
Unavailable
7
Unavailable
10
Unavailable
13
Unavailable
2
Uncommon
5
Unavailable
8
Unavailable
11
Unavailable
14
Unavailable
3
Uncommon
6
Unavailable
9
Unavailable
12
Unavailable
15
Unavailable
White Shells act similarly to Spiny Shells when thrown; they ride along the track and hit any drivers in the way until they explode on their target. The difference being that they target the driver in last place rather than the driver in first place.

Green Shell Barrels
1
Unavailable
4
Uncommon
7
Uncommon
10
Unavailable
13
Unavailable
2
Unavailable
5
Common
8
Unavailable
11
Unavailable
14
Unavailable
3
Uncommon
6
Common
9
Unavailable
12
Unavailable
15
Unavailable
Green Shell Barrels will attach themselves to either side of the vehicle, and automatically fire Green Shells forward onto the track, which fly along the ground and bounce off walls. They will fire 10 Green Shells before disappearing.

Magic Paintbrush
1
Uncommon
4
Common
7
Unavailable
10
Unavailable
13
Unavailable
2
Uncommon
5
Common
8
Unavailable
11
Unavailable
14
Unavailable
3
Common
6
Uncommon
9
Unavailable
12
Unavailable
15
Unavailable
Magic Paintbrushes are placed behind the kart, and will paint the course behind them with goop. This goop will cause any players that drive over it to spin out. However, items like Green Shells can make the goop they run into disappear, and a speed boost can negate it altogether. The goop will eventually dry off.

Fire Snake
1
Unavailable
4
Uncommon
7
Common
10
Unavailable
13
Unavailable
2
Unavailable
5
Uncommon
8
Uncommon
11
Unavailable
14
Unavailable
3
Unavailable
6
Common
9
Unavailable
12
Unavailable
15
Unavailable
Fire Snakes can be thrown forward or placed behind, and will begin bouncing around the course in random directions, disappearing after a short time. It will spin out any players that drive into it.

Bumper
1
Uncommon
4
Common
7
Common
10
Unavailable
13
Unavailable
2
Uncommon
5
Common
8
Uncommon
11
Unavailable
14
Unavailable
3
Common
6
Common
9
Unavailable
12
Unavailable
15
Unavailable
Bumpers will surround the user around their kart for a short time. During this time, the Bumper will bounce away items and other drivers away, protecting the user until it disappears.

Swinging Claw
1
Unavailable
4
Uncommon
7
Common
10
Common
13
Unavailable
2
Unavailable
5
Uncommon
8
Common
11
Uncommon
14
Unavailable
3
Unavailable
6
Common
9
Common
12
Unavailable
15
Unavailable
Swinging Claws can be hurled forward, and they will latch onto the ground or walls nearby. The Swinging Claw will pull the user forward, increasing their speed exponentially. This can be especially useful on turns if the user doesn't turn, causing the Swinging Claw to pull them in the right direction quickly. Swinging Claws can also save drivers from falling off ledges if used at the right time, as it latches to the ledge and pulls them back up. Lastly, the Swinging Claw can latch onto other drivers, pulling them back while pulling the user forward. Swinging Claws can be used five times before disappearing.

Thwomp Hammer
1
Unavailable
4
Uncommon
7
Common
10
Uncommon
13
Unavailable
2
Unavailable
5
Uncommon
8
Common
11
Uncommon
14
Unavailable
3
Unavailable
6
Uncommon
9
Common
12
Uncommon
15
Unavailable
Thwomp Hammers are held by the player, and can be used to slam the ground in front, beside, or behind themselves. This will destroy items and flatten other players. A Thwomp Hammer can be used three times before disappearing.

Peepa
1
Unavailable
4
Uncommon
7
Common
10
Common
13
Uncommon
2
Unavailable
5
Uncommon
8
Common
11
Uncommon
14
Unavailable
3
Unavailable
6
Common
9
Common
12
Uncommon
15
Unavailable
Peepas will make the player invisible for a short time, allowing them to pass through items, obstacles, and other players. During this time, the Peepa will steal a random item from a player and give it to the user before they return to normal. If no other players have items, the Peepa won't give the user anything. They are a replacement for the Boo item from previous installments.

Blunderbuss
1
Unavailable
4
Uncommon
7
Common
10
Unavailable
13
Unavailable
2
Uncommon
5
Common
8
Common
11
Unavailable
14
Unavailable
3
Uncommon
6
Common
9
Uncommon
12
Unavailable
15
Unavailable
Blunderbusses allow the user to fire Kannonballs forward or backward. These Kannonballs will travel in a straight line pretty quickly, knocking over any drivers in their path. Up to five Kannonballs can be fired before it disappears.

Propellerpack
exclusive to Battle Mode
Propellerpacks will attach themselves to the user's kart, allowing them to take flight for a short time. In this state, they will drop Kannonballs down below, which will knock over drivers they hit. Flying with a Propellerpack is similar to gliding, but there is more control. After awhile, the Propellerpack will slow down and the user will slowly descend to the ground.

Courses[]

The game has 80 courses total, split among 20 cups, with four courses in each. The Mushroom, Flower, Turnip, Egg, Feather, Cherry, Acorn, Shine, Star, and Special Cups consist of brand-new courses while the Shell, Banana, Leaf, Coin, Bell, Boomerang, Horn, Heart, Lightning, and Moon Cups consist of returning courses from previous games, all remastered to fit the additions of gliding, underwater, and anti-gravity sections.

Of particular note, the retro courses don't focus on bringing back tracks that have not been reintroduced, and instead focuses on bringing back the best and most interesting courses throughout the series, regardless if they have returned previously or not. Of the 40 retro courses, there are five from each game.

Nitro Courses
Retro Courses

Nitro Courses[]

Course Description

Mushroom Cup
Kingdom Circuit is the first course of the Mushroom Cup. It has a pretty standard layout, taking place outside of Peach's Castle. There are very few obstacles, though there are a few simple shortcuts that can be taken with a Mushroom. At the end of the course, players drive on top of the castle and jump off in a glider section.
Toadette Resort is the second course of the Mushroom Cup, and takes place near a five-star hotel owned by Toadette. Players start outside the hotel before driving into it. Fountains can be found inside, which can be used as ramps. Players ride a spiral ramp to the hotel's roof, where they can either drive around a pool or drive through it. A ramp can also be taken to drive on a raft floating on it. Players then take a decline down to the starting line.
Cat Playground is the third course of the Mushroom Cup. It takes place in a nursery-like building, with the interior themed after Super Bell Hill in Super Mario 3D World. 8-bit sprites of Cat Mario and Cat Peach can also be found. The layout is relatively simple, and outside of a few Cat Goombas, there aren't many obstacles. However, near the end of the course, players will drive along a wall in an anti-gravity section.
Koopa Rapids is the final course of the Mushroom Cup. Bearing resemblance to the Lost Kingdom in Super Mario Odyssey, the entire course takes place around a looping river of rushing water. Driving through the water can allow players to go faster, but there are walls and they will eventually need to go back above ground. Giant Koopa Troopa shells can also be found, containing Item Boxes inside them. Koopa Troopas from outside the track can occasionally throw Green Shells on the track, which function identically to their item counterparts.

Flower Cup
Metro Blvd. is the first course of the Flower Cup, and aptly based off of the Metro Kingdom in Super Mario Odyssey. The course takes place on various streets, where cars and trucks drive around. At a few points, players also drive on the walls of buildings in anti-gravity sections. Players also drive on girders hanging over the edge of the city. Sometimes these girders move, making them more difficult to drive on.
Yoshi's Island is the second course of the Flower Cup. It is a sectioned-track, with the entire course being a single loop around Yoshi's Island. The course starts off on the beach, where Sidesteppers crawl around. Piers can also be driven off of on the shore, and have ramps players can perform tricks on. The second section takes place in a jungle, with Piranha Plants populating it. Finally, a cannon shoots the players into the third section of the track, riding down a mountain with even more Piranha Plants. The track loops back to the beach.
Northern Peaks is the third course of the Flower Cup. It takes place between two large, snowy mountains, and resembles Frosted Glacier from New Super Mario Bros. U. Penguins populate the track, and will slide around. Most of the course is also slippery, making it difficult to turn. Notably, the it will begin snowing during the second lap, and by the third lap, the track will be under a blizzard.
Wario's Castle is the final course of the Flower Cup, and is set in Wario's castle, where he stores all of his treasure. Piles of gold can be driven off of to perform tricks, and golden Chain Chomps can also be found inside. On the second lap, the Black Jewel from Wario World will come to life and begin shifting the course, while also attacking drivers.

Turnip Cup
Rogue's Raceway is the first course of the Turnip Cup. Set on the streets of Rogueport, players will drive through the town. The players start on the ground, but will soon scale a set of crates and reach the rooftops. Here, players can perform tricks. There is also an anti-gravity section where players race on the city walls.
Sunset Savannah is the second course of the Turnip Cup, and takes place in a savannah during sunset. In addition to avoiding Tiki Goons on the track, players also drive through underwater sections in a river. After each lap, the course will progressively get darker and darker as the sun sets in the background. The characters also have unique lighting where their most prominent color will glow similar to the sunset levels in Donkey Kong Country Returns and Donkey Kong Country: Tropical Freeze. The road is also illuminated.
Sarasaland Circuit is the third course of the Turnip Cup, taking place in Daisy's kingdom, Sarasaland. It is a three-sectioned course, starting right outside of Daisy's Arabian-themed castle. Players drive through the Birabuto Kingdom while dodging fireballs spit by Gao. The second section takes place in the Chai Kingdom along a massive stone wall. There are ramps to perform tricks off of, though it is easy to fall off. Roketons will also fly overhead and shoot bullets at the track. The third section is set in the Muda Kingdom; after a gliding ramp, the players drive underwater, where they must dodge Yurarins floating through the water. After reaching shore, the players drive through Daisy's castle and over the finish line.
Underworld Mines is the final course of the Turnip Cup, set in the depths of the Underworld. The course is simple, with Rocky Wrenches being the only obstacles. Underworlders can also be seen in the background, mining crystals of various colors. The road is constructed out of crystal, and players drive around large chunks of it. Some can even be driven off of to perform tricks.

Egg Cup
Rubee Factory is the first course of the Egg Cup. Taking place inside Merlee's Mansion, now owned by Mimi and turned into a factory, players will drive through various rooms, where slaves are hitting blocks to make Rubees. Conveyor belts with Rubees can be found, which will either speed up or slow down players depending on what direction they are moving in. Near the end of the lap, players will drive through the basement, now serving as a vault for created Rubees.
Tar Pit Plateau is the second course of the Egg Cup. The course layout is rather jagged, making some turns difficult. Bony Beetles and Bone Piranha Plants serve as obstacles, while Dry Bones stand in the background. Unique to the track are pools of tar along the track; if players drive over them, their tires will become covered in tar, slowing them down and making it more difficult to turn for a short time. The course resembles the Cliff levels in Donkey Kong Country Returns.
Hammer Bro. Dojo is the third course of the Egg Cup. Themed after Bowser's Kingdom in Super Mario Odyssey, Hammer Bros. of various types fight each other outside of the track. Some types, such as Sledge Bros. and Sumo Bros., will serve as obstacles and aim for the players. There are also two big gliding sections where Amazing Flyin' Hammer Bros. will try to get in the way.
Kamek's Library is the final course of the Egg Cup. The entire course is set in a ghost house-esque location, where Boos and Peepas will stand in the background. At some points, players will also drive along the walls in anti-gravity sections. The course is similar to Big Boo's Haunt in Super Mario 64, as Bookends, Killer Chairs, and a Mad Piano appear as obstacles. There are also shortcuts hidden behind walls, which can actually be driven through.

Feather Cup
Throwback Plains is the first course of the Feather Cup. It appears to take place in a simulated dome of sorts, recreating graphics reminiscent of Super Mario Bros. It is a three-sectioned course, which sees the players driving through an overworld in the first section, a cave in the second section, and finally a castle in the third section. Obstacles such as Goombas and Piranha Plants are 8-bit, but are otherwise identical in behavior to their appearances in other courses. Several hills similar to those in the background of Super Mario Bros. can be driven off of to perform tricks.
Last Resort is the second course of the Feather Cup. The course takes place within the Last Resort from Luigi's Mansion 3; players start outside the hotel and drive into it. There are various floors the players will drive through, such as a theater-based floor and a pool floor with underwater sections, all of which are accessed through empty elevator shafts with anti-gravity sections. At the top of the hotel, players drive through a portal similar to the Paranormal Portal from Luigi's Mansion: Dark Moon, taking them back to the start.
Black Hole Garden is the third course of the Feather Cup. The course takes place in deep space, with giant black holes surrounding the track. Cosmetta's Cosmic Lighthouse can also be seen in the background. The entire course is anti-gravity, and there are plenty of loops and twists throughout the course. Black holes will sometimes form on random parts of the course that can pull players in; should they fall in one, Lakitu will need to pull them out of it.
Megavitamin Lab is the final course of the Feather Cup. Set inside a large factory with backgrounds resembling the Dr. Mario series, it is a relatively simple course with conveyor belts along the course that can either speed up or slow down players depending on what direction they are going in. Megavitamins can also fall from the sky in certain areas; though they can crush players they land on, they can also be driven off of like ramps to perform tricks. Viruses can also be found in the background, and destroyed by Megavitamins.

Cherry Cup
Cascade Falls is the first course of the Cherry Cup, based heavily on both Dinosaur Land from Super Mario World and the Cascade Kingdom from Super Mario Odyssey. While Rexes can be found cheering from rocks off the track, a few T-Rexes appear as well, and can occasionally romp through the course to spin drivers out. Near the end of the lap is an underwater section, followed by driving down a massive waterfall.
Pipeline Central is the second course of the Cherry Cup, and is very similar to 3DS Piranha Plant Slide from Mario Kart 7. The entire course takes place in a maze of Warp Pipes, many of which have water steams that allow drivers to go faster. All of the pipes also have anti-gravity sections within them, allowing drivers to race all around inside the pipe. Piranha Plants of various types can also appear as hazards, from regular ones that lunge at nearby players to bite to Fire Piranha Plants and Frost Piranhas that can burn and freeze players respectively.
Shipwreck Grotto is the third course of the Cherry Cup, heavily based on Pirate's Grotto from Paper Mario: The Thousand-Year Door. The majority of the course takes place underwater, with Fish Bones swimming around that cause players to spin out when hit. Several shipwrecks are also driven through, many of which have ramps that can be tricked off of. In the background near the middle of the lap, Cortez can seen in his ship, the Black Skull.
The Ol' Switcheroo is the final course of the Cherry Cup. Taking place inside a large factory, the course has multiple branching paths. Robots in the background will randomly hit ON/OFF Switches, which will move parts of the course to connect with other paths. The different paths vary greatly as well, such as having conveyor belts that either speed up or slow down drivers, an underwater section where spinning blades must be avoided, and mechanical mushroom platforms that can be bounced off of. While rare and dependent on how much the track switches, a golden path can be accessed that has a special Item Box that always grants a Star, as well as being a big shortcut.

Acorn Cup
Diamond City is the first course of the Acorn Cup, mainly taking place in the Diamond City Stadium from WarioWare Gold. Each lap has two "Microgame Machines", which the players drive through and are taken into a microgame with a certain goal, such as collecting all the Coins or avoiding the Goombas. Should they succeed, they exit the area as normal, though failing a microgame forces the player to take a longer route.
Volbono Road is the second course of the Acorn Cup, taking place in the Luncheon Kingdom from Super Mario Odyssey. It is a three-sectioned course, with the first section taking place in a food festival with Volbonans cheering on the racers. The second section takes place above pink lava, where Lava Bubbles and Fire Snakes must be dodged. The final section has the players drive up a mountain, and finishing on a giant slab of meat inside the pot at the peak.
Bowser Coaster is the third course of the Acorn Cup, inspired from World Bowser from Super Mario 3D World. The entire course takes place on a Bowser-themed roller coaster, which has many obstacles such as Burners, metal Bowser fists, and even parts of the track missing. Additionally, the entire course is in anti-gravity.
Airytale Tower is the final course of the Acorn Cup, based off of The Overthere from Super Paper Mario. It takes place outside of a giant palace in the clouds, which the players drive over. Some clouds are bouncy, and can be used to perform tricks off of. Several Nimbis can also be found in the background, cheering the racers on.

Retro Courses[]

Course Description

Shell Cup
DS Figure-8 Circuit returns from Mario Kart DS as the first course in the Shell Cup. It has been graphically updated to resemble Mario Kart Stadium in Mario Kart 8, with Toad mechanics cheering from the sidelines. The layout itself is relatively unchanged, though the turns now have anti-gravity. The turns also have several boost pads on the outside of the road. The course is also blue and loops around itself like a möbius strip, making it resemble the "8" in Mario Kart 8's logo. On the final lap, the track begins flashing blue and pink, resembling the 8 in Mario Kart 8 Deluxe's logo.
SNES Choco Island 1 returns from Super Mario Kart as the second course in the Shell Cup. Like SNES Donut Plains 3 in Mario Kart 8, the course has seen a massive graphic overhaul to make it less flat. The course is sized up as well. Like the original, bumps on the road can be used as ramps and mud slows down players. Goombas are also found in the second half of the track.
GBA Riverside Park returns from Mario Kart: Super Circuit as the third course in the Shell Cup. The course has seen heavy graphical overhauls, now being set in a savannah setting, resembling the Lost Kingdom in Super Mario Odyssey. Monty Moles can be found along the track, and the final jump has been made into a gliding section. Alternate routes can also be taken through the water in certain sections, which typically have Item Boxes.
U Thwomp Ruins returns from Mario Kart 8 as the final course in the Shell Cup. As the course was directly lifted from Mario Kart 8 Deluxe, very little changes have been made. The sky is noticeably at sunset though, and more detail has been put into the stone structures, making them cracked and ancient. A volcano can also be seen in the background at the starting line, referencing Thwomp Volcano in Mario & Luigi: Partners in Time.

Banana Cup
Wii Mushroom Gorge returns from Mario Kart Wii as the first course of the Banana Cup. Aside from graphical updates, not a lot of changes were made to the course itself. However, the background now resembles Meringue Clouds from New Super Mario Bros. U. Additionally, the blue mushroom trampoline that activates a glider from Mario Kart 7 is retained.
GCN Waluigi Stadium returns from Mario Kart: Double Dash!! as the second course of the Banana Cup. The dirt on the road is now sectioned, making it resemble a dirt bike track. Part of the second half of the course also features an anti-gravity section, with the players racing on walls. Aside from these, little alterations were made to the course, and the Fire Bars and Mecha Piranha Plants were retained.
N64 Kalamari Desert returns from Mario Kart 64 as the third course of the Banana Cup. The course overall has been given more life, with rocks and stone structures sticking out in the background. This, along with cheering Tostarenans and Jaxis, makes the course overall resemble Sand Kingdom in Super Mario Odyssey. The train still appears on the track, though it is now visibly conducted by a Tostarenan in a conductor's hat. The passengers, which are also Tostarenans, can also be seen through the cars' windows.
3DS Shy Guy Bazaar returns from Mario Kart 7 as the final course of the Banana Cup. While little to no changes were made to the course layout, it has seen some big renovations appearance-wise. The course still takes place at night, though there is noticeably more sand on the track, and several houses made of stone, wood, and straw are also seen, making it resemble Dry Dry Outpost from Paper Mario.

Leaf Cup
3DS Wuhu Loop returns from Mario Kart 7 as the first course of the Leaf Cup. Like that game, it is a sectioned track, touring around Wuhu Island. Aside from graphical changes and updates, not much about the course has been changed, though some of the shortcuts have been altered to include anti-gravity.
N64 Moo Moo Farm returns from Mario Kart 64 as the second course of the Leaf Cup. It has received pretty significant changes graphically; similar to Wii Moo Moo Meadows in Mario Kart 8, the course is now set at sunset, with a barn present in the background. Some of the fences on the turns have been removed, allowing for more shortcuts and for Moo Moos to roam around the course.
Wii Toad's Factory returns from Mario Kart Wii as the third course of the Leaf Cup. Aside from small graphical updates, the section of the course where players enter the factory after crossing conveyor belts has been changed to be an underwater tank. The first ramp has also been changed to be a gliding section, as has the final ramp.
GBA Boo Lake returns from Mario Kart: Super Circuit as the final course of the Leaf Cup. The entire course has been revamped visually, now being set on top of a sunken ship. The background has also been changed to resemble Evershade Valley from Luigi's Mansion: Dark Moon, with the Dark Moon present in the sky. Half of the course also takes place underwater; this same section is also anti-gravity.

Coin Cup
SNES Koopa Beach 1 returns from Super Mario Kart as the first course of the Coin Cup. It has been given a major graphical overhaul, now resembling the Seaside Kingdom in Super Mario Odyssey. The course layout has also been altered, with the islands being wider apart and having more depth. Players can either drive underwater or perform tricks off ramps to get from island to island.
DS DK Pass returns from Mario Kart DS as the second course of the Coin Cup. Though the track layout hasn't changed, it has been given an aesthetic overhaul, now taking elements from Wii DK Summit and having the second half of the track being set in a halfpipe where tricks can be performed off the side. The overall aesthetic has also changed, resembling the Snow Kingdom in Super Mario Odyssey.
U Electrodrome returns from Mario Kart 8 as the third course of the Coin Cup. The course is mostly identical to its initial appearance both aesthetically and mechanically. However, the overarching color of the course will change each lap; Electrodrome will be purple the first lap, blue the second lap, and hot pink the third lap.
GCN Mushroom City returns from Mario Kart: Double Dash!! as the final course of the Coin Cup. The biggest change aesthetically is that the course is raining, though it hasn't gone through many changes in terms of layout. However, the pink road shortcut is now off-road, and requires a speed boost to get across.

Bell Cup
U Dragon Driftway returns from Mario Kart 8 as the first course of the Bell Cup. Visually, it has been revamped to be similar to Bowser's Kingdom in Super Mario Odyssey, with more colorful clouds in the background and NPCs such as Pokios and Stairface Ogres standing in the background. In terms of layout however, it is pretty much identical.
3DS Rock Rock Mountain returns from Mario Kart 7 as the second course of the Bell Cup. It has been given a visual overhaul, now resembling Rock-Candy Mines from New Super Mario Bros. U. The incline near the end of the lap has also been made into an anti-gravity section.
SNES Mario Circuit 4 returns from Super Mario Kart as the third course of the Bell Cup. It has been given a massive visual upgrade compared to its original appearance, with colorful hills in the background, Toads and Yoshis sitting on blocks and cheering on the racers, and Piranha Plants rising in and out of the Warp Pipes, though they have no effect on gameplay and are purely aesthetic. Similar to GBA Mario Circuit in Mario Kart 8, the straightaways and u-turn in the middle of the lap are elevated, and are made into anti-gravity sections.
DS Airship Fortress returns from Mario Kart DS as the final course of the Bell Cup. Aesthetically, the course is raining, and thunder is raging in the background. Several enemies such as Koopatrols, Dry Bones, Hammer Bros., and Magikoopas are also found in the background spectating the race. The spiral in the tower near the end of the lap is also made into an anti-gravity section.

Boomerang Cup
Wii Koopa Cape returns from Mario Kart Wii as the first course of the Boomerang Cup. It hasn't received too many changes visually, though the gliding ramp at the start of the waterfall and the underwater section inside the pipe from Mario Kart 7 are retained.
GBA Sunset Wilds returns from Mario Kart: Super Circuit as the second course of the Boomerang Cup. It has received a massive visual overhaul, now taking place at the bottom of a giant canyon similar to Wii Wario's Gold Mine or U Bone-Dry Dunes, and the course is more crooked as a result. The sun still sets periodically, causing the course to change colors from orange to purple, and Shy Guys with cowboy hats can be seen in the background, cheering the drivers on. The teepees with Spear Guys have been retained as well, and driving into one will make the Spear Guys angry and chase the player, throwing spears at them for a short time.
N64 Choco Mountain returns from Mario Kart 64 as the third course of the Boomerang Cup. It has been upgraded a lot visually to resemble a giant chocolate cake, with fudge running through it. The boulders have also been changed to giant chocolate chip cookies. In the background, Monty Moles can be seen taking bites out of the walls. Very little has changed about the layout itself.
GCN DK Mountain returns from Mario Kart: Double Dash!! as the final course of the Boomerang Cup. The course's layout has changed a bit compared to other retro courses, as the Barrel Cannon at the beginning will shoot the players inside the volcano. While inside, the players must avoid lava geysers, as well as avoid not dropping into lava. They will exit the volcano near the second half of the course.

Horn Cup
GBA Yoshi Desert returns from Mario Kart: Super Circuit as the first course of the Horn Cup. Similar to how GBA Cheese Land was remade in Mario Kart 8, the course has been given a massive visual upgrade, with a less flat landscape and now being set at dusk. Several Yoshis from the background are also cheering. The Piranha Plants in the original version were replaced with Sandmaarghs, which travel underground and rise up to chomp on drivers nearby to spin them out.
3DS Rosalina's Ice World returns from Mario Kart 7 as the second course of the Horn Cup. The layout hasn't changed too drastically, though the course is now similar to Frosted Glacier from New Super Mario Bros. U. It also takes design elements from the Comet Observatory in Super Mario Galaxy, with domes all around the course, as well as Lumas and Star Bunnies populating it as spectators.
DS Bowser Castle returns from Mario Kart DS as the third course of the Horn Cup. It has been given a visual overhaul to resemble U Bowser's Castle, with a more detailed interior. Several enemies such as Dry Bones, Hammer Bros., Magikoopas, and Goombas also sit by the sidelines, cheering on the racers.
U Mount Wario returns from Mario Kart 8 as the final course of the Horn Cup. Aside from slight adjustments, the course is the same both visually and mechanically. However, some jumbotrons have been added around the course, advertising WarioWare, Inc.

Heart Cup
GCN Wario Colosseum returns from Mario Kart: Double Dash!! as the first course of the Heart Cup. Visually, the course has been given more life, with crowds cheering in the seats, as well as jumbotrons advertising WarioWare, Inc. and golden statues of Wario placed around the course. Mechanically, much of the course, specifically the loops, have been made into anti-gravity, the giant ramp near the beginning is now a glider ramp, and half of the course is now underwater.
N64 DK's Jungle Parkway returns from Mario Kart 64 as the second course of the Heart Cup. Visually, the course has been changed to better resemble the Jungle from Donkey Kong Country Returns, and Frogoons and Tiki Goons from that game are also added as obstacles. Other than this and the ramp now being made into a glider section, the layout hasn't been changed much.
SNES Vanilla Lake 2 returns from Super Mario Kart as the third course of the Heart Cup. The course has been given a massive visual overhaul, as instead of taking place in an ice rink, it now takes place in a Christmas-themed village. While the layout still remains a loop, it is also significantly larger. Ice blocks are also replaced with Crates that release items upon contact, and the number of them has been severely toned down.
Wii Maple Treeway returns from Mario Kart Wii as the final course of the Heart Cup. The sections of the track that take place on tree trunks are now in anti-gravity, but other than that, not many changes have been made to the layout.

Trivia[]

  • Infinity Remix was originally created to be an answer to several Mario Kart games that could be considered unoriginal or cookie-cutter, as well as to how it would be difficult to make a Mario Kart game interesting and unique.
  • Baby Rosalina's hair was changed from cream to red, referencing Rosalina's hair color in the illustrations of her storybook in Super Mario Galaxy. This change was made to address complaints about Baby Rosalina going against the series canon regarding Rosalina's backstory.
  • Infinity Remix marks the first playable appearance of several characters, particularly ones hailing from spin-off titles such as Captain Syrup, Queen Merelda, Croco, Luvbi, and Jonathan Jones.
  • Pokey was included as a playable character to reference the flash game Mario Racing Tournament, which included it as a character.
  • The course logos are similar to those from Mario Kart: Double Dash!!, making it the first installment since then to include logos for every course.
  • Infinity Remix is the first game to bring back courses that were already reintroduced as retro courses in a previous game.
    • However, this mainly only applies to a few select games, being Mario Kart 64, Mario Kart: Double Dash!!, Mario Kart DS, and Mario Kart Wii. In an interview with the director of Crash Co., this decision was made because "all the worthwhile tracks in [the aforementioned games] were brought back already" and "to give some of the best courses of the series new life".
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