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Mario Kart: Ultimate Callenge
Developer(s) BlooP-OW
Publisher(s) Logo
Platform(s) Nintendo Switch
Genre(s) Kart Racing
Series Mario Kart
Release Date(s) TBA
Mode(s) Single-player, Multiplayer, Online
Age Rating(s) ERating 3Rating
Media Included Nintendo Switch Catridge

Mario Kart: Ultimate Challenge is the tenth main instalment of the Mario Kart series. It was developed by BlooP-OW for exclusive release on the Nintendo Switch. The game is the successor of Mario Kart 8 (Deluxe), from Nintendo WiiU (Switch) and Mario Kart Tour (Mobile Smartphones), where it borrows a lot of assets from.

Gameplay

The gameplay maintains the traditional elements of previous Mario Kart games, specifically from Mario Kart 8 Deluxe.

Players pick a Mario universe character, which is placed in one of five different weight classes that determine the base stats of the character's vehicle. Players are then able to mix-and-match different customization pieces to create their vehicle, which they will then use to race around various obstacle course-like fully3-dimensional racetracks. During the race, players can pick up Item Boxes to either help themselves or hinder other racers. Much more emphasis has been placed on item usage, and the amount of items present in the game has been substantially increased from the past instalments, with the return of special items, giving each character a unique item and giving more importance to character choice.

Unlike previous installments, MK: Ultimate Challenge does not introduce elements that affect the layout of courses, although gliding, underwater, and anti-gravity sections do return. However, the game focuses on encompassing elements from all previous Mario Kart games, bringing back improved game modes like Time Trials, Versus, Battle and Mission. Mario Kart Channel returns, with one of the biggest introductions in the game: the Mario Kart Creator, where the player can use elements from this game and other Mario Kart series courses to create his own tracks.

The game also features more detail in courses, specifically retro tracks, which appear more redesigned than their original appearances. Players receive different amounts of points depending on their position at the end of the race; with the winner of the Grand Prix and Versus determined by the one with the most points overall. For the first time in the series, the game features races with 16 positions, as opposed to the 12 of Mario Kart Wii and Mario Kart 8 or the 8 of all other titles in the series.

Point Spread Comparisons (GP and Versus)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
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 (Deluxe) 15 12 10 9 8 7 6 5 4 3 2 1 - - - -
Mario Kart Tour (150 & 200cc) 10 9 8 7 6 5 4 3 - - - - - - - -
Mario Kart: Ultimate Challenge 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
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.

Gameplay and Overall Changes

  • The jump height increases for Feather and Light racers, but decreases for Cruiser and Heavy racers;
  • Coins are now smaller and much more abundant on the track; also, the coin limit has been removed, allowing players to hold as many coins as they want on a race, similar to MKT, though the more coins a racer has, the more coins it loses when hit;
  • Grand-Star Ranks return to classify the player's performance at GP and Mission;
  • A screen on the bottom will show you which players you hit and which players hit you, much like MKT;
  • Mario Kart Channel appears with lots of exclusive modes:
    • Mario Kart Online appears as the mode where players races against local and worldwide players, time trial ghosts and tournaments;
    • Mario Kart TV returns as the sharing Mario Kart content mode, with the Stamps returning on this mode as well;
    • Mario Kart Shop returns as the buying racer and vehicle piece content, using coins collected through races;
    • Mario Kart Jukebox as the new soundtrack recording mode;
    • Mario Kart Creator as the new mode of create and share exclusive race tracks and battle stages;
  • The Gold Pack appears as a reward to the player that completes the secret unlocking criterias;
  • Every racer, item and vehicle part (not related to Mario Kart Arcade series and crossover series) from past Mario Kart installments returns;
  • Trick techniques returns to the game, with racers doing unique animations when executing them; some new techniques also appear on the game:
    • Rocket Start: powerful burst of speed that occurs at the beginning of every race; executed by holding the acceleration button at the correct time in the starting countdown (after the 2); doing it too early will will backfire the player's vehicle and stall for a few seconds at the beginning of the course (Fail Start); doing it too late won't work, and the player will begin without the boost;
    • Mini-Turbo: By doing a drift and holding it for long enough, youthe player's vehicle will build up sparks. Once releasing the button, the player will gain a speed boost. The longer your drift, the more powerful the Mini-Turbo will be, changing colors from blue (Mini-Turbo), to orange (Super Mini-Turbo), and to purple (Ultra Mini-Turbo);
    • The Ultra Mini-Turbo is a lot more powerful, however, if a player holds an Ultra Mini-Turbo for too long, it will backfire and stall for a few seconds (known as a Fail Turbo, much similar to Fail Start);
    • Jump Boost: powerful boost after jumping off of a ramp; the racer will perform a trick and gain a brief speed boost once it lands;
    • Glide Boost: similar to the jump boost, it's a powerful boost after jumping off of a glider ramp; the racer will perform a trick and gain a brief speed boost when the glider is activated;
    • Ground Boost: it's it's a powerful boost after the player lands on the ground after using the glider;
    • Spin Boost: it's it's a powerful boost when the player touches other player's karts or Spin Boost Pillars on anti-gravity surfaces;
    • Slipstream: Race behind an enemy for long enough to gain a slipstream, increasing your speed for a short time.
    • U-Turn: In Battle Mode, holding both A and B while steering will allow you to do a U-turn.
  • Ramps return, alowing the player to do tricks, mainly Jump Boosts;
    • Any structure that works like ramp, making the player jump and do a Jump Boost, can be considered as a ramp as well;
  • Dash Pannels returns as special boosting structures, that can be found on the ground, at anti-gravty sections or at some ramps;
  • Vertical dash pannel (half-pipe ramps) returns, giving the players more noticable extra boost; 
  • Jump Boost fields also return, appearing mostly on trick mode of GP;
  • Gliding racing returns, with glider pannels, glide boosts and the new ground boosts;
  • Underwater racing also returns, and each player now has one swim googles when racing underwater, alongside the propellers;
  • Anti-gravity racing returns, with spin-boost pannels;

Game modes

There are 6 main game modes on the game: Grand Prix, Time Trials, Versus, Battle, Mission and the Mario Kart Channel. From the main title screen, the player goes to another screen, with the game modes, similar to the Super Smash Bros. Ultimate one. Grand Prix, Time Trials and Mission Mode are exclusive single-player modes. Versus Mode and Battle Mode can be played by a maximum of 4 local players.

1) Grand Prix

Grand Prix is a mode in which 16 racers can compete in a series of 4 tracks, known as a Cup (most of the cups have 4 tracks, although some ones have more than 4 tracks). The player race against 15 other CPU players in a quest to finish first. Drivers earn points by placing within sixteen positions. A driver with the most points at the end of the four races wins the cup. The rank of the cup is determined on how well you've driven during the four races, being similar to Mario Kart 8, however, the player is rewarded in Grand-Star Ranks, and, only if it wins a Gold Trophy on the cup:

  • MKT Icon GrandStarMKT Icon GrandStarMKT Icon GrandStar ranking: The player must finish all the races at one cup at 1st place
  • MKT Icon GrandStarMKT Icon GrandStar ranking: If the player finishes at least 3 races at first place (and the other at least on 2nd or 3rd)
  • MKT Icon GrandStar ranking: If the player finishes at least 2 races at first place (and the others at least on 2nd or 3rd)
  • If the player finishes any race of the cup below third place, even if it wins the cup in the final score, it won't receive any Grand-Star Ranking.

After selecting the GP option, the player must select one of the two new sections of difficult levels: the engine velocity section, that includes changes only on engine class, and the remix sensation section, that includes changes of the circuit layout. After selecting the difficulty level, the racer and the vehicle customization, the player must select the cup that will compete.

Engine Velocity

At the Engine Velocity section keeps the "engine class changing" method from Super Mario Kart, without any change on the circuit layout. For more experienced players, who have already started the game by winning cups in 150cc mode, their victory data will also be shared and saved in the 100cc and 50cc categories, making the game less exhausting and more competitive.

Engine Velocity class Description How to unlock

MushroomMK8

50cc

Easy, the CPU racers are slower. Recommended for beginners. Already unlockable

Two shrooms

100cc

Medium, the CPU racers runs normally. Already unlockable

TripleMushroomMK8

150cc

Hard, the CPU racers are faster. Not recommended for beginners. To unlock 150cc, the player must win all the cups of 100cc engine class.

GoldenMushroomMK8

200cc

Hardest, the CPU racers are extremely fast. Only recommended for the absolute best players. To unlock 200cc, the player must win all the cups of the other engine classes and from all the Remix Sensation modes.

Remix Sensation

At the Remix Sensation section, instead of changing the keeps the kart's engine class, it changes the way the circuit presents itself. The Mirror mode from past games is included on this mode, alongside Reverse and Trick modes (from MKT courses). Xpecial mode is the newest for the game. Also, the engine class and CPU difficulty on this mode does not change from 150cc.

Remix Sensation class Description How to unlock

Mirror meme

Mirror Mode

The tracks are mirrored from left to right, making players take opposite turns to what they normally would. To unlock Mirror Mode, the player must win all the cups of 150cc engine class from velocity section.

Reverse meme

Reverse Mode

The tracks are played reversed, from the end to the beginning. Most of the tracks have had their layouts altered (much like the Reverse variations of courses on Mario Kart Tour) to make it possible. To unlock Reverse Mode, the player must win all the cups of Mirror Mode.

SMM2 Super Hammer

Trick Mode

The tracks have had their layouts altered (much like the Trick variations of courses on Mario Kart Tour), with many additional ramps and trickable obstacles, such as adding ramps, gliders or moving cannons that launch players. To unlock Trick Mode, the player must win all the cups of Reverse Mode.

X meme 2

Xpecial Mode

This mode includes the crazy mix of the other modes of this section (having as inspiration R/T tracks from MKT): the tracks are mirrored, played reversed, and with many additional ramps and trickable obstacles, making the M/R/T variations, known as Xpecial variations. To unlock Xpecial Mode, the player must win all the cups of Trick Mode.

2) Time Trials

Time Trials allows the player to complete all the laps of a track in the fastest time possible, only with three mushrooms (that allows the player to take shortcuts and save time). The game saves the player's records, and a ghost from the race. Through Mario Kart Channel, the player can exchange its Ghosts to other players and compare their records, and even compete with their Ghosts (the player can only race against other ghosts on Mario Kart Online, on a total of 5 ghosts at the same time).

Time Trials gives the player the option to race on 150cc and on 200cc, although 200cc is unlockable at each course. To unlock the 200cc mode of the track, the player must beat the 150cc Normal Staff Ghosts, getting a time higher than them on tracks. Unlocking the 200cc mode of the circuit, the player also unlocks the 200cc Expert Staff Ghost of the same track. 200cc Expert Staff Ghosts are more difficult than 150cc Normal Staff Ghosts, as they utilize more shortcuts.

When the player unlocks the 200cc of a track on Time Trials, the circuit outline on the selection screen becomes bright white. If the player succeeds in overcoming and winning the 200cc Expert Staff Ghost, the outline will turn gold.

Unlock the 200cc and, consequently, 200cc Expert Staff Ghost of tracks is one of the criteria to unlock racers and courses stamps. Beat the 200cc Expert Staff Ghost are not, although it's is one of the criteria to unlock the rewards of the Gold Pass.

Staff Ghosts

Coming Soon...

3) Versus

Versus is a free mode much like Grand Prix, as the player can race setting its own rules; this game allows the most customization of any game in the series thus far; alongside these rules, there are the gameplay modes that can be selected, some of them with special gameplay.

Versus Modes

These are the modes that can be selected at the Versus:

  • Normal Versus: Drivers can race to their own custom settings, but it is otherwise relatively the same to Grand Prix.
  • Team Mania: The racers runs in teams. The number of teams and racers at each team is also pre-determinated on customization rules. Items only work against the other teams, so, it won't have any effect to the driver's team. The team with the highest score wins. The players can be divided at the maximum of 8 teams (with the same amount of racers each), each one with it's colour and symbol:
    • Team Sun: Orange
    • Team Moon: Blue
    • Team Star: Yellow
    • Team Planet: Green
    • Team Void: Purple
    • Team Asteroid: Red
    • Team Satellite: Black
    • Team Cloud: White
  • Double Dash: Racers can choose two characters and a vehicle to race in the circuits, on the mechnics of Mario Kart: Double Dash. Exclusively on this mode, the player can now switch and reserve items, changing the characters on the kart, allowing players to hold onto an item for later use.
  • Frenzy Chaos: Racers receive three items after taking an item box. If the player gets the three of the same item, it activates the Frenzy mode, granting the racer invincibility and an unlimited supply of that item for a period of time. Although it's basically the same a the Normal Versus.
  • Elimination: Racers must race knowing that the number of laps and runners is the same. On this mode, however, the player who crosses the finish line last is eliminated, standing still next to the finish lap. This continues until there is one player standing, who wins the race.

Versus Customization Rules

The set of rules that the player can customize consists in:

  • Item settings: Determines how items are distributed:
    • Normal: The normal item selection seen in Grand Prix races.
    • None: No Item Boxes will appear on the course (not available on Frenzy Chaos).
    • Roulette: In each race, the players can use a selection of three randomized items, being the only items that can be collected from Item Boxes (not available on Frenzy Chaos).
    • Chaotic: Any item can appear in any position (from Coins on the last place to Bullet Bills on first place)
    • Turn on/off: Player can choose if an item will appear on an Item Box, or not.
  • GP Modes: Determines the difficulty of the CPU racers, according to the Grand Prix modes:
    • Engine Velocity: Player can choose between the 50cc, 100cc, 150cc and 200cc engine classes.
    • Remix Sensation: Player can choose between Normal, Mirror, Reverse, Trick and Xpecial modes.
      • OBS: Player can combine engine class alteration with remixed modes, making new combinations possible;
      • OBS: If the player chooses the Xpecial mode, it can disable one of the M/R/T variations, creating three new kinds of course layouts: Mirror/Reverse (M/R), Mirror/Trick (M/T), Reverse/Trick (R/T).
  • Racers: Determines the number of racers (from 5 to 16 on most of the modes, 3, 6, 9, 12 or 15 on Elimination).
    • Teams: Determines the number of teams on Team Mania and the number of racers on each team (each team must have the same number of racers).
  • Vehicles: Determines the vehicles that can be used. It's possible to choose the option of all vehicles, but the player can also choose to play with only a specific kind of vehicle (Kart, Bike or ATV).
  • Races: Determines how many races will be played, from 1 to 100.
  • Course selection: Determines how courses are selected:
    • Chose: A course can be chosen after the one playable is finished.
    • Random: Courses are played in a random order.
    • In order: Courses are played in order; the first course is chosen by the player, and the next ones proceed according to the order in the Grand Prix.
    • Winner: The winner (first place) of the last race chooses the next course.
    • Loser: The loser (last place) of the last race chooses the next course.
    • Middle: The player on the middle place (depends of the number of racers, only available with an odd number of players) of the last race chooses the next course.
  • Laps: Determines the number of laps that the racers must race on the tracks, from 1 to 9 (not available on Elimination).
    • Sections: Determines the number of times players has to race each section of a track that is divided into sections, from 1 to 3.
  • Mega randomization: Choose randomly each rule above.

4) Battle

Battle is considered a bunch of different minigames on Mario Kart style. They are played on large special arenas rather than courses, named Battle Arenas, and must complete certain objectives, depending on the mode selected. Battle are always competed in a total of 16 racers, much like normal races. At some modes, the player can either play individual or split into teams; in this case, items only work against the other team; the number of teams and racers at each team is also pre-determined on customization rules; the players can be divided at the maximum of 4 teams (with the same number of racers each);

Battle Customization Rules

The set of rules that the player can customize consists in:

  • Item settings: Determines how items are distributed:
    • Normal: The normal item selection seen in Grand Prix races.
    • Turn on/off: Player can choose if an item will appear on an Item Box, or not.
  • CPU dificulty: Determines the difficulty of the CPU racers: easy, normal, hard, very hard.
  • Teams: Determines determines whether players will be divided into teams or not and how many teams will have in total (each team must have the same number of racers).
  • Vehicles: Determines the vehicles that can be used. It's possible to choose the option of all vehicles, but the player can also choose to play with only a specific kind of vehicle (Kart, Bike or ATV).
  • Battles: Determines how many rounds will have the battle mode, from 3 to 50.
  • Course selection: Determines how battle arenas are selected:
    • Chose: A course can be chosen after the one playable is finished.
    • Random: Courses are played in a random order.
    • In order: Courses are played in order; the first course is chosen by the player, and the next ones proceed according to the available order.
    • Winner: The winner (first place) of the last round chooses the next arena.
    • Loser: The loser (last place) of the last round chooses the next arena.
  • Time: Determines the time each round will have (not available on "only survive" modes): 1:00 to 5:00.
  • Mega randomization: Choose randomly each rule above.

Battle Minigames

Battle Minigames Description

Baloon

Balloon Battle

  • The classic battle style consists of popping opponents' balloons to score, using the items from the Item Boxes.
  • All the racers start with three balloons and must use the items from the Item Boxes to take away a balloon from their opponents.
  • Balloons can never be regained unless one is stolen from another player using a Mushroom or a Cape Feather.
  • Hitting a rival with an item is worth a point, with the goal being to get the most points as possible.
  • Losing all balloons halvess the player's total points but respawns the player with another 3 balloons.
  • Once time ends, the player with the most points wins.

Coin NSMB2

Coin Runners

  • All the racers start with three coins and must collect more coins spread on the battle arena.
  • Racer can use items from the Item Boxes to take away other players’ coins that have been dropped and get them to itself.
  • Mushroom, Cape Feather and other stealing items can steal other players’ coins without letting them drop before.
  • Once time ends, the player with the most coins wins.

Nintendochitchatshinespriterender

Shine Thief

  • A Shine Sprite is found in a random spot on the course.
  • Once a racer grabs the Shine, the same racer must hold on to it without getting hit by any items.
  • If get hit by an item, the racer drops the Shine Sprite and another racer has a chance to get it.
  • Any racer with the Shine Sprite will be slowed down a bit.
  • If any racer holds the Shine Sprite for a total of 25 consecutive seconds, it instantly wins.
  • Alternatively, the mode ends when the total time pass without anybody maintaining the Shine with itself for 25 consecutive seconds.
  • In this case, the total time the player held the Shine Sprite will be counted.
  • Once time ends, the player that held the Shine in most seconds wins.
  • On team mode, players can pass the Shine to other players of the same team, but, on this case, they must keep the Shine with them for 50 seconds.

PottedPiranhaPlantBlue

Renegade Roundup

  • A mode in which racers play "cops and robbers", with the racers being divided into two (or more) teams.
  • As new to this game mode, all teams have two players with Potted Piranha Plants with them (these have a strobe light on top of their head and keep these Piranha Plants among the entire battle), but players can also find Potted Piranha Plants scattered around the stage or at Item Boxes to pick up and use for a time.
  • Both players with and without Piranha Plants can be captured, and, once captured, are put inside of one of several cells floating above the course.
  • Remaining players can free teammates from the cells by getting a key and driving over a key switch placed below said jail cells.
  • If a team captures all the players of the other team(s), it instantly wins.
  • Alternatively, the mode ends when the total time pass with players from more than one team are still left in the arena.
  • In this case, the total of captures and breaking allies by each player will be scored with 1 point each, and the total of times a player was captured will be scored with -1 point each.
  • Once time ends, the team with the most points wins.

MPST Artwork - Peepa

Peepa Panic

NEW!

  • A new mode, in which racers play "Hide and Seek", the time is set and 3 Peepas will appear on the stage, trying to possess racers.
  • Racers must avoid Peepas and other possessed racers, or they will pass the Peepa onto them.
  • Every player starts with 100 points, and their points will start decreasing after being tagged by a Peepa (1 point per second).
  • If a possessed racer manage to pass the Peepa onto another driver, their points counter will start to slowly recover (1 point per 2 seconds), however, only 10 points can be recovered.
  • Having the points reduced to 0 will disqualify a racer.
  • Being hit by items causes the racer to lose some points and to be more predisposed to be captured.
  • When the timer has 30 seconds left, 2 more Peepas will appear to possess more racers.
  • If a player is the last one standing, it instantly wins.
  • Alternatively, the mode ends when the total time pass with more than one player still left in the arena.
  • In this case, the total of points will be analyzed.
  • Once time ends, the player with the most points wins.

Turniper

Turnip Turmoil

NEW!

  • A new mode, in which racers play "Capture the Flag", with each racer or team having a home base of sorts (marked by a flag with their emblem) and, beside each base, lies a basket of Turnips, with 10 Turnips.
  • If a player runs into someone else's basket, it steals one of their Turnips (a player can only grab 4 Turnips, and needs to stay still at the basket for some seconds to do so; also, the more Turnips it has with him, the slower it drives).
  • Players can also find Turnips scattered around the stage.
  • Being hit by items causes the racer to lose all the Turnips it has with him on the kart.
  • The goal is to return in your base without being hit, bringing the most Turnips of other baskets to yours.
  • Once time ends, the player with the most Turnips on its basket wins.

Boiling Chain Chomp

Chomp Owners

NEW!

  • A new mode, with each racer or team having a giant Chain Chomp each, that moves freely around the stage, that can damage any racer (including the owner) and have one health bar (being subject to damage with items).
  • The main objective is to destroy one of the other racers (or team) Chomp, alongside defending its own.
  • The more health taken of a Chomp, the angrier and stronger it gets.
  • If a player (or team) destroys all the Chain Chomps, keeping its own defended, it instantly wins.
  • Alternatively, the mode ends when the total time pass with Chomps from more than one player (team) are still left in the arena.
  • In this case, the health bar of its Chomp will be analyzed.
  • Once time ends, the player (or team)’s Chomp with more filled health bar wins.

MoonOdyssey

Moon Taxi

NEW!

  • A new mode, in which players must act like Taxi drivers, leaving different NPCs to their destinations.
  • Each NPC deliver one Power Moon to the racers when reaching their destination.
  • Sometimes, the players need to leave more than one NPC at the same time, making the kart heavier and slower.
  • If the player gets damaged by any item, the NPC will start to run at the course, being picked up by another driver.
  • The most Power Moons the player get, the faster and lighter it turns, being able to leave more and more NPCs.
  • Also, being hit by items causes the racer to lose one Power Moon, that can be caught by another racer (much like on Shine Thief).
  • Once time ends, the player with the most Power Moons wins.

200px-Bobomb - MarioPartyStarRush

Bob-Omb Blast

  • This mode is similar to Balloon Battle, but rather than using different items, racers can only use Bob-ombs to hit their opponents, that can be obtained by running over an Item Box.
  • Every player can hold up from 1 to 9 of these explosives and throw whether forwards or drop them backwards.
  • Any kart that contact the opponent's bomb or get blown by the explosion, will lose a balloon.
  • All the players have 9 black balloons at battle, and if a player loses all its balloons, it is eliminated, becoming a Mini-Bomb Kart (that looks like one Bob-omb Car).
  • As a Mini-Bomb Kart, the racer may drive like before, though they still count as having lost the battle; however, it can still damage another runner for one last time: when it collides with this driver, they explode and make the driver they crashed into lose three balloons;
  • If the Mini-Bomb Kart eliminates the other driver, it allows the eliminated racer to respawn, but only with 3 balloons; if the driver they crashed into still got one balloon after the explosion, the Mini-Bomb Kart disappears.
  • If a respawn racer gets eliminated again, it won't return as a Mini-Bomb Kart again.
  • The last player (or team) standing wins.
  • OBS: Bob-omb Blast has no time limit.

RottenMushroomNSMBU

Rotten Survivor

NEW!

  • In this new mode, one giant Rotten Mushroom will follow every racer on the arena.
  • If a player is touched by the mushroom, it will be engulfed and will be eliminated.
  • The more racers it absorbs, the bigger and faster it gets.
  • Also, when it absorves half the number of total players, it starts to drop Poison Mushrooms, that can harm the remaining racers.
  • Items can be used to defend itself from the mushroom or damage other players to make them more vulnerable.
  • Items can be used to damage the giant Mushroom, keeping it away from the racer.
  • However, every 3 times the giant Mushroom is damaged, it spits back one engulfed racer.
  • The mushroom explodes when only one player (or team) is standing still, being this last standing player (or team) the winner.
  • OBS: Rotten Survivor has no time limit.

5) Mission

Mission is a returning single-player mode which the player must complete some tasks and earn a ranking similarly to that in Grand Prix mode. Almost always the ranks depend on how much time is left or taken.

Similar to Mario Kart DS, mission mode includes 10 Worlds, each one with 10 missions and 2 boss battles. Alongside these worlds, the starting racers (Mario, Luigi, Peach, Yoshi, Toad and Bowser) also have their own mission scale, where it needs to face each one of the following kind of missions until gets to the final boss (much similar to Classic Mode from Super Smash Bros. series).

These are the mission types that can appear at mission worlds and special scales:

  • Do Jump Boosts: Player must perform a minimum number of Jump Boosts using any ramp structure.
  • Race Through Rings: Player must pass through giant rings. Very often the player has to pass them in numerical order; some other times, additional, smaller, rings appear inside a bigger one. These can also move sideways.
  • Collect Coins: Player must pick up all the coins set in the track. Players may lose these coins by some obstacle of such course.
  • Break Item Boxes: Player must run over Item Boxes. Usually the racer will obtain Mushrooms after taking a box. In some cases, Item Boxes will move, and the player will have to catch up with it. Other missions the player must take care not to pick up the Fake Item Boxes alongside real ones.
  • Combo Attack: Player must use items (mainly Mushrooms), and techniques to start, keep and increase the combo ponits going, before the time between one combo and other ends.
  • Glider Challenge: Player must use rings, Launch Star rings and air currents to glide, with the glider, as far as possible before hitting the ground again. Players need to watch out at some obstacles on the air.
  • Don't Crash: Player must drive a lap without hitting any hazards.
  • Enemie Takedown: Player must use specific items to destroy a specific number of enemies or hazards on course.
  • Avoid Racers: Player must avoid being hitted by other racers until the time ends on a kind of Balloon Battle mode.
  • Smash Small Racers: Player must smash, with it's kart, some shrinked CPU players, that will try to avoid the player.
  • Battle Racers: Player must defeat CPU players on a kind of Balloon Battle mode.
  • Race vs. Players: Player must win a race against any CPU player or a group of CPU players, much like a GP or VS race. It always appear at "World-5" and "World-10" missions.
  • Race vs. Boss: Player must win a race against any Mega CPU racer or a group of CPU players with one main Mega CPU racer. CPU players will always get other items to self-defense or to attack the racer, using them at the entire mission. It always appear as the last mission of the Player mission scale.
  • Boss Battle: Defeat one specific boss/miniboss at one arena (these arenas are not normal circuits). Using items is usually a must in boss battles. Usually both the player and the boss have a health space, much like in Mario Party series. It always appear as the middle and the last mission of the World scale.

World Mission Scales

These mission scales consists of general missions that resembles the Mario Kart DS mission mode, with levels and boss batltes. Each world is sorted into two areas, with each area containing 5 levels and 1 boss battle. Each world have two "Boss Battle" missions, after "World-5" and "World-10" missions (that are, by the way, Race vs. Players missions). When a player clears the second area of a world, represented by a Goal Pole, they earn one unlockable racer.

Several of the worlds' designs take some inspiration from the Super Mario Bros. series, much like Dr. Mario World, although the tracks of these missions do not (necessarily) follow this rule, only the Boss Arenas are based on these themes. It has all the kind of missions (not every one of them on the same world).

  • World 01: Grassland world.
  • World 02: Desert world.
  • World 03: Montainous-mine world.
  • World 04: Underground-metalic world.
  • World 05: Oceanic archipellago and beach world.
  • World 06: Snowscape world.
  • World 07: Volcanic world.
  • World 08: Haunted forest and cemetery world.
  • World 09: Cloud world.
  • World 10: Night amusment-park world.
World 01
Level Description Racer Track
1-1
1-2
1-3
1-4
1-5
1-Boss-1 Defeat Peewee Piranha. Grass Arena
1-6
1-7
1-8
1-9
1-10
1-Boss-2 Defeat Goomboss. Grass Arena
World 02
2-1
2-2
2-3
2-4
2-5
2-Boss-1 Defeat Mummipokey. Sand Arena
2-6
2-7
2-8
2-9
2-10
2-Boss-2 Defeat Eyerok. Sand Arena
World 03
3-1
3-2
3-3
3-4
3-5
3-Boss-1 Defeat Whomp King. Stone Arena
3-6
3-7
3-8
3-9
3-10
3-Boss-2 Defeat Bull's-Eye Banzai. Stone Arena
World 04
4-1
4-2
4-3
4-4
4-5
4-Boss-1 Defeat Prince Bully. Metal Arena
4-6
4-7
4-8
4-9
4-10
4-Boss-2 Defeat Mechawiggler. Metal Arena
World 05
5-1
5-2
5-3
5-4
5-5
5-Boss-1 Defeat Cheepskipper. Water Arena
5-6
5-7
5-8
5-9
5-10
5-Boss-2 Defeat Mollusque-Lanceur. Water Arena
World 06
6-1
6-2
6-3
6-4
6-5
6-Boss-1 Defeat Chief Chilly. Ice Arena
6-6
6-7
6-8
6-9
6-10
6-Boss-2 Defeat Baron Brrr. Arena
World 07
7-1
7-2
7-3
7-4
7-5
7-Boss-1 Defeat Boss Brolder. Lava Arena
7-6
7-7
7-8
7-9
7-10
7-Boss-2 Defeat King Kaliente. Arena
World 08
8-1
8-2
8-3
8-4
8-5
8-Boss-1 Defeat Bouldergeist. Haunted Arena
8-6
8-7
8-8
8-9
8-10
8-Boss-2 Defeat Boolossus. Haunted Arena
World 09
9-1
9-2
9-3
9-4
9-5
9-Boss-1 Defeat Lakithunder. Cloud Arena
9-6
9-7
9-8
9-9
9-10
9-Boss-2 Defeat (?). Cloud Arena


Player Mission Scales

These mission scales are focused at the starting racer it represents. It has every the kind of missions, but it has one exclusive "Race vs. Boss" mission instead of the "Boss Battle" missions from World Mission Scales.

Mario Mission Scale
Level Mission Type Description
Mario-1 Do Jump Boosts
Mario-2 Race Through Rings
Mario-3 Collect Coins
Mario-4 Break Item Boxes
Mario-5 Combo Attack
Mario-6 Glider Challenge
Mario-7 Don't Crash
Mario-8 Avoid Racers
Mario-9 Smash Small Racers
Mario-10 Battle Racers
Mario-11 Race vs. Players
Mario-Boss Race vs. Boss
Luigi Mission Scale
Luigi-1 Do Jump Boosts
Luigi-2 Race Through Rings
Luigi-3 Collect Coins
Luigi-4 Break Item Boxes
Luigi-5 Combo Attack
Luigi-6 Glider Challenge
Luigi-7 Don't Crash
Luigi-8 Avoid Racers
Luigi-9 Smash Small Racers
Luigi-10 Battle Racers
Luigi-11 Race vs. Players
Luigi-Boss Race vs. Boss
Peach Mission Scale
Peach-1 Do Jump Boosts
Peach-2 Race Through Rings
Peach-3 Collect Coins
Peach-4 Break Item Boxes
Peach-5 Combo Attack
Peach-6 Glider Challenge
Peach-7 Don't Crash
Peach-8 Avoid Racers
Peach-9 Smash Small Racers
Peach-10 Battle Racers
Peach-11 Race vs. Players
Peach-Boss Race vs. Boss
Yoshi Mission Scale
Yoshi-1 Do Jump Boosts
Yoshi-2 Race Through Rings
Yoshi-3 Collect Coins
Yoshi-4 Break Item Boxes
Yoshi-5 Combo Attack
Yoshi-6 Glider Challenge
Yoshi-7 Don't Crash
Yoshi-8 Avoid Racers
Yoshi-9 Smash Small Racers
Yoshi-10 Battle Racers
Yoshi-11 Race vs. Players
Yoshi-Boss Race vs. Boss
Toad Mission Scale
Toad-1 Do Jump Boosts
Toad-2 Race Through Rings
Toad-3 Collect Coins
Toad-4 Break Item Boxes
Toad-5 Combo Attack
Toad-6 Glider Challenge
Toad-7 Don't Crash
Toad-8 Avoid Racers
Toad-9 Smash Small Racers
Toad-10 Battle Racers
Toad-11 Race vs. Players
Toad-Boss Race vs. Boss
Bowser Mission Scale
Bowser-1 Do Jump Boosts
Bowser-2 Race Through Rings
Bowser-3 Collect Coins
Bowser-4 Break Item Boxes
Bowser-5 Combo Attack
Bowser-6 Glider Challenge
Bowser-7 Don't Crash
Bowser-8 Avoid Racers
Bowser-9 Smash Small Racers
Bowser-10 Battle Racers
Bowser-11 Race vs. Players
Bowser-Boss Race vs. Boss


6) Mario Kart Channel

The Mario Kart Channel is a feature in Mario Kart series that encompasses several subcategories, such as:

Mario Kart Online

One or two local players can play over the Internet against other remote players. Players can race and battle with up to fifteen other players from around the world, on their continent or in their region, and can join and race with friends from the Friends menu. Finally, players are able to join a worldwide or continental rooms using custom rules (the same as the VS mode). Players can also set up their own rooms for friends and can race with custom rules. Players can also race against Time Trial Ghosts from friends or random people arround the world.

Players can also create their own tournaments. When creating a tournament, players can choose an icon and a name for their tournament as well as set the rules (the same as the VS mode). Players can also set times in which the tournament is available (weekly, daily, or between a fixed period and at what day and time the tournament begins and ends), the number of races before scores are totaled, and whether the groups shuffle after every four matches or not. Finally, the availability can be set, including whether a code is required, or if it is open to anybody worldwide or regional, and whether only players of certain ratings can play.

Mario Kart TV

It's a Miiverse integration, allowing players to view and share replay photos and videos of races, which others from around the world can then watch and leave comments on. Also, the player can edit their own photos and replay videos.

Some features used at editting replay videos by using various options are slow motion, rewinding, and fast-forwarding, as well as changing the focus of the video to include specific players and actions, as well as the duration of the video. Also, the player can change the background music of the video, as well as removing original effect sounds and adding external effect sounds. Various effects can be added on the video as well.

Now, the player has options to add other stuffs on their photos or videos, such as pictures, stamps and gifs. It's possible to paint on stamps, and also change their size. It's even possible to do texting, drawing and painting on pcitures and videos. Lastly, the player can use the photo features at a white screen, to draw and post. The player can access it's own photos and videos at the Photos and Videos Album.

The list of the Stamps unlocked by the player can be found at the Stamp Album at Mario Kart TV. The game features collectible stamps that can be collected via multiple means, with the stamps being divided into groups:

  • Racer stamps: A double of stamps of a racer, one of the racer itself and other with it on a standard kart/bike/ATV; to obtain them, the player needs to win at least one Grand Prix with this racer.
  • Item stamp: There is one stamp for each item that can be used in the game; to obtain it, the player needs to activate the item's Frenzy mode on Frenzy Chaos Versus.
  • Trophie stamp: There is one stamp for each cup of the game, represented with it's trophie; to obtain it, the player needs to get at least MKT Icon GrandStar ranking of that cup on every engine class.
  • Track stamp: There is at least one stamp for each course in the game, with more being possible to appear per circuit; to obtain it, the player needs to unlock the 200cc Expert Staff ghost in Time Trial of the specific track.
    • Battle stage stamp: There is at least one stamp for each arena in the game, with more being possible to appear per stage; to obtain it, the player needs to unlock the 200cc Expert Staff ghost in Time Trial of the specific arena.
  • Boss stamp: There is one stamp for each boss in the Mission mode; to obtain it, the player needs to winning all the misssions that includes the boss with an MKT Icon GrandStarMKT Icon GrandStarMKT Icon GrandStar Ranking.

Mario Kart Shop

At the Mario Kart Shop, much like Mario Kart Tour's shop,the player can use it's coins, collected at races, to buy unlockable racers and kart parts from the game. Some unlockable elements can't be found there.

  • Unlockable Racer: 10000 coins
  • Unlockable Kart, Bike & ATV: 5000 coins
  • Unlockable Tire & Glider: 1000 coins

Mario Kart Jukebox

It's where you can listen to the game soundtracks, including the other nine Mario Kart games soundtracks.

Mario Kart Creator

As a inspiration from Super Mario Maker games, the Mario Kart Creator is the newest feature in Mario Kart: Ultimate Challenge that allows players to create their own custom tracks and battle stages, to  At first, the player can choose between creating a track or a battle arena. Then, it can choose any course (or arena) from any Mario Kart series game as a basis to his new creation, or creating a new one without base, by first draw the curse map's outline, to then create the track's base; then, the player can use track elements from all Mario Kart series games to build up the track. Pre-existing courses' backgrounds are available for the player to choose, as well as backgrounds created exclusively to the MK Creator. Every course in the history of Mario Kart is available on this mode, with every one of them featuring altered sections that incorporate the game's ramps, half-pipe ramps, gliding ramps, underwater and anti-gravity features, alongside one massive design improvement, much similar to the WiiU installment.

Players can also choose from a variety of backgrounds and pick any song on using the Jukebox. It's also possible to save all the tracks created at the Creator Album, but only if it can run a race through him. Any saved track can be shared via Miiverse integration. Also, it's possible to allow other players to access your shared trakcs, and even race at other player's tracks, much like a Normal VS mode or like a Online gameplay.

Racers

Mario Kart: Ultimate Challenge features the most amount of racers of any game in the series. Racers are broken up into five weight classes, with their stats being changed to further categorize them. These are: Feather, Light, Medium, Cruiser and Heavy.

With the exception of crossover and Mario Kart Arcade racers (Link, Villager, Isabelle, R.O.B., Inkling Boy and Girl, Pac-Man, Ms. Pac-Man, Blinky, Don-Chan and Mametchi), all playable racers from all previous mainline instalments return.

Only the first six players (that appeared on all main Mario Kart series games) and the Mii are available from the starts. To unlock the other races, the player must complete some standard criteria. Also, At the Mario Kart Shop, the player can buy the unlockable racer in exchange for 10000 coins, however, some racers do not appear at the shop.

Since races hold 16 positions, the following characters will appear as CPUs (even if they have not been unlocked by the player, appearing until the player starts to unlock other racers): Mario, Luigi, Peach, Daisy, Yoshi, Birdo, Toad, Toadette, Wario, Waluigi, Donkey Kong, Donkey Kong Jr., Koopa Troopa, Koopa Paratroopa, Bowser Jr. and Bowser.

Much like Super Smash Bros. Ultimate, now the racers are organized with numbers, that signifies the order in which they were announced to be playable in the Mario Kart series. Mii player, due to its peculiarities, it's considered the player 00. After the last returning racer, the newcomers appear on the list, keeping the counting; their numbering is based on the order in which they were announced for the game.

Starting Racers

Miis

00. Mii

Any

First appearence: Mario Kart Wii logo

Mario and Sonic Tokyo 2020 Mario artwork

01. Mario

Medium

First appearence: Super Mario Kart Logo

SuperMarioParty Luigi

02. Luigi

Medium

First appearence: Super Mario Kart Logo

SuperMarioParty Peach 2

03. Peach

Light

First appearence: Super Mario Kart Logo

YoshiCraftedWorld - Yoshi

04. Yoshi

Light

First appearence: Super Mario Kart Logo

Toad SM64S

05. Toad

Feather

First appearence: Super Mario Kart Logo

Bowser - Mario Party 10

06. Bowser

Heavy

First appearence: Super Mario Kart Logo

Unlockable Racers

DMW-KoopaTroopa

07. Koopa Troopa

Feather

First appearence: Super Mario Kart Logo

Donkey kong jr render by nibroc rock-dax3k9c

08. Donkey Kong Jr.

Medium

First appearence: Super Mario Kart Logo

DK Strong

09. Donkey Kong

Heavy

First appearence: Mario Kart 64 logo DSSB

Wario MP100

10. Wario

Heavy

First appearence: Mario Kart 64 logo DSSB

SuperMarioParty Daisy

11. Daisy

Light

First appearence: Mario Kart Double Dash logo DSSB

250px-MP8 Birdo

12. Birdo

Medium

First appearence: Mario Kart Double Dash logo DSSB

301px-BMarioSluggers

13. Baby Mario

Feather

First appearence: Mario Kart Double Dash logo DSSB

BabyLuigiSluggers

14. Baby Luigi

Feather

First appearence: Mario Kart Double Dash logo DSSB

DMW-KoopaParatroopa

15. Koopa Paratroopa

Light

First appearence: Mario Kart Double Dash logo DSSB

Diddy Kong SSB4

16. Diddy Kong

Medium

First appearence: Mario Kart Double Dash logo DSSB

Waluigi DBKWii

17. Waluigi

Cruiser

First appearence: Mario Kart Double Dash logo DSSB

Bowser Jr MP9 2

18. Bowser Jr.

Medium

First appearence: Mario Kart Double Dash logo DSSB

Toadette SM64S

19. Toadette

Feather

First appearence: Mario Kart Double Dash logo DSSB

Petey Piranha MPSR

20. Petey Piranha

Heavy

First appearence: Mario Kart Double Dash logo DSSB

Mario Party Star Rush King Boo

21. King Boo

Heavy

First appearence: Mario Kart Double Dash logo DSSB

Dry Bones MPSR

22. Dry Bones

Feather

First appearence: 1200px-Mario Kart DS Logo

DMW-ShyGuy

23. Shy Guy

Feather

First appearence: 1200px-Mario Kart DS Logo

339px-Babypeachsimple

24. Baby Peach

Feather

First appearence: Mario Kart Wii logo

Funky Kong Surfboard - Donkey Kong Country Tropical Feeeze

25. Funky Kong

Heavy

First appearence: Mario Kart Wii logo

Baby Daisy

26. Baby Daisy

Feather

First appearence: Mario Kart Wii logo

Dry Bowser JoeTERender

27. Dry Bowser

Heavy

First appearence: Mario Kart Wii logo

Rosalina-MPTop100

28. Rosalina

Cruiser

First appearence: Mario Kart Wii logo

DMW-HoneyQueen

29. Honey Queen

Heavy

First appearence: Mario Kart 7 logo

Wiggler MK7

30. Wiggler

Cruiser

First appearence: Mario Kart 7 logo

LakiRed

31. Lakitu

Feather

First appearence: Mario Kart 7 logo

Metal Mario by Nibroc Rock

32. Metal Mario

Heavy

First appearence: Mario Kart 7 logo

LarryKoopa SSBUltimate

33. Larry Koopa

Light

First appearence: Mario Kart 8 logo DSSB

LemmyKoopa SSBUltimate

34. Lemmy Koopa

Feather

First appearence: Mario Kart 8 logo DSSB

RoyKoopa SSBUltimate

35. Roy Koopa

Cruiser

First appearence: Mario Kart 8 logo DSSB

IggyKoopa SSBUltimate

36. Iggy Koopa

Medium

First appearence: Mario Kart 8 logo DSSB

LudwigVonKoopa SSBUltimate

37. Ludwig von Koopa

Cruiser

First appearence: Mario Kart 8 logo DSSB

MortonKoopaJr SSBUltimate

38. Morton Koopa Jr.

Heavy

First appearence: Mario Kart 8 logo DSSB

WendyOKoopa SSBUltimate

39. Wendy O. Koopa

Light

First appearence: Mario Kart 8 logo DSSB

MKT Artwork PinkGoldPeach

40. Pink Gold Peach

Heavy

First appearence: Mario Kart 8 logo DSSB

Baby Rosalina from Mario Kart Tour

41. Baby Rosalina

Feather

First appearence: Mario Kart 8 logo DSSB

Peachette

42. Peachette

Light

First appearence: Mario Kart Tour Logo

Pauline MKT

43. Pauline

Cruiser

First appearence: Mario Kart Tour Logo

MKT Artwork RedKoopaFreerunner

44. Roving Racer

Medium

First appearence: Mario Kart Tour Logo

DMW-HammerBro

45. Hammer Bro.

Medium

First appearence: Mario Kart Tour Logo

Monty Mole NSMBU Solo

46. Monty Mole

Feather

First appearence: Mario Kart Tour Logo

Dixie Kong - Donkey Kong Country Tropical Freeze

47. Dixie Kong

Medium

First appearence: Mario Kart Tour Logo

Captain Toad miner

48. Captain Toad

Feather

First appearence: Mario Kart Tour Logo

MushroombanditNSMBU

49. Nabbit

Light

First appearence: Mario Kart Tour Logo

Flutter - MP Island Tour

50. Flutter

Cruiser

NEW!

MagiKoopa - Super Mario 3D World

51. Magikoopa

Medium

NEW!

GooigiLM3 Pipe

52. Gooigi

Medium

NEW!

E gadd

53. E. Gadd

Light

NEW!

LM3 Hellen Gravely

54. Hellen Gravely

Cruiser

NEW!

SMO Topper

55. Topper

Medium

NEW!

SMO Hariet

56. Hariet

Light

NEW!

SMO Rango

57. Rango

Cruiser

NEW!

SMO Spewart

58. Spewart

Cruiser

NEW!

Madame brood smo

59. Madame Broode

Heavy

NEW!

Cappy-1

60. Cappy

Feather

NEW!

SMO Tiara

61. Tiara

Feather

NEW!

Glydon

62. Glydon

Cruiser

NEW!

Lumaspecies

63. Luma

Feather

NEW!

Lubba by banjo2015-d8mrm7a

64. Lubba

Cruiser

NEW!

Baby Wario 3D

65. Baby Wario

Light

NEW!

BabyDK

66. Baby Donkey Kong

Light

NEW!

Cranky Kong New

67. Cranky Kong

Medium

NEW!

Tiny Kong SSB4

68. Tiny Kong

Medium

NEW!

Fig 20 critter

69. Kritter

Cruiser

NEW!

KingKrool SSBUltimate

70. King K. Rool

Heavy

NEW!

Mario Showing PMTMF

71. Paper Mario

Feather

NEW!

Toadsworth2

72. Toadsworth

Feather

NEW!

Plessie2019

73. Plessie

Heavy

NEW!

GreenSprixie

74. Sprixie Princess

Feather

NEW!

DMW-Penguin

75. Penguin

Light

NEW!

Coachsmg

76. Coach

Cruiser

NEW!

PiantaTree

77. Pianta

Cruiser

NEW!

NokiShell

78. Noki

Light

NEW!

Kopo

79. Whittle

Light

NEW!

Jibberjay

80. Jibberjay

Light

NEW!

Gearmo Artwork - Super Mario Galaxy 2

81. Gearmo

Medium

NEW!

Lochladypink

82. Lochlady

Medium

NEW!

Shiverian Render

83. Shiverian

Cruiser

NEW!

Wacky Coco Cap Guy

84. Tostarenan

Medium

NEW!

Ii piantissimo render edit by nibroc rock

85. II Piantissimo

Medium

NEW!

Dolphin DMW

86. Dolphin

Medium

NEW!

Ninji SMR

87. Ninji

Feather

NEW!

DMW-Spike

88. Spike

Feather

NEW!

FlyingSquirrel0NSMBU

89. Waddlewing

Feather

NEW!

Mr Blizzard NSMBS

90. Mr. Blizzard

Medium

NEW!

1.BMBR Broozer Artwork 1

91. Broozer

Cruiser

NEW!

Rex SMW by ShyKitty20

92. Rex

Medium

NEW!

SMO Chargin Chuck

93. Chargin Chuck

Cruiser

NEW!

DMW-SumoBro

94. Sumo Bro.

Cruiser

NEW!

DMW-SledgeBro

95. Sledge Bro.

Cruiser

NEW!

S26whomp

96. Whomp

Heavy

NEW!

DMW-BoomBoom

97. Boom Boom

Cruiser

NEW!

DMW-PomPom

98. Pom Pom

Cruiser

NEW!

Goomba Artwork - Super Mario 3D World

99. Goomba

Feather

NEW!

Blooper - MarioPartyStarRush

100. Blooper

Light

NEW!

MotleyBossblob

101. Motley Bossblob

Medium

NEW!

KoopaKidJoeTE

102. Koopa Kid

Cruiser

NEW!

KingBob-omb2019

103. King Bob-omb

Heavy

NEW!

Blue Virus - Miracle Cure

104. Virus

Feather

NEW!

Robomario

105. Robo-Mario

Medium

NEW!

8 bit mario smash style 1 8 by nibroc rock-d99bvbs

106. NES Mario

Feather

NEW!

Alternate Costumes

Alternate costumes return in a similar way to how they worked in Mario Kart 8: on the racer selection screen, the player can switch between the original racer and any of his palette changes (if the racer has any). Most of them are just a color change from the original pilot, but others have a totally different presentation (changing the outfit) and some are even totally different characters from the original, but with similar aesthetic characteristics. No alternate costume appear as a CPU opponent on a race. Most of the costumes have the same animations as the original racers, but some others have changes on their animation. Some even differ from their original racer on the special item.

The Alternate Costumes are unlocked after the player unlocks the primary racer and when the player wins at least 1 cup with it's character. Gold Mario is unlocked with the Gold Kart, Gold Bike, Gold ATV, Gold Tires and Gold Glider in the Gold Pack.

Mission Bosses

Every ending of one mission scale has the boss battle against one of these bosses.

Boss Attack Method Way to Defeat

Peewee piranha

Peewee Piranha

  • Peewee Piranha charges at the player, trying to hit the player; he becomes faster after having his bottom hit twice;
  • Peewee jumps on giant pipes (six are present on the arena) and jumps out at another pipe, trying to stomp on the player; after having his bottom hit twice; when he falls, he creates toxic posioned waves on the ground, that the player must avoid jumping;
  • After having his enormous bottom being hit twice, the boss becomes angry (turning red), and starts blowing a toxic poisoned gas that can hurt the player;
  • Sometimes, Piranha Plants are summoned on the giant pipes to aid the boss;
  • Item used: Boomerang Flower;
  • Launch Boomerang Flower at the boss' egg shell to break it;
  • As he loses health, his egg shell becomes stronger, needing more boomerang attacks to break it (starting at two attacks, then three, four, and then six at high last life);
  • Launch a Boomerang at the boss' glowing red bottom 4 times to defeat him;

Goomboss New Render

Goomboss

  • Goomboss charges at the player, trying to hit the player; he becomes faster after being hit twice;
  • Goomboss jumps very high trying to stomp on the player; when he falls, he creates waves on the ground, that the player must avoid jumping;
  • After being hit twice, the boss becomes angry, and turns his body into full iron; the boss reconstruct his iron barrier when he's damaged;
  • Sometimes, Goombas are summoned to aid the boss;
  • Item used: Yoshi Egg;
  • Launch 4 Eggs at the boss the defeat him;
  • When the boss turns his body into iron, the player must throw another Egg to break the iron barrier;

Pokeyyy

Mummipokey

  • Mummipokey moves toppling himself, trying to smash the player;
  • Mummipokey also spits sand balls at the player;
  • When a segment is removed, it will move arround the arena, and it can damage the racer;
  • As he loses health, he gains more segments, starting at three, then at four, then at five, and then at six at high last life;
  • After being hit in the head segment twice, the boss becomes angry, and starts moving under the sand, popping out of the ground, walls and ceiling at different places throughout the battle;
  • Sometimes, Goombas are summoned to aid the boss;
  • Item used: Spiked Ball;
  • Launch Spiked Balls at the boss' segments to detach them from the body;
  • Launch Spiked Balls at the boss' head segment 4 times to defeat him;

Eyerok SM64S

Eyerok

  • Eyerok moves up and down trying to dodge the racer attacks and trying to smash the player;
  • Sometimes, the boss will attemp to push the player off of the platform;
  • After being hit twice at each eyeball, he becomes angry, and, using the sand of the arena, starts throwing giant sandballs at the player;
  • Item used: Green Shell;
  • Each eye has to be damaged 4 times to defeat the boss;
  • The player can't hit the same hand's eyeball twice in a row;

DMW-WhompKing

Whomp King

  • Whomp King tries to fall face-first in an attempt to crush the player;
  • His attack will create a shockwave when he hits the ground;
  • After having his back being hit twice, the boss becomes angry, and starts falling with his back, to smash the player (that way, the player can't attack him);
  • Sometimes, Whimps are summoned to aid the boss (the boss summon them by stomping his foot);
  • Item used: POW Block;
  • The goal is to wait the boss fall face-first, and don't be smashed;
  • When he's on the ground, the player can use his foot to climb to his back and use the item to damage the boss;
  • The king has to be damaged 4 times to be defeated;

Biting Bullet Bill - SMW2

Bull's-Eye Banzai

  • Bull's Eye Banzai will be fired from a large red Banzai Cannon, and will move a full 360 degrees to track the player, always trying to hit the player head on;
  • The boss can drill the floor, digging it and appearing elsewhere soon afterwards;
  • Bullet Bills will be fired from Bills cannons that appear on the arena to damage the player;
  • Each time the boss is damaged at one of the indicated points, it returns to the red cannon and is shot again;
  • After being hit twice (once on each side), the boss becomes angry, returning to the banzai Cannon and being shot again, this time moving even faster;
  • After being launched again, the Bullet Bills are replaced for Bull's-Eye Bullet Bills, that chases the player; also, two Banzai Bills will now appear to assist the boss;
  • Item used: Bullet Bill;
  • While the player is using the item, it will move much like the Bullet Bill possession on SMO, with double the time of the normal item;
  • The player must hit the boss on the left and the right sides first;
  • After the boss becomes angry, the player must transform again and damage the bottom and the top of the boss to defeat it;
  • Each time the player hits the boss, it returns to normal, having the glider activated if it is on air;

Prince Bully

Prince Bully

  • Prince Bully will attempt to ram into the player; this will not damage the player, though, as the player will be violently bumped away; after being knocked out twice, when he charges into the player, he will be covered in blue fire momentarily, and will ram into the player, leaving a trail of blue fire on the arena;
  • The boss will also spit fireballs to damage the player, and he can spin towards the player, to avoid being attacked, and to bump away the player;
  • After the player knocks him off the arena 2 times, the boss returns angrier and heavier; his plume and feet are now blue, as are the fireballs he shoots (that now curves towards the player);
  • Item used: Mushroom;
  • The player must use the Mushrooms to knock the boss off the stage onto the mercury lake;
  • Knock the boss off 4 times to defeat him;
  • The player must watch out when the boss spins being covered in blue fire;

Mecha Wiggler PNG

Mechawiggler

  • Mechawiggler crawls along the walls of the arena rather than on the floor itself, making easier to the boss to hurling electrical orbs from each of its segments and attack the player;
  • Sometimes, it will use its plug to absorb the arena's electrical power and disappear inside the arena, just to reappear on a purple vortex, angrier and faster. It can also reappear on the arena's floor and charge on the player;
  • After the player damages the boss (dysfunctional) twice, the boss becomes angrier and faster; turning orange;
  • Item used: Cannon Box;
  • The player must use the Cannon Box to damage the boss on it's plasma globes (total of 8 and his head) and make it weaker, each Cannon Ball can damage two plasma globes (except for the head);
  • Once all the globes have been destroyed, the boss stops moving entirely, and the player must start shooting at it even more (3 more times), to damage the boss;
  • Damage the boss when it's dysfunctional 4 times to defeat him;

MollusqueLanceurIII 2

Mollusque-Lanceur

  • Mollusque-Lanceur swims around, occasionally spitting cone shell projectiles that explodes upon contact on the ground or at the player; after being hit twice, his cone shell projectiles turns orange and curves towards the player;
  • The boss can spin (charging at the player sometimes) to escape the player's attacks;
  • After being hit twice, the boss becomes angry, and turns his head top into full lava; the boss reconstruct his lava barrier when he's damaged;
  • Sometimes, Gunshen are summoned to aid the boss;
  • Item used: Cape Feather;
  • The player must wait a moment to use the item to jump and pound the boss head;
  • After the second hit, the player must wait to the boss, when spins, to clean his head with the water to attack;
  • Jump on the boss' top head 4 times to defeat him;

18467

Cheepskipper

  • Cheepskipper swims around, occasionally jumping, charging and trying to smash the player;
  • Most of the times the boss spins (charging at the player sometimes) to deflect the player attacks;
  • The boss also now can spit ink (much like Gooper Blooper);
  • After being hit twice, the boss becomes angry, moving faster, and summoning a Porcu-Puffer and a Cheep-Chomp to disturb the player;
  • Sometimes, Cheep-Cheeps are summoned to aid the boss;
  • Item used: Hammer
  • The player must wait a moment that the fish jumps (without spinning) and tries to spit ink to throw Hammers on the boss;
  • Launch 4 Hammers at the boss the defeat him;

Chief Chilly

Chief Chilly

  • Chief Chilly will attempt to ram into the player; this will not damage the player, though, as the player will be violently bumped away;
  • The boss will also spit blow cold wind to freeze the player, and he can spin towards the player, to avoid being attacked, and to bump away the player;
  • After the player knocks him off the arena 2 times, the boss returns angrier and heavier; he will be covered into a freezing shield, and will ram into the player, possibly freezing the player at contact; the boss reconstruct his iron barrier when he's damaged;
  • Sometimes, Freezies are summoned to aid the boss;
  • Item used: Super Horn;
  • The player must use the Super Horns to knock the boss off the stage onto the freezed lake;
  • Knock the boss off 4 times to defeat him;
  • When the boss creates the freezing shield, the player must break it using the Super Horn;

Baron Brrr

Baron Brrr

  • Baron Brrr attacks firing balls of ice at him out of his crown;
  • Baron Brrr will also slam down onto the ground, creating icy waves, that the player must avoid jumping;
  • After being hit twice, the boss becomes angry, moving faster, and summoning a circle of ice spikes out of the gound when slamming down;
  • Sometimes, Li'l Brrrs are summoned to aid the boss;
  • Item used: Fire Flower
  • The Fire Flower is important to damage the boss when it slams down on the ground, being 6 fireballs enough to damage him;
  • The Fire Flower will also be useful to protect the player against the icy wave (if the player does not launch a fireball straight at the wave, it will be frozen and damaged);
  • Launch 4 groups of 6 fireballs at the boss to defeat him;

Boss brolder

Boss Brolder

  • Boss Brolder begins spinning around and scatter several flaming rocks in different directions;
  • Boss Brolder will also roll and carge onto the player, and can jump and slam down onto the ground, creating fiery waves;
  • After being hit twice, the boss becomes angry, moving faster, and summoning puddles of lava out of the gound when slamming down;
  • Sometimes, Brolders are summoned to aid the boss;
  • Item used: Ice Flower
  • The Ice Flower is important to damage the boss when it charges onto the player, being 6 iceballs enough to damage him;
  • The Ice Flower will also be useful to protect the player against the fiery wave (if the player does not launch a iceball straight at the wave, it will be burnt and damaged);
  • Launch 4 groups of 6 iceballs at the boss to defeat him;

KingKalienteBurnt

King Kaliente

  • King Kaliente will chase the racer in his arena, and the player must dodge his tentacles and his fireballs;
  • King Kalinete will also launch coconuts, that, when dodged by the racer, will use his tentacles to knock the coconut back;
  • After being hit twice, King Kaliente becomes angry, and improves his attacks, summoning fiery meteors from the sky or spitting them out;
  • Sometimes, Blue Lava Bubbles are summoned to aid the boss;
  • Item used: Super Leaf
  • The player must use the Tanooki Tail to dodge King Kaliente's coconuts and whack them at him;
  • The boss will use his tentacles to knock the coconut back, so, the player must play a game of dead man's volley with him until it hits the boss;
  • As he loses health, it becomes to knock the coconut back more often, needing to whack it at him more to break it (the boss knocks the coconut back to the player once before the first hit, then twice, three times and then five times at high last life);
  • Whack 4 Coconuts at the boss to defeat him;

Bouldergeist

Bouldergeist

  • Bouldergeist will throw rocks at the player, being of 4 kinds: normal ones, gold ones (turns into a coin once they hit the ground), black ones (turns into Bomb Boos once they hit the ground), and rainbow ones (turns into an Item Box once they hit the ground);
  • Bomb Boos summoned from black rocks can't be used against the boss, only against the racer;
  • Bouldergeist will also summon a row of stone spikes out of the ground, trying to hit the racer;
  • After being hit twice (once in his rocky form and once in his true form), Bouldergeist becomes angry, turning into his rocky form again, but this time with a pair of rocky hands; it will use them to try to damage the racer with punching, slaping and smashing attacks; also, it starts to moving around the arena, even in his rocky form;
  • Item used: Bomb Boo
  • After the player gets one Bomb Boo from a Item Box, it must use the Boo and throw it at Bouldergeist to damage him;
  • To break the rocky form, the player must use 2 Bomb Boos, while only one is enough to damage his true form;
  • His rocky hands also demands 2 Bomb Boos to be broken;
  • Damage his rocky form and his true form twice to defeat the boss;

Boolossus transparent

Boolossus

  • Boolossus attacks the player by zapping lightning bolts on the ground;
  • It also moves around on the ground, trying to engluf the player;
  • When the player explodes him into normal Boos, these Boos can follow the racer (when he isn't looking at them) and, if reach the racer, can damage it and make it slower;
  • Boolossus returns to the normal state when 5 Boos are destroyed (or when the player does not destroy this number of Boos in 30 seconds, making the boss return to normal with the older number of Boos), but, each time it returns with less Boos, it appears smaller, but faster;
  • After being hit and 10 Boos being destroyed, Boolossus becomes angry, and starts to throw a trio of blue fireballs (that curves towards the player); also, it uses a tongue swing attack which the players must dodge by jumping (this attack is also used when the boss tries to engluf the player, to dodge the racer's bombs); the Boos also starts to follow the racer even when he's looking at them;
  • Item used: Double Bob-ombs
  • When the boss tries to engluf the player, it must throw both of the bombs on the boss' mouth to make it explode into Boos (one Bob-omb is not enought to separate the Boos);
  • Use the Double Bob-ombs again to explode the Boos (it is more convenient in that case to drop one bomb at a time rather than both at once); Boos turn invisible and stand still on the same place when the racer looks directly at them, so, the player must wait a moment that the Boo is not invisible to hit it with the Bomb;
  • Defeat 5 Boos of Boolossus 4 times to defeat the boss;

Lakithunder NSMBS

Lakithunder

  • Lakithunder attacks launching Spiny Balls on the player and using lightning from underneath his cloud;
  • The boss also swoops down low to punch the player;
  • After being hit twice, the boss becomes angrier, and turns the arena's floor from white to dark cloud; the darker cloud will conduct electricity, and, when the boss attack with the lightning, it will propagate far in the arena's ground; the Spiny balls launched are also faster, and covered in electricity;
  • Sometimes, Lakitus are summoned to aid the boss;;
  • Item used: Black Shell;
  • When the boss swoops down lown, the player must use the Black Shell to hit him;
  • Launch 4 Black Shells at the boss the defeat him;

King Coin Coffer

King Coin Coffer

Items

During a race, racers can drive through Item Boxes to be granted an item through a roulette. As previously stated, these items are the focus of a race, as using them may hinder other racers and/or aid the player. These items vary in usefulness depending on the distance from the current frontrunner; with racers closer to the frontrunner receiving "less-powerful" items (like Bananas or Green Shells), while racers furthest from the frontrunner receiving the "most powerful" items in the game (like Bullet Bill or Lightning Bolt). Getting hit by items, rather than stopping your momentum, will cause you to slide in the opposite direction you were hit. The lighter you are, the farther you are launched.

A mechanic that returns from previous instalments is the ability to carry up to two items at once (except on Frenzy Chaos VS mode). At the Frenzy Chaos VS mode, where the player receives 3 items per item box, if it gets the three of the same item, it activates the Frenzy mode, granting the racer invincibility and an unlimited supply of that item for a period of time. At the Double Dash VS mode, exclusively, the player can switch the two items it receives, changing the characters on the kart, allowing players to hold onto an item for later use.

Another returning mechanic is the use of a special item, every character has their own special item that most other characters cannot get; every item can be activated by 3, 4 or 5 different racers only. If the player achieves a MKT Icon GrandStar or higher in all Engine Classes Cups in Grand Prix, it is rewarded for having all special items available as normal items.

A new mechanic for some items, that can be used multiple times, is that they can now be charged. This will often use up all or most of an item's ammo but makes up for it by giving it a secondary use, like shooting the item all at once. Also, items that create explosions will launch the affected racer into the air.

Normal Items

Returning Items

Item Description Frenzy Action

Fake Item Box MKDB

Fake Item Box

This item imitates an Item Box, in which it is colored red and the “?” mark is flipped upside down. Now, when a player runs into one, rather than spinning out, it will appear as if they had an item, before a Bowser symbol appears and creates an electric explosion. It cannot block item attacks. Six Fake Item Boxes will rotate around the vehicle. The player has unlimited supply of Fake Item Boxes while on the mode but can throw only one Fake Item Box at time.

MushroomMK8

Mushroom

Provides the player's kart with a small speed boost. Six Mushrooms will rotate around the vehicle. The player has unlimited supply of Mushrooms while on the mode but can use only one Mushroom at time (this frenzy acts identically to the normal Golden Mushroom item).

TripleMushroomMK8

Triple Mushroom

Orbits the player's kart, providing them with three separate speed boosts. If the player charges up this item, it becomes able to use them all at once for a longer-lasting speed boost. Six Mushrooms will rotate around the vehicle. The player has unlimited supply of Mushrooms while on the mode, and can use three Mushrooms at time, getting the longer-lasting speed boost while on the mode (this frenzy acts identically to the normal Golden Mushroom item, however with a longer-lasting speed boost).

GoldenMushroomMK8

Golden Mushroom

Provides the player's kart with continuous Mushroom-like speed boosts for a short time. If the player charges up this item, it becomes able to get longer-lasting speed boosts, however, it has a short break between one and the other longer-lasting speed boost. Six Golden Mushrooms will rotate around the vehicle. The player has unlimited supply of Golden Mushrooms while on the mode, and they will continuously be boosting the kart automatically while on the mode, even faster than a Bullet Bill (as fast as the Bullet Bill on Frenzy mode).

MTUS Mega Mushroom

Mega Mushroom

It makes the driver grow bigger, allowing it to squash other racers by running over them (making them lose their items and slow down for a moment). It let the user destroy items and course obstacles, however, does not make the player immune to Lightning Bolt (player reduces to normal size if hit), Bullet Bill, Star, Spiny Shell, and most of Special Items. It also makes the driver faster and amplifies any speed boost performed. In addition, the player can go off-road and drive on rough terrain without suffering any slowdown effect. The effect holds 9 seconds but will be finished earlier after getting hit by strong items, like a Lightning Bolt. Six Mega Mushrooms will rotate around the vehicle. The player, having unlimited supply of Mega Mushrooms while on the mode, will grow even more than normal.

BananaMK8

Banana

Protects the player from incoming items. When thrown, stays on the track and spins out other racers that hit it. It can be thrown either forwards or backwards. Six Bananas will rotate around the vehicle. The player has unlimited supply of Bananas while on the mode but can throw only one Banana at time.

TripleBananasMK8

Triple Banana

Three bananas that orbit the player's kart, protecting them from incoming attacks. They can be thrown either forward or backward, one at time. If the player charges up this item, it becomes able to throw them all at once and they will land all lined up in a row. Six Bananas will rotate around the vehicle. The player has unlimited supply of Bananas while on the mode, and can throw three Bananas at time, that will land all lined up in a row.

GreenShellMK8

Green Shell

Protects the player from incoming items. When thrown, travels in a straight line and knocks over a kart it hits. Six Green Shells will rotate around the vehicle. The player has unlimited supply of Green Shells while on the mode but can throw only one Green Shell at time.

TripleGreenShellsMK8

Triple Green Shell

Three Green Shells that orbit the player's kart, protecting them from incoming attacks. They can be thrown either forward or backward, one at time. If the player charges up this item, it becomes able to throw them all at once in a straight line. Six Green Shells will rotate around the vehicle. The player has unlimited supply of Green Shells while on the mode, and can throw three Green Shells at time, that will travel all in a straight line.

RedShellMK8

Red Shell

Homes in on the closest kart in front of the player and knocks it over. If the player laid the Red Shell backwards, it acts as a land mine, chasing after the first kart that passes by, even the user, like how it works on MKSC. Six Red Shells will rotate around the vehicle. The player has unlimited supply of Red Shells while on the mode but can throw only one Red Shell at time.

TripleRedShellsMK8

Triple Red Shell

Three Red Shells that orbit the player's kart, protecting them from incoming attacks. They can be thrown either forward or backward, one at time. If the player charges up this item, it becomes able to throw them all at once in a straight line; however, each Red Shell will home to one racer in front of the player, turning possible to hit 3 racers with one attack. Six Red Shells will rotate around the vehicle. The player has unlimited supply of Red Shells while on the mode, and can throw three Red Shells at time, that will travel all in a straight line.

BlueSpinyShellMKS

Blue Spiny Shell

This winged spiny shell targets the racer in first place, flying above the other racers. It throws the racer in first place upwards with a blue explosion, that can hit any racer near the first place one. Six Blue Spiny Shells will rotate around the vehicle. The player has unlimited supply of Blue Spiny Shells while on the mode but can throw only one Blue Spiny Shell at time.

BobombNSMBU

Bob-omb

A Bob-omb that can be throwed either forwards or backwards and explodes after a short time when thrown or dropped, knocking over any kart in its blast radius. Six Bob-ombs will rotate around the vehicle. The player has unlimited supply of Bob-ombs while on the mode but can throw only one Bob-omb at time.

MKT Icon DoubleBobomb

Double Bob-omb

Two Bob-ombs that revolve around the player's kart. They can be thrown either forward or backward, one at time. If the player charges up this item, it becomes able to throw them all at once in a straight line. Notably, if these bombs collide with an item or player while orbiting the user, they will explode, but will not harm the racer using them. Six Bob-ombs will rotate around the vehicle. The player has unlimited supply of Bob-ombs while on the mode and can throw two Bob-ombs at time, that will land all lined up in a row.

SuperHornMK8

Super Horn

Emits a radial shockwave, destroying all obstacles and items (including Blue Spiny Shells), and hitting racers. It does not affect players using Stars, most of Special Items, Bullet Bills or Mega Mushrooms. Six Super Horns will rotate around the vehicle. The player has unlimited supply of Super Horns while on the mode but can emit only one shockwave at time.

SuperLeafSM3DW

Super Leaf

Gives the player's kart a raccoon tail that can be used to deflect items, knock over opponents and collect coins. Also, when the kart jumps and do tricks, it provides the player to float in the air for some more seconds (also allowing the player to pass through rough terrains). Six Super Leaves will rotate around the vehicle, alongside the Racoon tail. The Racoon Tail turns bigger and provides the player to float in the air even without jumping while on the mode.

LightningBoltMK8

Lightning Bolt

Causes all opponents to drop their items, shrink, and drive slowly for a short time. Six Lightning Bolts will rotate around the vehicle. The player has unlimited supply of Lightning Bolts while on the mode but only one can be used at time.

ThunderCloudMK8

Thunder Cloud

A thundercloud hovers over the recipient and strikes it with lightning after ten seconds. Before this happens, the user has much higher speed and acceleration while not losing speed when driving off-road and may pass the cloud to an opponent by bumping into them. Each pass makes the total running time of the thundercloud about 1 second longer. Six Thunder Clouds will rotate around the vehicle. The player has unlimited supply of Thunder Clouds while on the mode. Due to the invincibility, these clouds cannot affect the racer. However, they can be passed to other racers while on the mode, hitting them with lightning instantly.

Boo Artwork - Mario Party Island Tour

Boo

It makes the racer invisible, that will disappear from the map and from the screen. It also allows the racer to be immune to all items and pass through rough terrains and walls. Boo will also search for another random racer, slowing it down and stealing its item (if the robbed racer has 2 items, Boo will steal both), giving the item to the summoner racer. Six Boos will rotate around the vehicle. The player has unlimited supply of Boos while on the mode but can send only one Boo at time. These Boos slow down the other racers longer, stealing their items. After the time is finished, the racer gets the strongest item got from a Boo during the mode.

PottedPiranhaPlantMK8

Potted Piranha Plant

A Piranha Plant will start to chomp on obstacles and other racers, giving a short speed boost for each bite (and a greater boost for each racer/obstacle hit). Six Potted Piranha Plants will rotate around the vehicle. The player has unlimited supply of Piranha Plants while on the mode. These Piranha Plants will chomp on obstacles and other racers, giving a greater speed boost for each bite. Curiously, the Potted Piranha Plants are connected by some spiked vines, that can also harm other racers.

Bullet Bill MKW2!!

Bullet Bill

Transforms the player into a Bullet Bill, rocketing through the track with auto-pilot, and providing invincibility from all terrain and items. Two Bullet Bills will follow the Rainbow Bullet Bill that the player has transformed into. These Bills can be shot at other players, much like homing Bombs. The Rainbow Bullet Bill will rocket through the track even faster than the normal one.

POWBlock3DWorldModelBlue

POW Block

A POW block appears on screen and causes any racer on the ground ahead of the user to spin out and drop their items. Players who deploy the wheelie button get a milder version of the effect. They will not get affected if they are in the air. Not available.

Star MK8

Star

Provides the player invincibility from all terrain and items, and also giving a speed boost. Not available.

MK8 Deluxe Art - Cape Feather

Cape Feather

Gives the player's kart a cape that can be used to roughly perform a Spin Jump twice as high as a regular driver can for a period. Not available. Item only available on Battle.

New Items

Item Description Frenzy Action

AcornCupMKNW

Super Acorn

It gives the car squirrel membranes and activates the glider (without the glider pad), making it hover in the air. The player can use the jump button to jump higher, like the Cape Feather, and to glide for a longer distance once. Six Super Acorns will rotate around the vehicle, alongside the squirrel membranes. The player has unlimited supply of Super Acorns, giving him the ability to jump and glide an unlimited number of times for the entire Frenzy mode (much like the P-Acorn).

DoubleCherry

Double Cherry

Creates a clone of the user, which will mimic the player's moves. If the clone is hit by an item, it will disappear. All targeting items will affect the clone instead of the user. The player can use other items, and the clone will mimic the item either, turning possible to the player to use the same item twice. Six clones will rotate around the vehicle. Due to the Frenzy invincibility, all the clones will also be invincible, harming any racer who touches them.

Black shell

Black Shell

Black Shell can be thrown forward or backward. It will travel in a straight line and explode on impact, knocking over any drivers in the blast radius. The Black Shell previously appeared in the Mario Kart Arcade series, though as this is its first appearance in a main Mario Kart title, it is treated as a new item. o Six Black Shells will rotate around the vehicle. The player has unlimited supply of Black Shells while on the mode but can throw only one Black Shell at time.

Triple Black Shell

Triple Black Shell

Three Black Shells that orbit the player's kart. They can be thrown either forward or backward, one at time. If the player charges up this item, it becomes able to throw them all at once in a straight line. Notably, if they collide with an item or player while orbiting the user, they will not explode. Six Black Shells will rotate around the vehicle. The player has unlimited supply of Black Shells while on the mode, and can throw three Black Shells at time, that will travel all in a straight line.

Thwomp SMG model

Thwomp

The Thwomp appears sleeping under the racer, and the racer can pass it to another racers. But if the racer gets under the awaked Thwomp, it smashes that racer, working like the Thunder Cloud. If the player (or other racers) uses the kart’s horn, it will wake the Thwomp instantly. Six Thwomps will rotate around the vehicle. The player has unlimited supply of Thwomps while on the mode. Due to the invincibility, these Thwomps cannot smash the racer (they will try, moving horizontally). However, they can be passed to other racers while on the mode. When passed, they will crush the player instantly, since they will be already awaked.

FooNSMBU

Foo

An item that drags behind the user's vehicle and creates a fog trail, that obscure the view of the racers behind him, but it only stays for 7 seconds. Six Foos will drag behind the user's vehicle and creates a strong rainbow fog trail, that obscure the view of the racers behind him. Also, these Foos, together, blow strong gusts of winds (much like a Ty-Foo), that push away players and items behind the player, and gives the player a speed boost.

BloopernannyNSMBU

Blooper Nanny

Due to Blooper’s appearance as a racer, Blooper Nanny replaces it as an item. Blooper Nanny and its babies are sent to all racers ahead to spray ink on and reduce their visibility. Racers on 4th place and back receives ink from a baby, that spits out a small amount of ink; the 3rd place racer receives ink from the Blooper Nanny, that spits out a greater amount of ink; finally, the 1st and 2nd place racers receives ink from the Nanny and all of its babies at the same time, having their visibility greatly reduced, alongside their handling, making it hard to them to turn at corners. Six Blooper Nannies will rotate around the vehicle. The player has unlimited supply of Blooper Nannies while on the mode but can send only one Blooper Nanny at time. All racers ahead will receive the Blooper Nanny alongside its babies (regardless of their placement). If a player receives more than one Blooper Nanny at time, more ink will be accumulated, and more reduced will be its visibility.

GoldBlock

Gold Block

Unlike the replaced Coin Box, the player wears the Gold Block over its head, thus producing coins from it if he keeps moving, instead of spitting coins in front of the player. If the player runs fast enough, without being hit, the number of coins produced from the block increases. If the player is damaged by any item, it loses all the coins it collected from the item. The player can get from 10 to 50 coins, depending on its performance during use. Each coin gives the player a small boost when get. Also, when a Gold Block is worn, the face side of it resembles the user's face. Six Coins will rotate around the vehicle. While the player receives the rotating coins (the ones from a Coin item Frenzy), it receives even more coins from the Rainbow Gold Block, that, sometimes, launch some coins at the course. The player gets 75 coins on total.

Special Items

Returning Items

Item Description Frenzy Action

FireFlowerMK8

Fire Flower

Allows the player to throw fireballs, forward or backward, that cause other karts to burn and spin out on impact. These fireballs are capable of ricocheting off walls. The racer can throw a total of 10 fireballs. If the player charges up this item, becomes able to throw 5 of them at once. Six Fireballs will rotate around the vehicle. The player has unlimited supply of Fireballs while on the mode but can throw only one Fireball at time.

Ice Flower

Ice Flower

Allows the player to throw fireballs, forward or backward, that cause other karts to freeze and slide forward for a small while. These iceballs are capable of ricocheting off walls. The racer can throw a total of 10 iceballs. If the player charges up this item, becomes able to throw 5 of them at once. Six Iceballs will rotate around the vehicle. The player has unlimited supply of Iceballs while on the mode but can throw only one Iceball at time.

MKT Icon Heart

Heart

A heart will surround the kart. This heart will protect the kart from any item that tries to it the player (absorbing it). The player can then use the new item as it pleases. The player can accumulate Hearts if it gets another one. Obstacles on the course that are not items do not break the heart. Six Hearts will rotate around the vehicle. The player has unlimited supply of Hearts while on the mode and can absorb items of any racers that touches and damages. After the time is finished, the racer gets the strongest item absorbed during the mode.

YoshiEggNSMBW

MK3DS Birdo Egg

MKT Icon BirdoEgg

(Yoshi/Birdo) Egg
Works similarly to a Red Shell, chasing after a kart and knocking it out when collision occurs. After colliding, these eggs randomly let out three items. However, if an Egg takes too long to find a kart, the Egg will break apart but still let out three items. The items an Egg can let out are: Banana, Mushroom, Green Shell (that travels in a straight line), Red Shell (acts as a land mine, chasing after the first kart that passes by), Bob-omb (that explodes after some seconds) and Super Horn (that emits a shockwave after some seconds). The Egg has green spots for Yoshi, pink spots, and a red ribbon for Birdo, and is spotless for the other racers. The spots and the ribbon colors changes according to the alternate costume of Yoshi and Birdo. Six Eggs will rotate around the vehicle. The player has unlimited supply of Eggs while on the mode but can throw only one Egg at time.

SMP Poison Mushroom

Poison Mushroom

The player can launch a Poison Mushroom on the course. Anyone who hits it becomes purple and sick for a long time, ending up moving slow and vulnerable to other karts that makes this racer spin upon contact. Six Poison Mushrooms will rotate around the vehicle. The player has unlimited supply of Poison Mushrooms while on the mode, and can throw three Poison Mushrooms at time, that will travel all in a straight line. Also, the player lays a trail of poison behind it. Any racers that drive in the poison trail will be slowed down.

MKT Icon MushroomCannon

Mushroom Cannon

A cannon fully loaded of Mushrooms. Allows the player to fire a total of 10 Mushrooms forward, that are fired when the player wants (pressing the button rather than automatically). If the player charges up this item, becomes able to throw 3 of them at once. Player can also now aim the cannon, enabling mushrooms to be used by the player for its own benefit rather than by other players. One interesting fact of this item is that only the user of the cannon can use the Mushroom to get the speed boost. Six Mushrooms will rotate around the vehicle, alongside the Cannon. The player has unlimited supply of Mushrooms while on the mode and can use one Mushroom at time. The cannon will shoot out Mushrooms faster, enabling the player to use both mushrooms from the Frenzy and from the cannon.

MKT Icon Giga Bob-omb

Giga Bob-omb

An enormous Bob-omb that can be throwed either forwards or backwards, and explodes after bouncing three times on the ground, knocking over any kart in its larger blast radius. Six Giga Bob-ombs will rotate around the vehicle. The player has unlimited supply of Giga Bob-ombs while on the mode but can throw only one Giga Bob-omb at time.

MKT Icon BobombCannon

Bob-omb Cannon

A cannon fully loaded of Bob-ombs. Allows the player to throw these bombs forward or backward (the cannon can be rotated), that explodes when touches the ground on impact. The racer can throw a total of 10 Bob-ombs, that are fired when the player wants (pressing the button rather than automatically). If the player charges up this item, becomes able to throw 3 of them at once. Six Bob-ombs will rotate around the vehicle. The player has unlimited supply of Bob-ombs by the (rainbow) Cannon on the mode; it continually shoots out a line of three Bob-ombs per attack.

Giant Banana

Giant Banana

An enormous banana that protects the racer from incoming items and spins out other racers that hit it. While the drivers lose control, the Giant Banana splits into five normal Bananas scattered into a pentagon in that area. It can be throwed either forwards or backwards. Six Giant Bananas will rotate around the vehicle. The player has unlimited supply of Giant Bananas while on the mode but can throw only one Giant Banana at time.

MKT Icon BananaBarrel

Banana Barrels

A pair of barrels fully loaded of Bananas. Allows the player to throw these bananas forward or backward (the barrels can be rotated). The racer can throw a total of 7 bananas per barrel, that are fired when the player wants (pressing the button rather than automatically). If the player charges up this item, becomes able to throw 3 of them at once. Six Bananas will rotate around the vehicle. The player has unlimited supply of Bananas via the barrels on the mode; it continually shoots out a line of three bananas per attack.

Bowser Shell - Koopa Kart 8 Deluxe

Bowser's Shell

A humongous shell shaped like Bowser's shell that can be thrown forwards only. When released, it bounces around the track like a normal Green Shell (though it tends to curve its trajectory towards nearby drivers), toppling any kart that it hits, making the racers drop their items. After Bowser's Shell hits the walls of a course roughly fifteen times, the shell breaks apart. Six Bowser's Shells will rotate around the vehicle. The player has unlimited supply of Bowser's Shells while on the mode but can throw only one Bowser's Shell at time.

MP9 Chain Chomp Bust

Chain Chomp

A huge Chain Chomp is summoned and boosts the kart's speed frantically for a short period of time, while the Chain Chomp knocks out other karts and drops their items onto the ground. After use, the Chain Chomp leaves the kart and goes following the path forwards until it disappears. Two smaller Chomps will follow the Rainbow Chain Chomp summoned by the player. These Chomps will help the player move even faster, however, they can leave the kart earlier and follow the path backwards, while the Rainbow Chomp goes following the path forwards.

MKT Icon DashRing

Dash Ring

This speeding-boosted object, when used, follows the track to produce three rings that the player can use to gain temporary speed boosts forwards. When the player passes through a ring, it turns from blue to purple, making the other racers that drive into them be bounced around backwards, with this purple ring disappearing after bouncing one racer. Only the summoner racer can pass through the rings gaining a speed boost; if the racer does not pass though, the ring changes its coloration to grey and will be dysfunctional (other racers can pass through them, but will not receive neither the speed boost non the bouncing); Six Dash Rings will rotate around the vehicle. The player has unlimited supply of Dash Rings while on the mode but can throw only one Dash Ring at time.

MKT Icon Bubble

Bubble

Although being one retro item, it has one new gameplay: three bubbles will rotate around the vehicle, protecting the player from any hazards. When a bubble touches one other racer, it traps the racer inside the bubble, floating it backwards for 3 seconds. Also, the player will be covered on a giant bubble, floating, making possible to pass though rough terrains (the players controls the giant bubble at will, making easier drive with it). Six Bubbles will rotate around the vehicle. The player has unlimited supply of Bubbles while on the mode; these bubbles can now be sent forwards or backwards to trap other races and float them backwards for 4 seconds.

BoomerangFlowerMK8

Boomerang Flower

Allows the player to throw a boomerang up to three times, hitting racers forward (or backward) and when it returns. It can also steal the item the racer was holding and give back to the launcher. If the player charges up this item, the player becomes able to throw the Boomerang at one single attack, but this Boomerang, instead of hitting racers forward and returning, moves orbiting the player's kart three times before flying away. Six Boomerangs will rotate around the vehicle. The player has unlimited supply of Boomerangs while on the mode but can throw only one Boomerang at time, that moves orbiting the player's kart three times before flying away.

Hammer MKT

Hammer

Allows the player to throw 5 hammers, forward or backward, at once that bounce twice and crash other karts on their way. Six Hammers will rotate around the vehicle. The player has unlimited supply of Hammers while on the mode but can throw only three Hammers at time.

New Items

Item Description Frenzy Action

MK3DS Giant Para-Shell

Giant Parashell

A humongous red parashell, that flies fowars the player. After some seconds, it loses the wings, slams on the gound (usually it falls on a racer, smashing it) and keeps bouncing for some more seconds. Six Giant Parashells will rotate around the vehicle. The player has unlimited supply of Giant Parashells while on the mode, but can throw only one Giant Parashell at time.

DashPepper

Dash Pepper

When used, the user will burst forward in a burst of speed for 5 seconds, faster than a mushroom, but turns the kart control harder. It also leaves a trail of fire that can harm other racers behind the user. Six Dash Peppers will rotate around the vehicle. The player has unlimited supply of Dash Peppers while on the mode, and they will continuously be boosting the kart automatically while on the mode. The peppers help increasing the trail of fire.

Oil

Oil Barrels

The user gets two oil barrels and, with them, can throw one oil puddle each on the floor that can make anyone who go across the pool slip. Six Oil Barrels will rotate around the vehicle. The player has unlimited supply of Oil Barrels while on the mode, but can throw only one oil puddle at time.

Spiked Ball Art

StoneSpikeEmblemMKS

(Stone) Spiked Ball
A humongous spiked ball, that can be launch fowards or backwards, and goes in a straight line, bounces around the track, destroying items and knocking over other karts, dropping their items onto the ground. The Spiked Ball is metallic for Spike, Lakitu and Hariet and is rocky for Monty Mole (and Spike's Stone Spike alternate costume). Six Spiked Balls will rotate around the vehicle. The player has unlimited supply of Spiked Balls while on the mode, but can throw only one Spiked Ball at time.

MagicWand

Magic Wand

The user gets one Magic Wand that can launch up to 3 magic blasts forwards or backwards. These magic blasts (that appears as colorful balls with the circle, triangle, and rectangle symbols) fly horizontally until hit a racer. The racer affected will be covered in magic and will lose control of its kart, that will have its steering commands reversed (trying to turn left will make the racer to turn right, and vice versa). If the magic ball hits an item found on the racetrack or held by the racer, it will turn the item into a coin. Six Magic Wands will rotate around the vehicle. The player has unlimited supply of wands while on the mode but can throw only one magic blast at time. The player, while on the frenzy action, will also be covered in magic, and will be teleported (much like a Magikoopa) a little bit forward automatically at the beginning and near the end of the frenzy action.

BombBoo MKS

Bomb Boo

The user get one Bomb Boo that rolls arround the racer for a period of time. Any player affected by the explosion will have it's items stolen by the Bomb Boo's user. If the Bomb Boo doesn't hit any other racer or thing, and if the player keeps the Bomb Boo for too long, it will explode at the user. Six Bomb Boos will rotate around the vehicle. The player has unlimited supply of Bomb Boos while on the mode, and any player or thing that touches any of them will explode. Unlike the solo Bomb Boo, these Bomb Boos will leave in a striaght line if not hit any racer in a period of time, instead of exploding on the racer (much like the Black Shell).

Hammer

Sledge Hammer

The Sedge Hammer is held by the player, and can be used to slam the ground in front, beside, or behind themselves. It will destroy items and flatten other players and can slam on the ground 3 times. Six Sledge Hammers will rotate around the vehicle. Each one of them will slam on the ground automatically (like Ledge Hammers from SMG2) while the whole Frenzy action. 

Bone MKDB

Giant Bone

Allows the player to launch up to 3 giant bones fowards or backwards that fly horizontally and can hit 2 racers before it breaks. Six Giant Bones will rotate around the vehicle. The player has unlimited supply of Ginat Bones while on the mode, but can throw only one Giant Bone at time.

AMP

Amp

An Amp that orbits the player's kart, creating an electric shield that blocks any attack against the racer for 10 seconds, making the player invincible. Also, anyone that touch the shield will be electrocuted and paralyzed for a few seconds. The item protects the player against any item (stronger items will break the shield and destroy the Amp but will not affect the player, weaker items will not affect the barrier). Curiously, items based on electricity (Lightning Bolt and Thunder Cloud), when hit the barrier will expand its radius. o Six Amps will rotate around the vehicle. The player has unlimited supply of Amps while on the mode. The electric shield will have a larger radius. Some electric balls can escape the shield and run though the circuit, until it hits any racer or object.

Question Block 3D

? Block

The ? Block allows the user to get any other special item (much like King Boo and Petey on MKDD). It has the same design of Coin Box from MKT. The player gets the other special item before activating its Frenzy Action.
  • OBS: The Coin Box from MKT was replaced for the Gold Block (from NSMB2), since its appearance is identical to the ? Block (that now is one actual new special item), making the only item to do not return from other main Mario Kart games.
  • The Black Shell item appeared before on Mario Kart Arcade series games; but since it didn't appeared on the main games, it will be considered a new item.

Items found on the track

Image Item Description
ItemBoxMK8 Item Box Gives the player 1 random item, based on it's position
DoubleItemBoxMK8 Double Item Box Gives the player 2 random items
CoinMK8 Coin Gives the player a small boost when get; like MKSC, theire is no limit of coins get.
Red CoinSMWWii Red Coin They are worth two regular coins. When a Red Coin is collected, all the regular coins around it are pulled towards the racer.
Blue Coin Blue Coin They are worth five regular coins. When a Blue Coin is collected, all the regular coins around it are pulled towards the racer.
Purple$ Purple Coin They are worth ten regular coins. When a Purple Coin is collected, all the regular coins around it are pulled towards the racer.
Green Coin Green Coin They are worth ten regular coins. As they appear in trios, and all of them are caught at once, they worth tirthy regular coins combined. When a Green Coin is collected, all the regular coins around it are pulled towards the racer.
Silver Coin Silver Coin They are worth fifthy regular coins.

Vehicle Pieces

Kart customization is a returning feature, in where it lets you change various pieces of the karts, such as the car body, tires and gliders. Each combination sets a certain amount of stats, which are split into Speed, Acceleration, Weight, Handling and Traction. There are 3 types of vehicles: Karts, Bikes and ATVs.

For the Double Dash Versus mode, the design of the vehicle changes, regarding the concept "two racers in one vehicle" within the game. The karts have a seat on the front where a character drives the kart and a platform in the rear of the vehicle where the second character is able to use an item, taken from the Item Boxes. Every vehicle has it design changed to support this.

The unlockable parts can be purchased, with the coins gathered in the races, in Mario Kart Shop. The Gold standard vehicle parts are unlocked with Gold Mario in the Gold Pack.

Karts

With the exception of crossover karts (ROB-BLS, ROB-LGS, Blue Falcon, Streetle) and Mario Kart Arcade Karts, all playable karts from all previous mainline instalments return.

GCN and before Karts DS Karts Wii Karts 3DS Karts Wii U Karts MBL Karts

MKT Icon PipeFrameRed

Pipe Frame*

MKT Icon BDasher

B Dasher

MKT Icon RedBDasher

Red B Dasher

MKT Icon BlackBDasher

Black B Dasher

MKT Icon KabukiDasher

Kabuki Dasher

MKT Icon BlackKabukiDasher

Black Kabuki Dasher

MKT Icon CheepCharger

Cheep Charger

MKT Icon GreenCheepCharger

Green Cheep Charger

MKT Icon CheepSnorkel

Cheep Snorkel

MKT Icon GoldCheepCharger

Gold Cheep Charger

MKT Icon GoldCheepSnorkel

Gold Cheep Snorkel

BirthdayGirl

Birthday Girl

MKT Icon BirthdayGirlDaisy

Birthday Girl Daisy

MKT Icon BirthdayGirlRosalina

Birthday Girl Rosalina

MKT Icon RibbonRider

Ribbon Rider

MKT Icon FestivalGirl

Festival Girl

MKT Icon Landship

Landship

MKT Icon Warship

Warship

MKT Icon YellowTaxi

Yellow Taxi

MKT Icon RedTaxi

Red Taxi

MKT Icon PlatinumTaxi

Platinum Taxi

MKT Icon BulletBlaster

Bullet Blaster

MKT Icon Bull'sEyeBanzai

Bull's-Eye Banzai

MKT Icon SilverBulletBlaster

Silver Bullet Blaster

Mushmellow

Mushmellow

MKT Icon PinkMushmellow

Pink Mushmellow

MKT Icon Cheermellow

Cheermellow

MKT Icon WildWing

Wild Wing

MKT Icon SwiftJack

Swift Jack

MKT Icon WildBlack

Wild Black

MKT Icon BumbleV

Bumble V

MKT Icon QueenBee

Queen Bee

MKT Icon RoseQueen

Rose Queen

MKT Icon PWing

P-Wing

MKT Icon PinkWing

Pink Wing

MKT Icon ClankyKart

Clanky Kart

MKT Icon ClacketyKart

Clackety Kart

MKT Icon GoldClankyKart

Gold Clanky Kart

MKT Icon TurboBirdo

Turbo Birdo

MKT Icon LightBlueTurboBirdo

Light-Blue Turbo Birdo

MKT Icon YellowTurboBirdo

Yellow Turbo Birdo

MKT Icon Royale

Royale

MKT Icon WhiteRoyale

White Royale

MKT Icon Daytripper

Daytripper

MKT Icon SweetDaytripper

Sweet Daytripper

MKT Icon HeadHoncho

Head Honcho

MKT Icon SodaJet

Soda Jet

MKT Icon BlueSoda

Blue Soda

MKT Icon Mach8

Mach 8

MKT Icon KarpKart

Karp Kart

MKT Icon AppleKart

Apple Kart

MKT Icon GreenAppleKart

Green Apple Kart

MKT Icon PoisonAppleKart

Poison Apple Kart

MKT Icon TurboYoshi

Turbo Yoshi

MKT Icon RedTurboYoshi

Red Turbo Yoshi

MKT Icon Egg1

Egg 1

MKT Icon GoldEgg

Gold Egg

SuperBlooper

Super Blooper

MKT Icon GoldBlooper

Gold Blooper

MKT Icon Bruiser

Bruiser

MKT Icon GlamBruiser

Glam Bruiser

MKT Icon Badwagon

Badwagon

MKT Icon BlueBadwagon

Blue Badwagon

MKT Icon CarrotKart

Carrot Kart

MKT Icon RadishRider

Radish Rider

MKT Icon DKJumbo

DK Jumbo

MKT Icon ChromeDKJumbo

Chrome DK Jumbo

MKT Icon Poltergust4000

Poltergust 4000

MKT Icon IcebluePoltergust

Ice-Blue Poltergust

MKT Icon FlameFlyer

Flame Flyer

MKT Icon WildfireFlyer

Wildfire Flyer

MKT Icon BlueSeven

Blue Seven

MKT Icon Super1

Super 1

MKT Icon Biddybuggy

Biddybug

MKT Icon BlueBiddybuggy

Blue Biddybug

MKT Icon Macharon

Macharon

MKT Icon ChocoMacharon

Choco Macharon

MKT Icon BarrelTrain

Barrel Train

MKT Icon GoldTrain

Gold Barrel Train

MKT Icon Streamliner

Streamliner

MKT Icon RedStreamliner

Red Streamliner

MKT Icon Offroader

Offroader

MKT Icon BrownOffroader

Brown Offroader

MKT Icon KoopaClown

Koopa Clown

MKT Icon DarkClown

Dark Clown

MKT Icon Prancer

Prancer

MKT Icon GildedPrancer

Glided Prancer

MKT Icon GhostRide

Ghost Ride

MKT Icon HappyRide

Happy Ride

MKT Icon KoopaDasher

Koopa Dasher

MKT Icon ParaWing

Para-Wing

CucumberKart

Cucumber

MKT Icon DasherII

Dasher II

Classic Dragster

Classic Dragster

MKT Icon BoltBuggy

Bolt Buggy

MKT Icon DarkBuggy

Dark Buggy

MKT Icon CircuitSpecial

Circuit Special

MKT Icon BlackCircuit

Black Circuit

MKT Icon GreenKiddieKart

Green Kiddie Kart

MKT Icon RedKiddieKart

Red KiddieKart

RedFire

Red Fire

GreenFire

Green Fire

MKT Icon RambiRider

Rambi Rider

BoosterSeat-BabyDaisy

Booster Seat

MKT Icon Cloud9

Cloud 9

Tri-SpeederBodyMK8

Tri-Speeder

MKT Icon Quickshaw

Quickshaw

HeartCoach

Heart Coach

BloomCoach

Bloom Coach

LightTripperKart

Light Tripper

LightDancerKart

Light Dancer

TinyTitan-BabyMario

Tiny Titan

MKT Icon Zucchini

Zucchini

Steel Driver

Steel Driver

MKT Icon Trickster

Trickster

GooGooBuggy

Goo-Goo Buddy

RattleBuggy

Rattle Buggy

MKDS Shooting Star

Shooting Star

MiniBeast-BabyPeach

Mini Beast

MK7 Tiny Tug

Tiny Tug

SneakerBodyMK8

Sneaker Body

MKT Icon TeaCoupe

Tea Coupe

ToadKart

Toad Kart

ToadetteKart

Toadette Kart

4-WheelCradleKart

4-Wheel Cradle

Sprinter-Birdo

Sprinter

MKT Icon CactX

Cact-X

SportsCoupeMK8

Sports Coupe

MKT Icon BananaMaster

Banana Master

Piranhapipes

Piranha Pipes

BooPipes

Boo Pipes

WildlifeKart

Wildlife

Jetsetter-KingBoo

Jetsetter

X

CatCruiserBodyMK8

Cat Cruiser

MKT Icon BrightBunny

Bright Bunny

MKT Icon KoopaKing

Koopa King

TyrantKart

Tyrant

Honeycoupe-DonkeyKong

Honeycoupe

X

TanookiKartMK8

Tanooki Kart

MKT Icon JingleBells

Jingle Bells

Wario car

Wario Car

HurricaneKart

Hurricane

PiranhaProwler-FunkyKong

Piranha Prowler

X

W25SilverArrow-MK8

W 25 Silver Arrow

MKT Icon DoubleDecker

Double Decker

WaluigiRacer

Waluigi Racer

BruteKart

Brute

X

X

300SLRoadster-MK8

300 SL Roadster

MKT Icon SnowSkimmer

Snow Skimmer

ParadeKart

Parade Kart

DragonflyKart

Dragonfly

X

X

GLA-MK8

GLA

MKT Icon CometTail

Comet Tail

X

PowerFlowerKart

Power Flower

X

X

X

MKT Icon DozerDasher

Dozer Dahser

X

Gold mantis

Gold Mantis

X

X

X

MKT Icon PirateSushiRacer

Pirate Sushi Racer

X

BanisherKart

Banisher

X

X

X

MKT Icon PipeBuggy

Pipe Buggy

X

MKDS Dry Bomber

Dry Bomber

X

X

X

X

  • OBS: Pipe Frame appeared on SNES, N64 and GBA games as the only kart playable.

New Karts:

  • Standard Kart: the Standard kart of the game
  • Marine Whale: based on a blue whale and on Whale Submarine from MP10
  • Supermarket Trolley: based on a real life shopping cart
  • Starship Mario: based on Starship Mario from SMG2
  • Mecha Odyssey: based on The Odyssey from SMO
  • Chain Smasher: based on the enemie Chain Chomp and on Chain Chomp Coupe from MP9
  • Uponion: based on the enemie Uproot
  • Brick Blocker: a kart made of Brick Blocks
  • Autobomber: based on Autobomb enemie from SMB2
  • Sphynyx: based on the Sphynx from SMO
  • Bowser Mobile: a replica of Bowser Mobile from SM3DW
  • King Bob-omb Bus: a kart variation of King Bob-omb Bus from MP9
  • Cheep Chomper: a kart based on Cheep Chomp
  • Coliseum Mobile: a kart based on Rome's Coliseum
  • more coming soon...

New Variant Karts:

  • Galaxy Coach: a Heart Coach variation, however based on Rosalina
  • Egyptian Koopa Dasher: a Koopa Dasher variation, however based on Egyptian Koopa
  • Spiny Crasher: a Para-Wing variation, however based on Spiny Shell
  • Toy Train: a Barrel Train variation, however being enirely made of wood (it is similar to Toy Train from MP10)
  • Torpedo Trasher: a Bill Blaster variation, however resembling a Torpedo Ted
  • Toadsworth Kart: a Toad Kart variation, however based on Toadsworth
  • Clear Pipes: a Piranha Pipes variation, however with Clear Pipes instead
  • Comet Star: a Shooting Star variation, however with Comet Tail colors
  • Fire-orange Poltergust: a Poltergust 4000 variation, however with an fiery-orange color scheme
  • Rottenmellow: a Mushmellow variation, however based on a Rotten Mushroom
  • Wildjungle Junker: a Wildlife variation, however colored in brown (it is similar to Jungle Junker from MP9)
  • Banzai Hurricane: a Hurricane variation, however resembling a Banzai Bill (it is similar to Banzai Bill Jet from MP10)
  • Waluigi Mantis: a Gold Mantis variation, however colored in purple
  • Mecha Cheep Charger: a Cheep Charger variation, however resembling one Mecha Cheep Cheep
  • Spiny Cheep Charger: a Cheep Charger variation, however resembling one Spiny Cheep Cheep
  • Nighttipper: a Daytipper variation, however colored on dark-blue and orange
  • Proto Piranha Prowler: a Piranha Prowler variation, however resembling one a brown Proto Piranha
  • Cloud 6: a Cloud 9 variation, however with inverted colors
  • Sandship: a Landship variation, however covered in sand
  • more coming soon...

Bikes

Bikes from Wii and DS Bikes from WiiU
Bullet Bike Comet
Bit Bike Sport Bike
Quacker Jet Bike
Jet Bubble Yoshi Bike
Magikruiser The Duke
March Bike Flame Rider
Sugarscoot Mr. Scooty
Sneakster Varmint
Zip Zip
Dolphin Dasher
Flame Runner
Wario Bike
Twinkle Star
Torpedo
Phantom
Zipper
  • Standard Bike: the Standard bike of the game
  • Maw-Ray: based on the enemie Maw-Ray
  • T-X: based on the T-Rex from SMO
  • Urban Mosquitoe: based on the enemie Urban Stingby
  • The Broom: based on Kamek's broom
  • Mini Rocket: based on the Mini Rocket from SMO
  • Motor Scooter: a replica of Motor Scooter from SMO
  • more coming soon...

New Variant Bikes:

  • Frozen Rider: a variation of Flame Rider, however with frozen dusts on it
  • more coming soon...

ATVs

New ATVs ATVs from WiiU
Standard ATV Standard ATV Wii U
Football Rider Wild Wiggler
Ghost Clasher Teddy Buggy
Papercraft Bone Rattler
BAATV
Ice Creamer
  • Standard ATV: the Standard all terrain vehicle of the game
  • Football Rider: based on the enemie Chargin' Chuck
  • Ghost Clasher: based on the enemie Broozer
  • Papercraft: based on Papercraft Mario from M&L:PJ
  • Ice Creamer: based on an cone Ice Cream
  • BAAATV: based on sheeps from SMO
  • Lava Monster: based on the enemie Charvaargh
  • Banana Terrain: based on a Banana and on the Banana Slider from MP9
  • Spine Coaster: based on the Spine Coaster and on the Bone Marrow from MP9
  • more coming soon...

Gliders

Gliders from 3DS Gliders from WiiU Gliders from MBL

Super Glider

Droplet Glider

Piston Glider

Le Tricolore

Safety Glider

Parachute

Shell Parachute

Royal Parachute

Fireworks Parachute

Bullet Bill Parachute

Full Flight

New Year's Kite

Yoshi's Egg Hanafuda

Baby Mario Hanafuda

Peach Hanafuda

Barrel Hanafuda

Blooper Hanafuda

Cape Mario Hanafuda

Bullet Bill Hanafuda

Boo Hanafuda

Parafoil MKTV Parafoil

BBIA Parafoil

Piranha Plant Parafoil

Bob-omb Parafoil

? Block

BaNaNa Parafoil

Soaring Jack

Luma Parafoil

Cloud Glider

Rainy Balloons

Blizzard Balloons

Oilpaper Umbrella

Lightning Oilpaper

Purple Oilpaper Umbrella

Nabbit Oilpaper Umbrella

Flower Glider

Pink Flower Glider

Blue Flower Glider

Daisy Flower

Paper Glider

Minion Paper Glider

Pink Gold Paper Glider

Eggshell Glider

Bright Glider

Peach Parasol

Blizzard Parasol

Wario Wing

Waluigi Wing

Glitter Glider

Plaid Ribbon

Swooper

Gold Swooper

Bowser Kite

Gift Glider

Sweetheart Glider

Beast Glider Plane Glider

Starchute

Rainbow Starchute

Waddle Wing

Wicked Wings

Dragon Wings

Strawberry Crêpe

Chocolate Banana Crêpe

Crismon Crane

Gold Crane

Chocolate Donut

Strawberry Donut

Heart Balloons

Silver-and-Gold Hearts

Banana Wingtip

Blooper Wingtip

Butterfly Sunset

Butterfly Wings

Fare Flier
Tropical Glider
Silver Bells
Butterfly Sunset
Treasure Map
Manta Glider
Great Sail
Cheep Cheep Masks
Festival Wings
New Year's 2020
8-Bit Jumping Mario

New Gliders:

  • Rocket Barrel: based on the Rocket Barrel from DKC:TF
  • Glydon Wings: based on Glydon from SMO
  • Burgerchute: a parachute that resembles a burger
  • Shinechute: a parachute that resembles a Shine Sprite
  • Moonchute: a parachute that resembles a Power Moon
  • Pyramidchute: a parachute that resembles one Pyramid
  • Rotten Mushute: a parachute that resembles a Rotten Mushroom
  • Ballooper: one giant Blooper-shaped balloon
  • Paratroopa Wings: a pair of Koopa Paratroopa wings
  • Star Bitloons: a set of multicolored star-bit-shaped balloons

New Variant Gliders

  • 1-Up Fuel Parachute: a variation of the Parachute that contains the 1-Up Fuel logo
  • Fuzzy Hanafuda: a variation of Full Flight, based on Yoshi's Egg Hanafuda, with the artwork of a Fuzzy printed on it
  • Mario Motors Parafoil: a variation of the Parafoil that contains the Mario Motors logo
  • Paper Mario Glider: a variation of the Paper Glider, based on Paper Mario, folded into an airplane, similar to Trio Glider from M&L:PJ
  • Mr. L Glider: a variation of Paper Mario Glider, however with Mr. L folded
  • 8-Bit Jumping Luigi: a variation of 8-Bit Jumping Mario, however with Luigi
  • Beast Swooper: a variation of Swooper, however with Beast Glider colors
  • Coin Boxes: a variation of Gift Glider, however with two coin boxes
  • Thunder Cloud Glider: a variation of Cloud Glider, however with the clouds being two replicas of the Thunder Cloud item
  • Sandy Balloons: a variation of Cloud Glider, however with the clouds covered in sand
  • Cosmic Starchute: is a cosmic matter-colored variant of the Starchute
  • more coming soon...

Tires

Coming Soon...

Courses

The cups appear on a new organization. In addition to the original ones, some new cups appear on the game. Egg Cup and Bell Cup return from Mario Kart 8's DLC, however, as unlockable cups (like Fire Flower, Star, Banana and Leaf cups) and without the coexistence of nitro and retro courses.

Nitro Courses

Pratically all the nitro courses have the jump boosts ramps, half-pipe ramps, gliding ramps, underwater and anti-gravity features on them.

MushroomMK8 Mushroom Cup MushroomMK8
Mushroom Kingdom Course Mushopping Mall Bonnetown Plains Fungus Grotto
FireFlowerMK8 Fire Flower Cup FireFlowerMK8
Mario Circuit Wood Palace Sunshine Resort Kong Volcano
Ice Flower Ice Flower Cup Ice Flower
Ghostly Hotel Trapeze Circus Rambi Jungle Penguin Tundra
YoshiEggNSMBW Egg Cup YoshiEggNSMBW
Dinossaur Cascade Shy Guy Dojo Pipeline Sewers Kamek's Library
MKT Icon Heart Heart Cup MKT Icon Heart
Birdo Train Station Turnip Temple Paper Museum Flutter Garden
DoubleCherry Cherry Cup DoubleCherry
Chuck Stadium Petey's Posion Swamp Metal Raceway Cherry Fields
DiamondCupMKNW Crystal Cup DiamondCupMKNW
Sarasaland Desert Plessie Savanna Park Tiki Shore Supermassive Land
StarMK8 Star Cup StarMK8
Bowser Jr.'s Playground Hammer Ruination Oceanic Lamode Bob-omb's Powderkeg Factory
SuperCrown Special Cup SuperCrown
Waluigi Casino City Rock-Thunder Canyon Bowser's Castle Rainbow Road

Retro Courses

As with the retro tracks from the 3DS and WiiU installments, those in this game feature altered sections that incorporate the game's jump boosts ramps, half-pipe ramps, gliding ramps, underwater and anti-gravity features, alongside one massive design improvement, much similar to the WiiU installment.

GreenShellMK8 Shell Cup GreenShellMK8
DS Figure-8 Circuit MBL New York Minute 1 GBA Riverside Park Wii Toad's Factory
BananaMK8 Banana Cup BananaMK8
SNES Koopa Beach 1 N64 Moo Moo Farm Wii DK Summit U Thwomp Ruins
SuperLeafSM3DW Leaf Cup SuperLeafSM3DW
GCN Mushroom City SNES Mario Circuit 4 GBA Yoshi Desert 3DS Rock Rock Mountain
SuperBellSM3DW Bell Cup SuperBellSM3DW
Wii Daisy Circuit GBA Broken Pier DS Shroom Ridge GCN Wario Colosseum
AcornCupMKNW Acorn Cup AcornCupMKNW
DS Mario Circuit 3DS Wario Shipyard SNES Vanilla Lake 2 Wii Maple Treeway
SuperCarrot Carrot Cup SuperCarrot
MBL Vancouver Velocity 1 SNES Ghost Valley 3 U Dolphin Shoals 3DS Maka Wuhu
SuperHornMK8 Horn Cup SuperHornMK8
U Electrodome Wii Dry Dry Dunes GBA Bowser's Castle 4 N64 Choco Mountain
MK8 Deluxe Art - Cape Feather Feather Cup MK8 Deluxe Art - Cape Feather
3DS Rosalina's Ice World U Dragon Driftway GCN Bowser's Castle GBA Rainbow Road
LightningBoltMK8 Lightning Cup LightningBoltMK8
N64 Wario Stadium U Bone Dry Dunes DS Bowser's Castle GCN Rainbow Road

Retro Course Details

Retro Course Details

DS Figure-8 Circuit

  • Overwiew Details:
    • The course's floor is now made of blue neon lights, making it resemble the "8" in Mario Kart 8's logo; on the final lap, the track's ground begins flashing half blue and half pink, resembling the 8 in Mario Kart 8 Deluxe's logo.
    • The background and the overwiew of the circuit closely resembles the Figure-8 Curcuit stage from SSBU, with once-bobbing trees and flowers, giant musrhrooms, giant pipes and semi-solid platforms.
    • The bridge is now made of giant brick blocks, and the gaps between some bricks can be used to peform Jump Boosts.
  • Circuit Layout Details:
    • The walls of each turn are now anti-gravity sections with Boost Panels, similar to how N64 Toad's Turnpike was remade in MK8.
    • There is a glider ramp around at the top of the bridge, where the track loops over itself.
  • Includes tricking, gliding and anti-gravity.

MBL New York Minute 1

  • Overwiew Details:
    • As much as there are no changes in the circuit itself, a noticeable change has been applied: just like in WiiU Animal Crossing, the circuit can variate, having two different variations: the circuit remains the normal variation with the day background (with New Donk City references), and the night background.
  • Includes tricking.

GBA Riverside Park

  • Overwiew Details:
    • The course now takes place in a forest that resembles the Lost Kingdom (only with water instead of poison).
    • Colorful blocks, that delimited the circuit at the original game, reappear like in GBA Cheese Land from MK8.
    • Klepto can be seen at the end of the lap, when the player is using the glider.
  • Circuit Layout Details:
    • The whole track is much more sloped than it was in Mario Kart: Super Circuit, being sized up as well.
    • The first jump at the begginig is now one, big, boost pad.
    • The birdge before the loop at the end of the lap has collapsed, forcing racers to drive through the water (this section now, instead of being flat, it suffers a depression).
    • The last jump is now one gliding section.
    • Trapeetles appear on the course as obstacles on one of the terrain sections, alongside some tree trunks.
  • Includes tricking, gliding and underwater.

Wii Toad's Factory

  • Overwiew Details:
    • The race now takes place at night.
    • Two figures of giant robot Toads at the outside parts of the course, alongside the machines at the outside in movement.
  • Circuit Layout Details:
    • At the place where there are three conveyor belts and hydraulic machines that can smash the player, has a split path in anti-gravity, where racers can drive on either the left or right walls, but the route is longer.
    • The player can find a gliding pad after the second turn in the moving platform area over the lake.
    • The major curve with the conveyor belts it's now one underwater anti-gravity section.
    • The alarm section keeps identical, but, them the player finds another gliding pad when it goes outside.
    • The muddy final section has a split path in anti-gravity, where racers can drive on either the left or right bulldozers, or go to another gliding pad if keeps running in the middle of the mud.
  • Includes tricking, gliding, underwater and anti-gravity.

SNES Koopa Beach 1

  • The overall aesthetic changed, resembling Sunshine Seaside from SM3DW, with some elements from it, such as palm trees and Koopa Troopa sand statues.
  • The course layout has also been altered, being drastically larger (twice as larger, to make possible to race only on 3 laps), with islands being wider apart, and having more depth.
  • The off-road water sections of the track are now underwater and can be driven through normally.
  • Players can either drive underwater or perform tricks off ramps (that replaced the jump pads) to get from island to island.
  • Some large coral reefs are located on the center of the circuit, forcing players to drive around the circuit instead of going in the middle of it underwater.
  • Cheep Cheeps now swim in the water instead of hopping on the course.
  • The island with moss (that was grass) on it have one glider pad, that can be used to avoid the moss, but the player has to avoid some flying Koopa Paratroopas instead.
  • Includes tricking, gliding and underwater.

N64 Moo Moo Farm

  • The setting has changed to sunset, as oposed to Wii Moo Moo Meadows, in which setting has changed to sunrise.
  • Some of the fences on the turns have been torn down (some of them appear on the ground and can be used as ramps), allowing for Moo Moos to roam around the course.
  • A glider ramp has been added before the first bridge, as the player can use it to glide over the bridge.
  • Monty Moles also appear on the course, but in smaller quantities, and acting moving underground before popping out, instead of just hiding inside holes and popping out.
  • Before the final lap, the ground was blocked, forcing the player to break into the lawn with Moo Moos, cross the bridge over, and down the other side to cross the finish line.
  • Includes tricking and gliding.

Wii DK Summit

  • The overall aesthetic of the course has changed, resembling the Homecoming Hijinxs level from DKC:TF.
  • The launch at the Barrel Cannon now encompasses a gliding pad, that leads the player to the half-pipe area, now also with anti-gravity pannels.
  • After this section, the player can choose the smaller ramp, with three folds in it, or the other one, that is now another gliding pad;
  • The player can use the glider and a Mushroom to a shortcut behind the wooden statue, that is now one of Funky Kong snowboarding, instead of Mario.
  • The area with 1 U-turn right and 1 U-turn left is now one anti-gravity section.
  • One more Shy Guy Snowboarder appear at the final section (this one keeping the half-pipe ramps).
  • Includes tricking, gliding and anti-gravity.

U Thwomp Ruins

  • The structures from the course are more cracked, due to the time they were exposed, being ancient relics.
  • One Bomp was added at the anti-gravity cavern (on the right wall), after entering the Thwomp's mouth.
  • Several Whomps now spectate the course at the finish line.
  • Includes tricking, gliding, underwater and anti-gravity.

GCN Mushroom City

  • The course is raining in the middle of the night, with some watter puddles on the track (similar to 3DS Neo Bowser's City).
  • One glider pad was added at the end of the lap, where there was a large gap.
  • The pink road shortcut (now colored in red) is now a off-road section, requiring a Mushroom to get across.
  • Lots of Mushroom-like references were included in the aesthetical changes.
  • Wiggler Wagons keep the Sunshine-like appearence, with some Toads inside them.
  • Includes tricking and gliding.

SNES Mario Circuit 4

  • The background keeps some elements from SNES Mario Course from MKT, being raced on the sunset, but also is similar to the SNES Donut Plains 3 (in MK8) one.
  • Waddlewings can be seen gliding, sitting on blocks and cheering on the racers.
  • There is one 8-bit Modern Mario Statue at the first U-turn of the course and one Super Mario Bros. styled castle near the glider ramp, at the end of the course.
  • It's also possible to see an helicopter fom MKTV.
  • One part of the course is slanted and separated from the track to act as an anti-gravity section: it beggins after the first item box line and finishes after the second Pipes line (the first two Pipes lines are part of this anti-gravity section).
  • At the penultimate U-turn, a straight one, the terrain rises to a glider ramp, gliding through this section while dodges two Piranha Plants on pipes (they replace the last Pipe line) at the last U-turn, a larger one.
  • Oil sticks appear on the couse more often.
  • Includes tricking, gliding and anti-gravity.

GBA Yoshi Desert

  • Aesthetically, the circuit is very similar to GCN Dry Dry Desert and Wii Dry Dry Ruins, and the landscape is slightly banked through it instead of being flat in its entirety, much like GBA Cheese LAnd on MK8.
  • The quicksand zones keep appearing on the coruse (even on the anti-gravity section), however, Sandmaarghs will prey the falling karts instead of Piranha Plants.
  • These Sandmaarghs will also escape from the quicksand and start to move on the course (their shadows are visible on the sand) at the second lap.
  • The Dash Pannel is now one gliding pad, that leaves to a anti-gravity section, that ends on the second oasis, that is now a underwater section (it takes the entire section of the course).
  • The colorful walls from the original game disappear and now some pillars and Cacti delimits the course.
  • The Yoshi's Sphynx now appears on the background, however closer to the track.
  • Includes tricking, gliding, underwater and anti-gravity.

3DS Rock Rock Mountain

  • The course has seen small graphical changes, keeping the Mario Kart Tour visual, but with some references to Rock-Candy Mines from NSMBU.
  • The cavern section, before the gliding ramp, and the incline near the end of the lap have both been made into anti-gravity sections.
  • Includes tricking, gliding and anti-gravity.

Wii Daisy Circuit

  • The small shortcut at a narrow staircase keeps being offroad, but leaves the player to a glider pad.
  • The large 8 section, with the Luigi & Daisy and Baby Luigi & Baby Daisy fountains was remade: now, the 8 was slanted and separated from the track to act as an anti gravity section; instead of the player choose between one of the sides of the circles, it has now to drive the complete 8 to go, then, under the stanled 8 (at one underground new section) to access the tunnel, with a boost ramp before the tunnel.
  • After the tunnel, the straight road (that leads to a large hairpin turn around the lighthouse) is now one small underwater section.
  • The high step at the side of the circuit no longer appears.
  • Lots of Daisy references were included in the aesthetical changes, including some banners from Sarasaland.
  • Includes tricking, gliding, underwater and anti-gravity.

GBA Broken Pier

  • The sky now looks like the Paranormal Dimension one (from LM:DM), but keeping the ghost-like mountains on the background.
  • Boos keep appearing on the course and attacking the players like on the original game (by slowing them down and stealling coins), but they keep moving rather than standing still, making it harder to dodge them.
  • All the larger bridges now are floating, and the player can use them to do tricks, but they are very dangerous paths, as players may fall from them.
  • The thinner bridges that served as shortcuts still appear, but they are completely invisible until some player passes them, thus turning bright blue (due to anti-gravity) until no player passes them again, becoming invisible.
  • Jump pads were replaced by ramps, that appear before most holes.
  • Before the first larger bridge, one hidden glider ramp can be seen.
  • The large C-turn with the two straight lines (one before and one after) became an anti-gravity section, due to paranormal actings from the Boos.
  • Interestingly, the shortcut bridge in this sector is not in anti-gravity, but act as one larger ramp, floating in wave motion.
  • Includes tricking, gliding and anti-gravity.

DS Shroom Ridge

  • The setting has changed to sunset.
  • The roads are wider compared to the original, however players can now race on the sides of the mountain in anti-gravity to avoid traffic while taking a slightly slower route.
  • Some smaller trucks have glider ramps on them, that can be used to avoid the traffic.
  • At one part after the tunnel where the road tilts slightly downhill and then makes an S, the player can choose between keeping the road or going at one new raised platform that acts as an anti-gravity section (similar to to how DS Wario Stadium has one at it's remade in MK8), but that section have moving parts, moved by cranes.
  • There is now one shortcut: instead of get the tunnel, the player can use a Mushroom at one hidden gliding ramp and run at one anti-gravity section above the tunnel.
  • Includes tricking, gliding and anti-gravity.

GCN Wario Colosseum

  • The course has seen heavy graphical changes, with the race being made in 3 sections (1 lap) instead of 2 laps, altough all the sections can be completed at least in 2 minutes, making the course quicker and harder that the original.
  • Crowds appear cheering in the seats and one dash board can be seen above the globe.
  • The first section goes from the start line to the first glider ramp that goes to the spiral. No big changes were made there, except fot the big jump, into the spiral, being now a gliding section, with the length being extended between the jump and the landing spot.
  • The second section goes from the spiral to the end of the huge dome area. There, the section is pratically on anti-gravity, as you drive down, going on until the line where the Wario sign points down. The rest of this section, until the huge dome area, is normal.
  • The final section goes from the begginig of the huge dome area to the finish line. At there, the player can choose between keep in the middle and go to the big jump (that is now another gliding section) or driving in anti-gravity on one of the sides of the cage (the dome area is bigger than in the original game). After the dome, the section keeps on anti-gravity unitl the last jump, that now is also a big gliding section, going to the finish line at the next turn.
  • Includes tricking, gliding and anti-gravity.

DS Mario Circuit

  • After going through the first corner, some new ramps (similar to the MKT ones), can be seen alongside the Goombas.
  • The piece of lake path is now one longer anti-gravity section, that finishes with one big boost ramp.
  • Now, on a S bend, instead of two Fire Piranha Plants, the course have one Fire Piranha Plant (with Super Mario 3D Land color scheme), that spits fireballs, and one Ice Piranha Plant (with Super Paper Mario's Frost Piranha color scheme), that spits iceballs;
  • One ramp can be seen next to the Ice Piranha Plant, on a shortcut.
  • Going through the Warp Pipe-modeled bridge, the players reach now a top of a heart-like segment, that is not dirty anymore, but now it's curves are highter, just before crossing over the pipe bridge, that is now highter too, with the possibility to do a trick before and after it.
  • Crossing over the Pipe bridge, the racers go down on a curly track with Piranha Plants, that keeps dirty.
  • Before crossing the line, on increasingly tight S-turn, players has now to jump onto another bigger double ramp with speed boosts (similar to the MKT's 3DS Toad Circuit R/T).
  • Includes tricking and anti-gravity.

3DS Wario Shipyard

  • The section between the beginnig the Fishbone tunnel and the huge warp Pipe is now one anti-gravity section;
  • Some new Torpedo Teds at the section with water streams coming out of Warp Pipes.
  • The section that includes the shipyard and the glider ramp is another new anti-gravity section.
  • Lots of Wario Land series references are seen on the track, including Bandineros on the track instead of Sidesteppers, some Wario banners along the track, and the Sweet Stuff on the background (Captain Syrup can be seen occasionally on the ship).
  • Includes tricking, gliding, underwater and anti-gravity.

SNES Vanilla Lake 2

  • The course has seen heavy graphical changes, with some snow mountains on the course's background (but keeping some of the MKT's design).
  • Penguins, Mr. Blizzards and Shiverians are on there watching the race, alongside other NPCs on holiday-themed clothes.
  • The course is pretty larger (twice as larger, to make possible to race only on 3 laps).
  • One additional ice platform can be seen in the middle of the lake, with one giant snowman on it.
  • Colorful blocks were replaced by sheer ice blocks, these predominant in the circuit's visual, with bows, towers and pyramids-like structures made of ice blocks along the track and on the background.
  • Trees covered with snow (similar to SM64 ones), are also predominant on the course.
  • Sheer ice block arches divide the course into 4 quadrants.
  • The first quarter of the circuit has some ice blocks on the street, but one new elevation can be seen on the curve, ending at a ramp; this section has the headless snowman on a pedestal.
  • The second quarter is divided into two parts: the first part (were there was some pipes) now has four water puddles and a ramp in the middle of them (the player can race underwater underneath the puddles); the second part is one new dark ice cavern, similar to the snow slide from SM64, with some ice stalactites and stalagmites.
  • The third quarter beggins with two sheer ice block towers, and a gliding ramp between them; two segments of ice come off and get immersed in the water in this sector, and the player can either go through them (which have ramps on), or go underwater; the headless snowman's body can be seen on a pedestal there, alongside one big Christmas tree, similar to the ones from MKT.
  • The final quarter has again some some ice blocks on the street; one cottage, similar to SM64 one, can be seen close to the finish line, this made out of ice blocks.
  • Includes tricking, gliding and underwater.

Wii Maple Treeway

  • The course has seen moderated graphical changes, keeping some elements from it's remade from Mario Kart 7, but with a better visual upgrade.
  • The sortcut at the beggining of the race, boefore the gliding cannon, is now one anti-gravity section.
  • Another anti-gravity section is the one after the giant Wigglers section, where there also has the return of the half-pipe ramp.
  • Some Wigglers, Flutters and Squigglers can be seen cheering for racers at the beggining of the race.
  • Includes tricking, gliding and anti-gravity.

MBL Vancouver Velocity 1

  • Now the suspension bridge is one anti-gravity section
  • The wooden bridge after the Vancouver Olympic Cauldron and the lake section after the gliding ramp are now both underwater sections.
  • Includes tricking, gliding, underwater and anti-gravity.

U Dolphin Shoals

  • The dolphins now also appear at the underwater cavern, alongside with new rammerheads.
  • There is also one half-pipe ramp at the anti-gravity section before the gliding ramp.
  • The section before the underwater cavern, where dolphins appear jumping have one Porcu-puffer jumping there.
  • Includes tricking, gliding, underwater and anti-gravity.

SNES Ghost Valley 3

  • The visual is similar to the SNES Ghost Valley 1 remade from Mario Kart Tour, but now with some other Luigi's Mansion references, with the Dark Moon present in the sky in the middle of the course and Treacherous Mansion seen at the background.
  • After the first corner, there are a number of trick jumps, which take the player over the small gaps and cracks.
  • Some abnormalities are present in the circuit, like the "V" section of the course, that was slanted and now acts as an anti gravity section.
  • New cracks appear on the course itself, mainly on the anti-gravity section.
  • More ramps also appear on the course.
  • The large jump after the penultimate corner now encompasses a glider ramp, but the player has the option to keep on floor, that is similar to the first section of the course.
  • Some Broozers appear in the background, punching barrels, which must be deflected while the players are gliding in the air.
  • Includes tricking, gliding and anti-gravity.

3DS Maka Wuhu

  • The course has seen moderated graphical changes, similar to how the battle stage 3DS Wuhu Town was remade in MK8DX.
  • The cave section is now one anti-gravity section, with some Swoopers on it.
  • Before the second checkpoint, at the cliff with falling rocks, until the glider ramp, is now another anti-gravity section.
  • Now, crowds of Miis appear cheering in the seats at the end of the lap, with more Miis appear cheering on racers along the track.
  • Includes tricking, gliding, underwater and anti-gravity.

U Electrodome

  • The course has seen small graphical changes, like the speakers looking more like the Super Horn.
  • The first section, after the glider ramp and before the anti-gravity section is now one underwater section; the waves in the water follow the sound of the music from the speakers.
  • Includes tricking, gliding, underwater and anti-gravity.

Wii Dry Dry Dunes

  • The course has seen moderated graphical changes, with the setting changed to night.
  • Now, at the part of the track with an oasis, the birdge has collapsed, forcing racers to drive through the water (this section now, instead of being flat, it suffers a depression).
  • The ruins section have turned inside into a anti-gravity section (even with the half-pipe ramps).
  • Before going out of the ruins, there is now one gliding ramp and now one Pokey was added on the section before the finish lap.
  • Now the player can only do the shortcut before the finish lap with the glider, due to have one quicksand zone there.
  • All of the statues have been reworked into stone Koopa and Dry Bones statues, and the Yoshi's Sphinx is now one Jaxi Sphinx (due that the Yoshi's Sphynx appears now at GBA YOshi's Desert), with one sand statue of Bowser cbe seen next to the sphynx.
  • The Pokeys now work like in GCN Dry Dry Desert course.
  • Includes tricking, gliding, underwater and anti-gravity.

GBA Bowser's Castle 4

  • The circuit design is very similar to Bowser's Lava Lake Keep (from SM3DW) one, with the addition of some inclinated towers on the lava, and is similar to WiiU Bowser's Castle; the background keeps similar to the original game, however, improved.
  • The landscape is slightly banked through it instead of being flat in its entirety.
  • The section with square pools of lava have now 5 pools instead of 8, however, these pools let out Splorches.
  • This ends with a left turn, three right turns (with moving Thwomps near the last and some stairs) and a left turn that leads into a thinner pathway, with one new Ball 'n' chain there.
  • These turns have now some tentacles on the ground (similar to the ones on the background), that the player can use to do tricks.
  • After that, the bifurcation now have both paths as anti-gravity sections and, unlike the original game, instead of coming together, these paths remain separate on the next right turn, and come together on the other right turn.
  • After that, the other section with multiple jumps now have platforms on the air hold by lava geysers, and the two last platforms leads to glider pads (similar to WiiU Bowser's Castle).
  • One additional trick ramp appears at the gliding section, alongside lava geysers; these lava geysers removed the big jump from the original game, leading directly to the Mechakoopa section.
  • After this part, there is another anti-gravity section, with moving Thwomps, that leads to one last jump and to the finish line.
  • Includes tricking, gliding, and anti-gravity.

N64 Choco Mountain

  • Coming Soon...

U Dragon Driftway

  • The course has seen small graphical changes, with now the mouth, the arms and the legs of the dragon in movement.
  • At the final lap, you can see that the dragon becomes angrier, shaking the beggining of the course itself (as if it was alive), with it's eyes glowing red.
  • At the background you can see Gobblegut flying.
  • Also the bigger statue in the middle of the small Lakitu statues is now one of Giga Lakitu, and now they are made of gold.
  • The background is now similar to Bowser's Kingdom from SMO, with more colorful clouds in the background.
  • The course starts out in the place where Spikes, Pokios and Ninjis are watching at left, while Lakitus, Goombas and Galoombas are situated on right, apparently cheering for racers.
  • One Stairface Ogre is seen at the last turn before the finish line, trying to smash the racers on the shotcut.
  • Includes tricking, and anti-gravity.

3DS Rosalina's Ice World

  • The course now looks more like to Cosmic Cove Galaxy from SMG.
  • The big right turn is now an anti-gravity section on rising spiral (instead of a flat loop), where there is now one ice statue of Rosalina with one Luma at the center of it.
  • At the icy area there are now some Snoodles with the penguins underwater.
  • At the cavern, the player can choose between the wide path with no boosts and the narrow boost filled area at the right, that is now one anti-gravity area at the wall, that the player can use now the Starshoom to peform a trick.
  • At the finish of the cave there is now an glider ramp, as the finish line is now downstairs (due to level rise in the circuit with the spiral).
  • At the gliding way there are two star rings.
  • At the background you can see now the Cosmic Cove Planet from Cosmic Cove Galaxy and the Starship Mario.
  • Includes tricking, gliding, underwater and anti-gravity.

GCN Bowser's Castle

  • All the lava on the course has been turned into blue-lava.
  • The first part where the path splits into two, the Thwomps on there can make waves on the track.
  • Then, the lava-filled chamber have blue-lava Charvaarghs instead of giant lava bubbles, although they act on the same way.
  • A Magmaw appears before the big jump to the spiral section, this one now being one anti-gravity section.
  • The giant firebar is also made of blue-fire.
  • The parts with numerous turns now have extra ramps to do tricks, but with the extreme caution, as cannons have been added along the way.
  • The giant Bowser Machine area has now one blue-lava Bowser's Golem (like the one in MK8), being another anti-gravity section in its entirety; it features jumping Jean de Fillets and blue lava bubbles (before the Golem)
  • The Golem now punches the ground (to shake it) and spits giant blue fireballs when it roars, that the player must avoid to go to the gliding ramp, leaving it to the outside of the castle.
  • Before the finish line, there are blue-lava pillars erupting from the ground.
  • It's possible to see Kammy Koopa flying at the gliding section.
  • Includes tricking, gliding and anti-gravity.

GBA Rainbow Road

  • The road is slightly banked instead of being flat in its entirety, but keeps the boucing humps to make it even harder to ride.
  • The track is situated at the sky in the night, with Paper Bowser's Castle seen.
  • The first U turn at the beggining of the course is inclinated as one anti-gravity section.
  • After this, the player goes to a straight part, now with ramps, that can be used to go through new star rings for extra speed; this section still has bouncy Rainbow Stars that can hit the player.
  • Between this section and the section with two paths, there is one area, with many sharp turns and curves and with thunder clouds; this section, unlike the original game, was divided into 2 distinct blocks, the first part with anti-gravity and more inclinated and the second (that looks like the top of a heart) without anti-gravity and flatter and, between them, one free space with one boost pad to go from one to another.
  • After that, the player goes to a straigh area, that allows the player to get two different paths, both of them being anti-gravity sections: the left one is narrow and completely flat with, like the original version, lots of speed boots; the right one is wider, levitates and do waves.
  • Both sections leads to another sharp turn, that now ends with both glider pad and one speed pad; and it can be raced in two ways: if players hit the glider pad, they have to dodge fallen stars, but try to hit one star ring on the air; if players hit the boost pad, it will continue into a decline course, similar to the original one.
  • The track ends with a curve to the finish line.
  • Includes tricking, gliding and anti-gravity.

N64 Wario Stadium

  • The track is more smooter and quicker than the original, and the setting has changed to sunrise.
  • Bumps can be used now to do tricks.
  • Firebars, boost pannels and mud and oil puddles have been added on the track.
  • While the wider area became an underwater section, the square-like area (afer the first sections of the circuit) became an anti-gravity section.
  • At the midde of one giant straight line, begins another anti-gravity section, made similar to the one in the remake of DS Wario Stadium, but it has moving parts (because it is under construction), being moved by cranes.
  • That section finishes before the last bigger ramp, that is now one glider ramp.
  • The player glides now to a anti-gravity shortcut and directly to the finish line.
  • The area that is not playable anymore (the last U-turn) has been replaced to a giant gold Wario statue.
  • Some sections of the course have tractors and bulldozers to disturb the racer.
  • Includes tricking, gliding, underwater and anti-gravity.

U Bone Dry Dunes

  • Bone Goombas now appear at the begginig of the course.
  • The setting has changed to sunset and changes again to night at the final lap (similar to Sunset Wilds).
  • At night, the eyes of the giant Skull gets on blue fire and the track reminds Shy Guy Bazaar.
  • Now, instead of Toads, Shy Guys appear cheering on racers.
  • Includes tricking, gliding and anti-gravity.

DS Bowser's Castle

  • The sky's colour is a mix of orange and dark.
  • Some Bowser flagpoles can be seen on the metalic doorway, before entering the castle.
  • Some gaint lava geysers and airships can be seen at the outside of the castle, as part of the new aesthetical.
  • The hallway is larger, and the player can choose to pass through the Twomps or by any of the sides (these, howerver, has one additional Bowser's Statue each).
  • The circular room, the hallways and the spiral room have all turned into anti-gravity areas.; the metal circle spins counterclockwise faster; burners appear at both exists of the circular room, both hallways take the same time to cross to the spiral room (there is no shortcut there anymore), and Thwomps move horizontally on both of them; players racer now on the wall at the spiral room, with Bowser's minions cheering on them.
  • The rotating cylindrical bridge keeps on the place (it provides a much faster time to go through), but if the player falls off, it can simply land on the garden, that has now one Chain Chomp on it.
  • If the player falls off, the garden lead it to a Dash Pannel ramp, but if the player pass through the bridge, it will lead it to a glider ramp, that the player can use to skip the platforms (each platform has one ramp at the end of it), these one accessible from the bottom ramp.
  • Charvaarghs appear jumping between the platforms.
  • The path from the platforms to the finish line is the same metal grates, howerver, some have lava geysers emerging through them. The cylindrical bridge is destroyed by a cannonball when the first player finishes the second lap.
  • Includes tricking, gliding and anti-gravity.

GCN Rainbow Road

  • Coming Soon...

OBS: N64 Moo Moo Farm, N64 Choco Mountain, Wii Maple Treeway and 3DS Rock Rock Mountain are the only retro courses that have already been retro previously, in other Mario Kart games.

Battle Arenas

The game have the option to choose the new arenas and some old arenas. As new to the game, the Battle Stages also appear as raceable tracks on Time Trials.

SMM-NSMBU-Fortress New Arenas SMM-NSMBU-Fortress
Mario Kart Arena Bob-omb Battlefield Tostarena Town E. Gadd Laboratory
Rammerhead Aquarium Megavitamin Hospital Scaredy Rat Mansion Rainbow Colosseum
SMB Fortress Retro Arenas SMB Fortress
SNES Battle Course 2 N64 Double Deck GBA Battle Course 2 GCN Block City
DS Tart Top Wii Funky Stadium 3DS Honeybee Hive 8DX Lunar Colony

Boss Arenas

The Mission Mode uses several locations for its Boss Battles, that were created for the Mission Mode and are not found anywhere else.

Gold Pack

The Gold Pack is a pack that contain the golden Alternate Costume of Mario, Gold Mario, and the gold standard vehicle parts: Gold Kart, Gold Bike, Gold ATV, Gold Tires and Gold Glider. When the player uses the Gold Pack on a race, it can use the Coin Magnet ability (the same one from Coin Rush Mode from MKT), drawing in nearby Coins. That Gold Pack has a kind of unlocking criterias to be unlocked. If the player achieve all the following rules, it will receive all the awards of the Gold Pack:

  1. Grand Prix/Courses: Rank MKT Icon GrandStar or higher at all cups on every Grand Prix mode;
  2. Time Trials: Unlock all 200cc Expert Staff ghost data records and beat them;
  3. Versus: Win in all courses on Normal Versus, Double Dash, Frenzy Chaos, Team Mania and Elimination at least once;
  4. Battle: Win all battle modes on every battle arena at least once;
  5. Mission: Rank MKT Icon GrandStar or higher at all mission scales;
  6. Mario Kart Channel: Unlock all Stamps at the Stamp Album found on Mario Kart TV;
  7. Mario Kart Channel: Listen to all musics of Mario Kart Junkebox;
  8. Mario Kart Channel: Create at least one track and one battle arena on Mario Kart Creator;
  9. Racers: Unlock all Racers and all Alternate Costumes (except for Gold Mario);
  10. Items: Activate Frenzy mode with all items on Frenzy Chaos Versus mode at least once;
  11. Vehicle pieces: Unlock all karts, bikes, ATVs, tires and gliders (except the Gold Standard ones);

References

  • Super Mario Kart:
  • Mario Kart 64:
  • Mario Kart: Super Circuit:
  • Mario Kart: Double Dash!!:
  • Mario Kart Wii:
  • Mario Kart 7:
  • Mario Kart 8:
  • Mario Kart 8 Deluxe:
  • Mario Kart Tour:
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