Mario Kart World

(Redirected from MK World)
Mario Kart World
North American box art for Mario Kart World
North American box art
For alternate box art, see the related gallery.
Developers Nintendo EPD[1]
Monolith Soft
1-UP Studio
Bandai Namco Studios
Publisher Nintendo
Platform Nintendo Switch 2
Release dates Australia June 5, 2025[2]
Japan June 5, 2025[3]
South Korea June 5, 2025[4]
HK June 5, 2025[5]
Saudi Arabia June 5, 2025[6]
Israel June 5, 2025[7]
South Africa June 5, 2025[8]
Europe June 5, 2025[9]
USA June 5, 2025[10]
Philippines June 26, 2025[11]
Singapore June 26, 2025[12]
Thailand June 26, 2025[13]
Malaysia July 3, 2025[14]
ROC July 10, 2025[15]
Languages English (United States)
English (United Kingdom)
Japanese
Chinese (Simplified)
Chinese (Traditional)
Dutch
French (Canada)
French (France)
German
Italian
Korean
Portuguese (Brazil)
Portuguese (Portugal)
Russian
Spanish (Latin America)
Spanish (Spain)
Genre Racing
Ratings
ESRB:E - Everyone[16]
CERO:A - All ages[3]
PEGI:3 - Three years and older[9]
USK:0 - All ages[17]
ClassInd:L - General audience[18]
SMECCV:A - All ages[19]
Gmedia:3 - Three years and older[20]
GRAC:All - All ages[4]
GSRR:P - Six years and older[15]
ACB:G - General[21]
FPB:PG - Parental guidance[22]
Modes Single player
Multiplayer (2–4 players)
Local Wireless Play (2–8 players)
Online Play (2–24 players)
LAN Play (2–24 players)
Format
Nintendo Switch 2:
Game Card
Digital download
Input
Nintendo Switch 2:
Joy-Con 2 (horizontal)
Joy-Con (horizontal)
“A world of racing awaits”
Game tagline

Mario Kart World is a racing game in the Mario Kart series, released worldwide for the Nintendo Switch 2 on June 5, 2025. Initially teased during the Nintendo Switch 2's reveal trailer on January 16, 2025, the game was properly revealed during the Nintendo Switch 2 Direct presentation on April 2, 2025. It is the sixteenth entry in the Mario Kart series, the first new Mario Kart title since 2020's Mario Kart Live: Home Circuit, as well as the first original flagship entry in the series for a console since 2014's Mario Kart 8. It is also the first Mario Kart game to be a launch title for its console.

The game's roster marked the playable debut of many enemies from across the series, including Cataquack, Swoop, and Conkdor, among many more. Altogether, this game features the most brand new playable character additions to the Mario Kart series to date. Two new in-game modes were also added: Knockout Tour and Free Roam. The art style of the game's characters has changed to further resemble 2D illustrations drawn by Shigehisa Nakaue, much like the in-game look of Super Mario Bros. Wonder.

The game was covered during the Nintendo Treehouse: Live events on April 3 and 4, 2025.[23][24] A dedicated Nintendo Direct for the game titled the "Mario Kart World Direct" broadcast on April 17, 2025 at 6:00 a.m. PT / 9:00 a.m. ET / 2:00 p.m. BST.[25]

Gameplay

New features

Races now have 24 racers, doubling from the 12 seen in Mario Kart Wii, Mario Kart 8, and Mario Kart 8 Deluxe and tripling from the eight seen in the other entries. Players receive points in racing as before, with some positions receiving the same number of points, making Mario Kart World the first Mario Kart game where racers who finished in different places received the same number of points since Mario Kart: Super Circuit, when 5th-8th place were all awarded zero points.

Although underwater driving (introduced in Mario Kart 7) and anti-gravity (from Mario Kart 8 and Mario Kart 8 Deluxe) do not return, gliding does, with gliders being replaced by retractable wings on the vehicles. When going over water, the wheels of all vehicles change into water skis, allowing them to float on the surface of the water. Both of these mechanics create a comparable vehicle system to Diddy Kong Racing and Diddy Kong Racing DS.

Many new mechanics are introduced in this game: when holding down the button after a hop without turning, players can charge up a Charge Jump instead of initiating a drift. After such a jump, the player is granted a small speed boost similar to a Mini-Turbo. The jumps can be charged, yielding blue, then yellow, then rainbow sparks, with longer charges granting a longer-lasting boost after landing, similarly to drifting. Vehicles now have the ability to Wall Ride by Jump Boosting or Charge Jumping onto walls, and Rail Ride on grindrails[conjectural] and other thin platforms to quickly charge up Mini-Turbos. A new Rewind feature has also been added, which allows the player to rewind their position back to where they were before. However, this feature does not rewind the other racers and can only be used in Free Roam or in solo races.

Unlike previous installments, all of the courses in the game take place in a large, open world, connected via the newly introduced routes, which are long, non-looping tracks filled with various hazards that connect from one course to another during races.

Players are able to enter large vehicles scattered around the world marked with question marks, and temporarily control them from the inside. The vehicles available to control are cargo trucks, boats, helicopters, and UFOs.

Visually, the game is the first entry in the series, and the first Super Mario game overall, that can be played in resolutions higher than 1080p.

Controls

Action(s)
  /    
Steer    
Accelerate / Rocket Start    
Brake / Reverse    
Item / Horn / Taunt   /    
Drift / Hop / Trick / Charge Jump   /    
Rear view    
Pause menu    
Photo Mode  
Rewind  
Move camera  
Retry Mission (Free Roam)    
Open map (Free Roam)    

Game modes

Grand Prix

Grand Prix returns as the main game mode from previous games, where the player races through four tracks of a cup in a chosen engine class (50cc, 100cc, 150cc, or the unlockable Mirror Mode) to attain the most points, with higher placements yielding more points. However, the format of the Grand Prix has been changed significantly from previous games. Now, only the first race of a cup follows the traditional multiple-lap format. The last three races follow a sectioned format instead, with the first two sections (or more in certain cases) of the race taking place across routes that transition from the previous course to the next, while the final section consists of one lap of that next course.

Initially, only seven out of the eight cups are available in Grand Prix. Once a trophy has been obtained in all of them, a cutscene will play showing the seven trophies appearing at Acorn Heights and combining into the Special Cup trophy. The trophy will then fly across the sky with a rainbow trail behind it, much to the surprise of some of the racers. The trophy will then fly towards the Crown Bridge and immediately upwards, where it materializes into Rainbow Road offscreen. The Special Cup will then be unlocked for play.

Like in past games, the player is able to get up to three stars in addition to a trophy in a Grand Prix. Like Mario Kart 8, the stars are purely based on points, with the player getting all three stars by getting 60 points, which is done by getting first place in all four races.

As officially confirmed by Nintendo in a "Thank you for playing!" email sent to players,[26] Mirror Mode is unlocked by:

  • Playing the first seven cups in Grand Prix on 150cc (Nintendo's email however, erroneously states that all eight cups must be played in Grand Prix before replaying the Special Cup)
  • Playing all eight rallies in Knockout Tour on 150cc (with clearing checkpoints being optional)
  • Completing 10 P Switch missions in Free Roam
  • Activating 10 ? Panels in Free Roam
  • Collecting 10 Peach Medallions in Free Roam
  • Only after all of the above have been completed, the player must finish the Special Cup to unlock it, including replaying the Special Cup if it has already been completed.

Once all of the criteria have been fulfilled, a cutscene will play where a rainbow-colored light will travel into the stained glass on the castle in Peach Stadium. After a flash of light, the design on the stained glass will appear mirrored, and Mario will notice that the "L" on Luigi's cap is mirrored as well, in which the two will then celebrate. Mirror Mode will then be unlocked.

Unlike Mario Kart 8 and Mario Kart 8 Deluxe, progress made on a cup in Mirror Mode counts it for other engine classes as well, a feature that only applied to 100cc and 150cc in the aforementioned two games.

Due to the increased racer count, 7th, 8th, 9th, and 10th place are not considered losing places. Below is a chart of the point spread in Mario Kart World:

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th
15 12 10 9 9 8 8 7 7 6 6 6 5 5 5 4 4 4 3 3 3 2 2 1
A grove-green background signifies victory results (great clapping, character(s) cheering), unique finish music, and the best after-race music.
A yellow-limegreen background signifies moderate results (mild clapping, moderate character reaction) and the same music in Wi-Fi as the winner (different in Mario Kart DS's Grand Prix).
A normal background signifies losing results (no clapping, character(s) showing a sad expression) and music.

Knockout Tour

Knockout Tour is a new all-out battle mode where players race over consecutive tracks across the open world and are eliminated at a specific checkpoint if they are in the last four places. Unlike races, there are no breaks in between, as players who qualify for the next race will simply continue in it.

Knockout Tour consists of rallies rather than cups, with each of the eight rallies having six races within. Unlike the Grand Prix, Knockout Tour focuses primarily on the routes between the courses. The first five races take place on a continuous path of them, with each checkpoint eliminating the players that place in the bottom four of the group. For the final race, the last four players standing will race a lap around the final course.

Like in Grand Prix, there are up to three stars that can be obtained in each rally. Similar to Grand Prix requiring a first place finish in every race to obtain three stars, the player must place first at every checkpoint of a rally to get three stars in it.

Names in other languages

Language Name Meaning Notes
Japanese サバイバル[3]
Sabaibaru
Survival
Chinese (traditional) 生存賽[5]
Shēngcún sài
Survival Match
Dutch Knock-outrally[27] Knockout rally
French Survie[28][29] Survival
German K.-o.-Tour[30] K.O. Tour
Italian Sopravvivenza[31] Survival
Korean 서바이벌[4]
Seobaibeol
Survival
Portuguese Eliminatória[32][33] Knock Out
Russian Марафон на выбывание[34]
Marafon na vybyvaniye
Elimination Marathon
Spanish Supervivencia[35][36] Survival

Free Roam

 
A map of all the roads used for courses, routes, and rallies (black), water areas used for routes (light blue), roads exclusively used in Free Roam (light green), and train tracks (red)

Free Roam is an open-world adventure mode where one or multiple players can freely explore any track both on- and off-road. As displayed in the HUD when viewing the world map in this mode, P Switches, ? Panels, and Peach Medallions appear as discoverable objects, all of which award the player with stickers. P Switches activate missions reminiscent of the Missions mode from Mario Kart DS and bonus challenges from Mario Kart Tour. In total, Free Roam contains 394 P Switches, 150 ? Panels, and 200 Peach Medallions. CPU drivers can also be encountered in Free Roam and will appear as challengers in certain P Switch missions. Once Mirror Mode is unlocked, the player can drive through the stained glass on the castle in Peach Stadium to mirror the entire world map in Free Roam.

Time Trials

Time Trials return and function the same as they have previously. Players drive through a selected course to complete it as fast as possible. Like in previous games, players can race against ghost times set by other players online. Staff ghosts return under the same name prefixes as in Mario Kart 8 Deluxe, those being "Nin★". Like with Mario Kart Tour, lap/section splits are no longer available on the results screen, and are only shown on the timer after each lap/section, with the final split never shown.

VS Race

VS Race allows up to four players to play together locally and eight players to play wireless with custom rules.

The settings available in VS Race are:

  • Class: The engine class the races will be played in.
  • Teams: Determines whether races are played in teams or individually. Unlike previous games, it is now possible to play in three teams of eight racers each or four teams of six in addition to only two teams of 12.
  • Items: Sets the item balance, with "Normal" containing regular item balance and "Frantic" giving chaotic items more frequently. The version 1.2.0 update also added the "Mushrooms Only" option, which only gives Mushroom-based items.
  • COM Difficulty: Sets the difficulty of computer racers, with the available options being "Easy", "Normal", and "Hard", or "No COM", which removes all computer racers. The latter option was initially only available in multiplayer, but was made available for single player as well starting in version 1.2.0.
  • Course Selection: Determines how courses are selected:
    • "Open" allows the player to select any course, including whether to play with routes or not.
    • In "Connected", the first race is chosen similar to "Open", but after that, the player can only select from three courses that connect from the previous course, and the race will involve traversing the route to the next course. Occasionally, one to two of those options will be replaced by the option to play a track in the traditional lap-style. The player can also select a random course, which may pick from one of the previously given courses with routes, or select a random course without routes.
    • "Random" has racers playing on a random course, which will also randomly choose whether it is played with laps or routes.
  • Race Count: Select the number of races played. The player is able to select three, four, five, six, eight, 12, 16, or 32 races.

Several of the routes in VS Race give the destination course unique layouts compared to Grand Prix and Time Trials, such as reverse layouts, combined layouts, or completely new layouts.

Battle

Battle modes return, though as in Mario Kart Wii and Mario Kart 7, there are only two battle modes to choose from: Balloon Battle and Coin Runners. The settings for Battle mode are similar to VS Race, but engine class cannot be set (as all battles are played in 50cc), only "Open" and "Random" are available in course selection, and the number of rounds has a maximum of eight, as opposed to the 32 races in VS Race. Matches have a set three-minute timer present during battles, which is non-adjustable like in Mario Kart Wii.

Balloon Battle

Balloon Battle has been reverted back to the elimination/point hybrid system used in Mario Kart 8, where players gain points by hitting other opponents, and all of the points they gained will be added to their total score if they survive until the end. If the player loses all of their balloons, they are not only eliminated from the game, but their score is also nullified, meaning that they do not get any points for the round.

Like in Mario Kart 8 Deluxe, players start with five balloons rather than three like in other games. Defeated players do not continue being able to use items like in Mario Kart 8. In local and online multiplayer, players can instead continue watching their opponents play, much like if they get eliminated in Knockout Tour.

Coin Runners

Coin Runners functions similarly its previous appearances, where the objective is to collect the most coins when time limit expires while avoiding getting hit which will cause the player to lose coins. However, similar to Mario Kart 7's version of Coin Runners, there is a limit to the number of coins the player can collect, that being 20. Once the time is up, the number of coins the player collected will be added to their total point tally.

Online Play

Online multiplayer returns from previous Mario Kart games and allows one or two people to play with others over the Internet. Four modes are available, being Race, Knockout Tour, Battle, and Friends. Race, Knockout Tour, and Battle feature random match-ups with players from around the world. The player has a separate score (similar to Versus Rating from previous titles) for each mode, starting with 3000 and gaining points for their performance in each race or battle. If playing with two players, the second player will not have a score kept.

  • In Race, course selection is based on the "Connected" option seen in VS Race. After all players in the room have chosen a course, one player's choice is selected at random along with a random engine class.
  • In Knockout Tour, a random rally in a random engine class is chosen and played.
  • In Battle, the player can select from one of three battle courses, after which a course, along with either Balloon Battle or Coin Runners, is selected at random.

Friends

"Intermission" redirects here. For the routes between courses, see Route.

The Friends mode allows the player(s) to create or join a room, or view their battle history with people in their friends list. When creating a friend room, the host is able to set the rules of the room, including whether the mode played is a VS Race, Knockout Tour, Balloon Battle, or Coin Runners. In the settings, there is an option known as Intermission, which determines how long the players will wait on the free roam map between races/battles, with the options being 10 seconds, one minute, or five minutes. Course selection in VS Race will initially appear like in worldwide matches. However, pressing   on the course selection screen will instead toggle the "Open" course selection screen seen in offline VS Race. In Knockout Tour and Battle, the player is able to select any rally or battle course respectively they want to play on, which will then be chosen randomly among the players' choices.

In all online modes, players can roam the world before and between matches. Unlike in the offline Free Roam mode, P Switches do not appear in these free roam lobbies, though players can still collect ? Panels and Peach Medallions, which will count towards their own totals.

Names in other languages

Language Name Meaning Notes
Japanese フリーラン[3]
Furīran
Free Run
Chinese (traditional) 自由行駛[37]
Zìyóu xíngshǐ
Free Drive
Dutch Rondrijden[27] Driving around
French Balade[28][29] Stroll
German Freies Fahren[30] Free Drive
Italian Corsa libera[31] Free run
Korean 프리 런[4]
Peuri reon
Free Run
Portuguese Modo livre[32][33] Free mode
Russian Свободная езда[38]
Svobodnaya ezda
Free riding
Spanish (NOA) Paseo libre[35] Free walk
Spanish (NOE) Modo libre[36] Free mode

Characters

The game has a total of 50 racers, with 32 being available from the start and 18 being unlockable. Of the total racers, 30 return from past installments and 20 are new (labeled in bold), most of whom are also playable for the first time in a video game overall, excluding Goomba, Piranha Plant, Pianta, Spike, and Dolphin, as well as Cheep Cheep and Coin Coffer if captures in Super Mario Odyssey are counted, and Sidestepper if Mystery Mushroom costumes in Super Mario Maker are counted. Additionally, Nabbit, Hammer Bro, Chargin' Chuck, and Monty Mole are playable for the first time in a console Mario Kart game following their debuts in Mario Kart Tour. Excluding arcade games and Mario Kart Live: Home Circuit, this is the first game in the Mario Kart series since the introduction of Mii characters on the Wii to not feature them as playable characters.

Twenty-six drivers in this game are part of a sub-category of drivers referred to as "NPC drivers"[39] during development. These consist of all twenty newcomers, as well as six returning characters: Dry Bones, Wiggler, Hammer Bro, Chargin' Chuck, Nabbit, and Monty Mole. All appear in the game as either background characters, obstacles during races, or hazards in Free Roam. During races, the Kamek item can transform drivers into various characters from this group, while in some cases many members of that species will appear on the race track. Unlike the main roster, NPC drivers lack any alternate outfits, with Dash Food only providing them with a speed boost.

Default drivers

* - unlockable in Version 1.0.0 but made default starting in Version 1.1.0

Unlockable drivers

Character outfits

For a list of outfit names in other languages, see List of Mario Kart World outfit names in other languages.

Returning from Mario Kart Tour is the ability to equip the main 24 characters with various types of outfits. 103 total outfits are included in the game, with some outfits using designs seen previously in games such as Mario Kart Tour and Super Mario Odyssey. Outfits are obtained after eating Dash Food, with characters having up to nine outfits. Outfits have their own slot on the character selection screen, unlike in Mario Kart 8 and its port (except for Tanooki Mario and Cat Peach). Consuming Dash Food unlocks outfits for use anytime, and the type of food the player uses determines the outfit the character wears.

Mario
Luigi
Peach
Daisy
Yoshi
Donkey Kong
Bowser
Bowser Jr.
Koopa Troopa
Toad
Toadette
Lakitu
King Boo
Shy Guy
Wario
Waluigi
Birdo
Pauline
Rosalina
Baby Mario
Baby Luigi
Baby Peach
Baby Daisy
Baby Rosalina

Unlock criteria

Character Criteria
Donkey Kong Clear the Mushroom Cup
Daisy Clear the Flower Cup
Rosalina Clear the Star Cup
Lakitu Clear the Shell Cup
Birdo Clear the Banana Cup
King Boo Clear the Leaf Cup
Bowser Jr. Clear the Lightning Cup
Cataquack Be summoned by the Kamek item for the first time
Chargin' Chuck
Coin Coffer
Conkdor
Dolphin
Fish Bone
Peepa
Pianta
Rocky Wrench
Spike
Swoop
Character outfits Consume corresponding Dash Food for the first time

Vehicles

 
A sticker on Luigi's Baby Blooper kart
 
The stickers menu

Karts, bikes, and ATVs all return in Mario Kart World, the latter two following their absence in Mario Kart Tour. In the case of bikes, standard bikes return while sport bikes do not. Kart customization as seen in Mario Kart 7 and Mario Kart 8 does not return, with the vehicles in this game instead sporting a unique wheel design, and some lacking wheels entirely in favor of treads or skis. Like the aforementioned two games, however, vehicles are unlocked by collecting a certain number of coins. Despite ATVs returning, the Standard ATV does not. The Gold Standard from Mario Kart 7, Mario Kart 8, Mario Kart 8 Deluxe, and Mario Kart Tour does not return.

Players can also customize vehicles with stickers, decals that can be earned by completing certain objectives and placed on a specific spot on their vehicle, indicated by a pair of checkered flags as depicted in the vehicle's selection icon. There are 1,056 stickers, 39 of which are available from the start.

There are 40 vehicles in the game, including 23 karts, 11 bikes, and six ATVs. Vehicles returning from previous installments are marked with their corresponding game in parentheses.

11 vehicles (six karts, four bikes, and one ATV) are available from the start while the rest, labeled in bold, must be unlocked.

Karts

Bikes

ATVs

CPU combinations

This section is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.

All characters in the game, including character outfits, can be used by CPUs. Each of these characters have four different vehicles that they can use as CPUs, two of which are always the Standard Kart and Standard Bike. Here are the remaining two vehicles used by each character as a CPU.

CPU combinations
Driver Vehicle 1 Vehicle 2
Mario, Luigi, Goomba Hyper Pipe B Dasher
Mario (Touring), Luigi (Touring) Rally Kart R.O.B. H.O.G.
Mario (Pro Racer), Luigi (Pro Racer), Yoshi (Pro Racer), Baby Mario (Pro Racer), Baby Luigi (Pro Racer) Hot Rod Tiny Titan
Mario (Mechanic), Luigi (Mechanic) Hyper Pipe R.O.B. H.O.G.
Mario (Dune Rider), Luigi (Oasis), Daisy (Oasis), Wario (Oasis), Pokey Zoom Buggy Carpet Flyer
Mario (Cowboy) Loco Moto Big Horn
Mario (Sightseeing), Dolphin Funky Dorrie Dolphin Dasher
Mario (Aviator) Blastronaut III Billdozer
Mario (Happi), Luigi (Happi), Peach (Yukata), Yoshi (Matsuri) Lobster Roller Fin Twin
Mario (All-Terrain), Pauline (Aero) Rally Bike Mach Rocket
Luigi (Farmer), Peach (Farmer) Ribbit Revster Junkyard Hog
Luigi (All-Terrain) Rally Bike Funky Dorrie
Luigi (Gondolier) Ribbit Revster Dolphin Dasher
Peach Plushbuggy Roadster Royale
Peach (Touring) Rally Bike Cute Scoot
Peach (Pro Racer), Daisy (Pro Racer) Roadster Royale B Dasher
Peach (Sightseeing) Lobster Roller Dolphin Dasher
Peach (Aviator) Loco Moto Billdozer
Peach (Aero), Daisy (Aero) Rally Bike Roadster Royale
Peach (Vacation), Birdo (Vacation) Plushbuggy Dolphin Dasher
Daisy Roadster Royale Carpet Flyer
Daisy (Touring), Bowser (All-Terrain) Rally Bike Chargin' Truck
Daisy (Swimwear), Yoshi (Swimwear), Koopa Troopa (Runner), Baby Mario (Swimwear) Cute Scoot Funky Dorrie
Daisy (Vacation), Yoshi (Food Slinger) Cute Scoot Tune Thumper
Yoshi Cute Scoot Ribbit Revster
Yoshi (Touring) Rally Bike Ribbit Revster
Yoshi (Aristocrat), King Boo (Aristocrat), Waluigi (Wampire) Reel Racer Loco Moto
Yoshi (Soft Server), Toadette (Soft Server), Swoop Cute Scoot Mach Rocket
Yoshi (Biker) W-Twin Chopper Billdozer
Donkey Kong Cute Scoot Big Horn
Donkey Kong (All-Terrain) Mach Rocket Blastronaut III
Bowser, Bowser (Supercharged) Mecha Trike Bowser Bruiser
Bowser (Pro Racer), Bowser Jr. (Pro Racer), Birdo (Pro Racer) Mach Rocket Hot Rod
Bowser (Biker) W-Twin Chopper Bowser Bruiser
Bowser Jr., Monty Mole Chargin' Truck Mecha Trike
Bowser Jr. (Biker Jr.), Dry Bones, Hammer Bro Cute Scoot Mecha Trike
Bowser Jr. (Explorer), Toad (Explorer), Toadette (Explorer), Baby Peach (Explorer), Baby Rosalina (Explorer), Cow Junkyard Hog Big Horn
Koopa Troopa, Cataquack Cute Scoot Zoom Buggy
Koopa Troopa (Pro Racer) Zoom Buggy B Dasher
Koopa Troopa (Sailor), Baby Peach (Sailor), Baby Daisy (Sailor), Baby Rosalina (Sailor) Baby Blooper Dolphin Dasher
Koopa Troopa (All-Terrain) Rally Bike Zoom Buggy
Koopa Troopa (Work Crew), Baby Mario (Work Crew), Baby Luigi (Work Crew) Li'l Dumpy Pipe Frame
Toad Cute Scoot Li'l Dumpy
Toad (Pro Racer), Toadette (Pro Racer), Shy Guy (Pit Crew) Hot Rod B Dasher
Toad (Engineer), Toadette (Conductor) Blastronaut III Loco Moto
Toad (Burger Bud) Hyper Pipe Junkyard Hog
Toadette, Birdo Plushbuggy Cute Scoot
Lakitu Cute Scoot Cloud 9
Lakitu (Pit Crew) B Dasher Cloud 9
Lakitu (Fisherman) Fin Twin Cloud 9
King Boo, Conkdor Cute Scoot W-Twin Chopper
King Boo (Pro Racer) B Dasher Rallygator
King Boo (Pirate), Wario (Pirate) Billdozer Rallygator
Shy Guy Cute Scoot Carpet Flyer
Shy Guy (Slope Styler) Tiny Titan Dread Sled
Wario Cute Scoot Chargin' Truck
Wario (Pro Racer) Zoom Buggy Bumble V
Wario (Wicked Wasp) Bumble V Cloud 9
Wario (Biker), Waluigi (Biker) Dread Sled W-Twin Chopper
Wario (Road Ruffian) W-Twin Chopper Mecha Trike
Wario (Work Crew) Biddybuggy Li'l Dumpy
Waluigi Funky Dorrie W-Twin Chopper
Waluigi (Pro Racer) B Dasher W-Twin Chopper
Waluigi (Mariachi) W-Twin Chopper Loco Moto
Waluigi (Road Ruffian) W-Twin Chopper Rallygator
Pauline Reel Racer Blastronaut III
Rosalina, Rosalina (Pro Racer), Rosalina (Aurora) Roadster Royale Stellar Sled
Rosalina (Touring) Rally Bike Junkyard Hog
Rosalina (Aero) Mach Rocket Roadster Royale
Baby Mario Hyper Pipe Biddybuggy
Baby Luigi Ribbit Revster Biddybuggy
Baby Peach Plushbuggy Biddybuggy
Baby Peach (Touring), Baby Rosalina (Touring) Plushbuggy Tune Thumper
Baby Peach (Pro Racer), Baby Daisy (Pro Racer), Baby Rosalina (Pro Racer) Roadster Royale Biddybuggy
Baby Daisy, Stingby Biddybuggy Bumble V
Baby Daisy (Touring) Chargin' Truck Tune Thumper
Baby Daisy (Explorer) Zoom Buggy Big Horn
Baby Rosalina, Penguin Biddybuggy Stellar Sled
Nabbit Cute Scoot Pipe Frame
Piranha Plant Cute Scoot Hot Rod
Spike Biddybuggy Mecha Trike
Wiggler B Dasher Bumble V
Sidestepper Cute Scoot Lobster Roller
Cheep Cheep Biddybuggy Fin Twin
Pianta Cute Scoot Dolphin Dasher
Rocky Wrench Billdozer Bowser Bruiser
Peepa Reel Racer Billdozer
Fish Bone Rallygator Bowser Bruiser
Coin Coffer Ribbit Revster Hot Rod
Snowman Mach Rocket Stellar Sled
Para-Biddybud Biddybuggy Pipe Frame
Chargin' Chuck Mach Rocket Chargin' Truck

Drivers' and vehicles' statistics

This section is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.

Unlike Mario Kart 7, Mario Kart 8, and Mario Kart 8 Deluxe, 1 statistic point equals 0.2 statistic bars in-game instead of 0.25 bars, making 5 points instead of 4 points equal 1 bar. The statistics below are listed in number of points.

Drivers' statistics
Driver Speed Acceleration Weight Handling
Baby Peach*, Baby Daisy*, Para-Biddybud*, Swoop* 3 10 2 9
Baby Mario, Baby Luigi, Baby Rosalina, Goomba, Dry Bones, Sidestepper, Spike, Fish Bone, Peepa 3 9 3 9
Toad, Toadette, Koopa Troopa, Shy Guy, Lakitu, Nabbit, Cheep Cheep, Stingby 4 8 4 8
Peach, Daisy, Yoshi, Bowser Jr., Monty Mole, Coin Coffer, Dolphin 5 7 5 7
Mario, Luigi, Birdo, Hammer Bro, Penguin, Rocky Wrench, Pokey 6 6 6 6
Rosalina, Pauline, King Boo, Piranha Plant, Snowman, Cataquack, Conkdor 7 5 7 5
Wario, Waluigi, Donkey Kong, Wiggler, Cow, Chargin' Chuck, Pianta 8 4 8 4
Bowser* 9 3 9 3
Vehicles' statistics
Vehicle Speed Acceleration Weight Handling
Standard Bike, Cute Scoot, Tune Thumper 0 9 1 6
Rally Bike, Hyper Pipe, Fin Twin, Dolphin Dasher 1 8 1 6
Pipe Frame 1 8 2 5
Mach Rocket, R.O.B. H.O.G. 2 7 1 6
Biddybuggy 2 7 2 5
Baby Blooper, Loco Moto 3 6 2 5
Standard Kart, Plushbuggy 4 5 3 4
Blastronaut III 4 6 4 2
Dread Sled 5 3 4 4
Rally Kart*, Zoom Buggy*, Hot Rod*, Ribbit Revster*, Roadster Royale*, B Dasher*, Bumble V*, Carpet Flyer*, Cloud 9* 5 4 4 3
Funky Dorrie* 5 5 5 1
Big Horn, Billdozer 6 2 6 2
W-Twin Chopper 6 3 3 4
Rallygator 6 3 7 0
Chargin' Truck, Tiny Titan, Li'l Dumpy, Mecha Trike, Bowser Bruiser 7 1 6 2
Reel Racer 7 2 4 3
Lobster Roller 7 2 7 0
Junkyard Hog 7 3 5 1
Stellar Sled* 8 0 6 2

*The lightest (Baby Peach, Baby Daisy, Para-Biddybud, and Swoop) and heaviest (Bowser) driver weight classes receive adjustments to their statistics of -1 point (-0.2 bars) of speed and +1 point (+0.2 bars) of handling when using the Rally Kart, Zoom Buggy, Hot Rod, Ribbit Revster, Roadster Royale, B Dasher, Bumble V, Carpet Flyer, Cloud 9, Funky Dorrie, or Stellar Sled.[40] It is unknown if the aforementioned adjustments are applied to the driver and/or vehicle, but here are the adjustments applied to the vehicles:

Vehicles' statistics (Baby Peach, Baby Daisy, Para-Biddybud, Swoop, Bowser)
Vehicle Speed Acceleration Weight Handling
Rally Kart, Zoom Buggy, Hot Rod, Ribbit Revster, Roadster Royale, B Dasher, Bumble V, Carpet Flyer, Cloud 9 4 4 4 4
Funky Dorrie 4 5 5 2
Stellar Sled 7 0 6 3

Courses

Mario Bros. CircuitCrown CityWhistlestop SummitDK SpaceportDesert HillsShy Guy BazaarWario StadiumAirship FortressDK PassStarview PeakSky-High SundaeWario ShipyardKoopa Troopa BeachFaraway OasisPeach StadiumPeach BeachSalty Salty SpeedwayDino Dino JungleGreat ? Block RuinsCheep Cheep FallsDandelion DepthsBoo CinemaDry Bones BurnoutMoo Moo MeadowsChoco MountainToad's FactoryBowser's CastleAcorn HeightsMario CircuitRainbow Road 
The game's interconnected world map. Clicking on a course icon will lead to its respective article.
 
An overhead shot of the full map.

Counting courses with multiple variants together, Mario Kart World has 30 courses, 16 of which are new, while 14 return from previous entries. In addition to the 30 courses, there are 202 routes connecting them all. Routes cause a track to function similarly to sectioned courses, driving two to four sections to the track before playing one lap of the destination course. The 14 returning courses consist of one course that debuted in both Mario Kart Tour and the Mario Kart 8 Deluxe – Booster Course Pass, two courses each from Super Mario Kart, Mario Kart 64, Mario Kart: Double Dash!!, Mario Kart Wii, and Mario Kart 7, and three courses from Mario Kart DS. One of the courses from Super Mario Kart, Mario Circuit, is a combined version of multiple courses from that game, which can be driven through individually from certain routes. No courses from either Mario Kart: Super Circuit or Mario Kart 8 return, marking a series first for the former game, and the second instance for the latter game after Mario Kart Tour. This is the first Mario Kart game since Mario Kart Wii to not have a classic Rainbow Road and the first game where Mario Circuit is only present as a classic course.

Two new courses, Crown City and Peach Stadium, are used twice in Grand Prix with different layouts; when played without routes, Crown City combines both of its Grand Prix layouts (with its Shell Cup and third layouts being significantly cut and the former driven in reverse), while Peach Stadium exclusively uses its Special Cup layout. Certain routes may cause Peach Stadium's Shell Cup layout to be mirrored. Shy Guy Bazaar and Crown City have additional layouts exclusive to VS Races when approaching from certain routes; approaching Shy Guy Bazaar from Wario Stadium or Airship Fortress will take players onto a layout featuring a palace with Daisy's emblem adjacent to the bazaar, while Crown City has a third layout in the nearby water if approached from Peach Stadium, Moo Moo Meadows, or Choco Mountain.

Peach Beach returns as a three-section track with a new layout for sections 2 and 3; all routes leading to Peach Beach only utilize the new sections. Certain routes to Mario Bros. Circuit, Desert Hills, Wario Stadium, DK Pass, Koopa Troopa Beach, and Moo Moo Meadows lead to the course being driven backwards, similarly to reverse courses from Mario Kart Tour; in these cases, the minimap for the destination course will be flipped upside-down. Unlike previous games having a set skybox for each course, each course in the game (except Rainbow Road) has four different skyboxes for sunrise, daytime, sunset, and nighttime, which may progress when driving through routes and laps.

Classic courses in this game (marked with their origin game's prefix below) have been revamped to an even greater extent than that of Mario Kart 8, bearing even less resemblance to the original courses as they appeared in previous games. While most of the classic courses present had already appeared as such in previous games, Wario Stadium, Sky-High Sundae, and Toad's Factory appear as classic courses for the first time in the series. Unlike in Mario Kart 8 and Mario Kart Tour, all classic courses use the modern Mario Kart logo for their finish lines, regardless of what game they originated from. This is the first Mario Kart game since Mario Kart: Super Circuit to not have prefixes appended to the names of any of the classic race courses, and the first for battle courses since Mario Kart DS.

While not playable as traditional race courses, seven more courses from Super Mario Kart can be seen or visited in Free Roam or during routes, including Ghost Valley 1, Ghost Valley 2, and Ghost Valley 3 at the entrance to Boo Cinema, Koopa Beach 1 next to Koopa Beach 2 (here known as "Koopa Troopa Beach"), Choco Island 1 and Choco Island 2 south-east and south-west of Choco Mountain respectively, and Vanilla Lake 1 (referred to in-game as simply "Vanilla Lake") in an icy canyon north-east of Wario Shipyard. These courses can be raced in P Switch missions, the titles of which refer to them as "tributes". If these are counted, then Koopa Beach 1 and Ghost Valley 3 increase the number of courses making their classic course debut to five.

Courses with differing names between British English and American English (i.e. Wario Shipyard) once again use their respective name depending on the game's region, unlike in Mario Kart Tour.

Grand Prix

The cups are ordered slightly differently compared to previous entries; the Special Cup is the eighth and last cup in the game, rather than the fourth. Unlike previous games since Mario Kart DS, the cups are also not separated between new and classic courses and instead feature a varying amount of both types of courses, similar to Mario Kart 8 and Mario Kart 8 Deluxe's DLC cups, making this the first Mario Kart game to lack the distinction between cups, excluding Mario Kart Live: Home Circuit. Apart from the rotating cups in Mario Kart Tour, this is the second Mario Kart game after Mario Kart 8 Deluxe to have cups with multiple courses from the same game, as the Flower, Banana, and Lightning Cups have two tracks from Mario Kart DS, Mario Kart: Double Dash!!, and Mario Kart Wii, respectively, and it is the first entry to have this distinction from launch.

In Grand Prix, the first course in each cup is driven for three laps, while the remaining three utilize routes from the previous course. The backgrounds of the cup icons correspond to the region that some of the cup's courses are located in; for example, the Star Cup's icon has an icy background, as its courses are near or within the snow region. Unlike in Mario Kart 7 and 8, Grand Prix rivals are based off of the cup the player is racing on, rather than the character they chose, and they will always use a specific vehicle. If the player is playing as the cup's rival character, however, then a random character will serve as the primary rival instead. The rivals are unlocked as characters after receiving a trophy in their respective cups.

Cup Course 1 Course 2 Course 3 Course 4 Rival/unlockable character + Used vehicle
 
Mushroom Cup
 
Mario Bros. Circuit
 
Crown City
 
Whistlestop Summit
 
DK Spaceport
 
Donkey Kong + Big Horn
 
Flower Cup
 
Desert Hills (DS)
 
Shy Guy Bazaar (3DS)
 
Wario Stadium (N64)
 
Airship Fortress (DS)
 
Daisy + Rally Bike
 
Star Cup
 
DK Pass (DS)
 
Starview Peak
 
Sky-High Sundae (Switch/Tour)
 
Wario Shipyard (3DS)
Wario's Galleon
 
Rosalina + Stellar Sled
 
Shell Cup
 
Koopa Troopa Beach (SNES)
 
Faraway Oasis
 
Crown City
 
Peach Stadium
 
Lakitu + Cloud 9
 
Banana Cup
 
Peach Beach (GCN)
 
Salty Salty Speedway
 
Dino Dino Jungle (GCN)
 
Great ? Block Ruins
 
Birdo + Plushbuggy
 
Leaf Cup
 
Cheep Cheep Falls
 
Dandelion Depths
 
Boo Cinema
 
Dry Bones Burnout
 
King Boo + Reel Racer
 
Lightning Cup
 
Moo Moo Meadows (Wii)
 
Choco Mountain (N64)
 
Toad's Factory (Wii)
 
Bowser's Castle
 
Bowser Jr. + Mecha Trike
 
Special Cup
 
Acorn Heights
 
Mario Circuit (SNES)
 
Peach Stadium
 
Rainbow Road
N/A

Knockout Tour

The icons for each of the rallies correspond to a cup in Grand Prix in order, such as the Ice Rally matching the Flower Cup using a flower, the Cherry Rally matching the Banana Cup using fruit items, and the Cloud Rally matching the Lightning Cup using sky-themed items. Apart from the Ice, Cloud, and Heart Rallies, the icons for the other rallies were previously used as cup icons in the Mario Kart 8 Deluxe – Booster Course Pass. Of the courses available, Moo Moo Meadows, Cheep Cheep Falls, and Peach Stadium are visited the most frequently (three times each), while Rainbow Road is not visited at all.

Rally Landmarks Starting point Checkpoint 1 Checkpoint 2 Checkpoint 3 Checkpoint 4 Final course
 
Golden Rally
  
  
 
Desert Hills (DS)
 
Mario Bros. Circuit
 
Choco Mountain (N64)
 
Moo Moo Meadows (Wii)
 
Mario Circuit (SNES)
 
Acorn Heights
 
Ice Rally
  
  
 
Sky-High Sundae (Switch/Tour)
 
Starview Peak
 
Dandelion Depths
 
Cheep Cheep Falls
 
Peach Stadium
 
Crown City
 
Moon Rally
  
  
 
Bowser's Castle
 
Toad's Factory (Wii)
 
Moo Moo Meadows (Wii)
 
Dandelion Depths
 
Cheep Cheep Falls
 
Faraway Oasis
 
Spiny Rally
  
  
 
Boo Cinema
 
Starview Peak
 
DK Pass (DS)
 
Salty Salty Speedway
 
Peach Beach (GCN)
 
Wario Shipyard (3DS)
 
Cherry Rally
  
  
 
Peach Beach (GCN)
 
Dino Dino Jungle (GCN)
 
Koopa Troopa Beach (SNES)
 
DK Spaceport
 
Whistlestop Summit
 
Desert Hills (DS)
 
Acorn Rally
  
  
 
Toad's Factory (Wii)
 
Wario Stadium (N64)
 
Choco Mountain (N64)
 
Peach Stadium
 
Cheep Cheep Falls
 
DK Pass (DS)
 
Cloud Rally
  
  
 
Airship Fortress (DS)
 
Shy Guy Bazaar (3DS)
 
Mario Bros. Circuit
 
Crown City
 
Faraway Oasis
 
Great ? Block Ruins
 
Heart Rally
  
  
 
Shy Guy Bazaar (3DS)
 
Airship Fortress (DS)
 
Dry Bones Burnout
 
Mario Circuit (SNES)
 
Moo Moo Meadows (Wii)
 
Peach Stadium

Battle courses

Mario Kart World features eight battle courses, six of which are named after and derived from race tracks. Moo Moo Meadows features a new layout compared to its appearance in Mario Kart 8's Battle mode. Two battle courses are not named after race courses: Big Donut, returning from Mario Kart 64, and Chain Chomp Desert, a new course that functionally combines Thwomp Desert and Chain Chomp Wheel from Mario Kart Wii. The top row of battle courses function like the B variants of courses from Mario Kart Tour, taking place in the main race courses with additional pathways and areas opened up compared to their regular counterparts in order to be designed akin to older battle courses. DK Pass and Dino Dino Jungle instead take place on routes near their racing counterparts, and, alongside Big Donut and Chain Chomp Desert, also appear on the world map and are driven across during Grand Prix, marking the first time battle courses appear in a Grand Prix, though they are only driven across briefly.

Rather than sharing their music with their racing counterparts, all of the battle courses use arrangements of battle themes from past games: Mario Bros. Circuit uses Super Mario Kart's battle theme; Big Donut, Dino Dino Jungle, and DK Pass use their respective games' (64, Double Dash!!, and DS respectively) battle themes; Moo Moo Meadows, Salty Salty Speedway, and Chain Chomp Desert respectively use Chain Chomp Wheel, Delfino Pier, and Thwomp Desert's themes from Mario Kart Wii; and Peach Stadium uses Battle Stadium's theme from Mario Kart 8 Deluxe.

Unlike the battle courses in Mario Kart 8, the battle courses in this game have unique icons, rather than sharing them with their racing counterparts.

 
Mario Bros. Circuit
 
Moo Moo Meadows
 
Peach Stadium
 
Salty Salty Speedway
 
Chain Chomp Desert
 
Dino Dino Jungle
 
Big Donut (N64)
 
DK Pass

Staff ghosts

Course Staff Name Time Character Vehicle
Mario Bros. Circuit Nin★Erick 2:04.488 Mario B-Dasher
Crown City Nin★Rui 2:24.487 Luigi Tune Thumper
Whistlestop Summit Nin★Yunyun 2:09.443 Yoshi Loco Moto
DK Spaceport Nin★Anna 1:41.918 Pauline Blastronaut III
Desert Hills Nin★Matt 1:48.580 Pokey Rally Kart
Shy Guy Bazaar Nin★Sophia 2:12.875 Daisy Carpet Flyer
Wario Stadium Nin★Steven 2:21.272 Waluigi W-Twin Chopper
Airship Fortress Nin★David 2:15.972 Bowser Jr. Mecha Trike
DK Pass Nin★Bowen 2:24.033 Shy Guy Dread Sled
Starview Peak Nin★Rie 2:32.873 Rosalina Stellar Sled
Sky-High Sundae Nin★Clara 2:08.490 Snowman Cute Scoot
Wario Shipyard Nin★Sho 2:42.276 Wario Lobster Roller
Koopa Troopa Beach Nin★Hiromi 1:40.002 Koopa Troopa Zoom Buggy
Faraway Oasis Nin★Maria 2:15.096 Donkey Kong Big Horn
Peach Beach Nin★Susie 1:53.839 Baby Peach Baby Blooper
Salty Salty Speedway Nin★Gerald 2:17.065 Birdo Plushbuggy
Dino Dino Jungle Nin★Paula 2:01.040 Baby Rosalina Junkyard Hog
Great ? Block Ruins Nin★Frank 2:27.687 Lakitu Cloud 9
Cheep Cheep Falls Nin★Masako 2:25.189 Cheep Cheep Fin Twin
Dandelion Depths Nin★Joseph 2:38.460 Para-Biddybud Biddybuggy
Boo Cinema Nin★Jeff 2:21.551 King Boo Reel Racer
Dry Bones Burnout Nin★Leonel 2:24.264 Dry Bones Rallygator
Moo Moo Meadows Nin★Chris 2:15.382 Cow Rally Bike
Choco Mountain Nin★Skip 2:22.696 Baby Mario Tiny Titan
Toad's Factory Nin★Joana 2:07.530 Toad Li'l Dumpy
Bowser's Castle Nin★Carlo 2:37.113 Bowser Bowser Bruiser
Acorn Heights Nin★Alice 2:14.534 Baby Daisy Bumble V
Mario Circuit Nin★Elena 1:15.312 Baby Luigi Pipe Frame
Peach Stadium Nin★John 2:37.688 Toadette Mach Rocket
Rainbow Road Nin★Akira 4:21.295 Peach Roadster Royale

Course elements

Mario Kart World has significantly more unique course elements compared to previous Mario Kart titles due to its interconnected, expanded world and new game mechanics. Several new course elements appear alongside a plethora of returning course elements taken from across the Super Mario franchise. Some species, such as Stingbies, appear both as enemies and as background characters.

Enemies, animals, and other species

Species Location Description
 
Armadillo[41]
Savanna and desert regions; mostly found on routes to Faraway Oasis Armadillos that wander about in groups. They ball up and charge at racers as they approach.
 
Batadon
Desert region; mostly found on Desert Hills Large, winged moai heads that slowly bounce around an area.
 
Bob-omb Car
On roads Mega Bob-ombs strapped to two-wheeled platforms resembling the ones seen in Mario Kart: Double Dash!! and the Booster Course Pass for Mario Kart 8 Deluxe. They drive along the track and explode when something collides with them.
 
Bomber Bill
On roads Large missiles that fly along straight paths and explode when something collides with them. They are shot from Banzai Bill Cannons.
 
Boom Boom
Near Bowser's Castle Large Koopas that stand in place. They will spin wildly in an attempt to fist oncoming racers, as in Super Mario 3D Land and Super Mario 3D World. Unlike in most previous appearances, multiple Boom Booms exist and can be found in a single area.
 
Brachiosaurus
Dino Dino Jungle A large brachiosaurid replacing Noshi. Racers driving under it risk getting stomped, but its back acts like a grindrail, aiding racers in reaching high platforms by driving on its back.
 
Buffalo[42]
Savanna region, near Faraway Oasis Buffalo that run along the track in herds.
 
Bulber
Near Wario Shipyard Large anglerfish enemies that slowly move in circles at the surface of water.
 
Bully
Certain roads and castle wall Large, metallic enemies that walk in circles. They charge at oncoming racers.
 
Butterfly
Large butterflies that carry rings.
 
Camel
[conjectural]
Desert region Dromedaries that walk across the track in groups.
 
Cataquack
Peach Beach Duck-like enemies that walk in circles. They charge at oncoming racers in an attempt to grab and toss them into the air.
 
Chain Chomp (chained)
Hopping, metallic enemies bound by stakes that lunge at racers to attack. A free-roaming Chain Chomp can be found hopping in a circle outside Peach Stadium, in reference to Peach Gardens.
 
Chain Chomp (unchained)
Unbound Chain Chomps that roll along set paths or aimlessly on the track.
 
Chargin' Chuck
Found mostly in Choco Mountain Koopa football players that charge back and forth between the sides of the track or at racers as they approach.
 
Clappin' Chuck
Choco Mountain Variants of Chargin' Chucks that jump horizontally between the sides of the track or jump in place, clapping in midair.
 
Passin' Chuck
Choco Mountain Variants of Chargin' Chucks that stand past the edge of the track and periodically toss footballs at oncoming racers.
 
Splittin' Chuck
Choco Mountain Variants of Chargin' Chucks that stand in lines and jump out to charge at racers.
 
Charvaargh
In lava; in Big Donut Large, magmatic dragons that leap from lava in arcs.
 
Cheep Cheep
Cheep Cheep Falls and Koopa Troopa Beach Small fish that are typically found swimming in groups, either slowly in circles or along straight paths at the surface of water. If they are in water too shallow to swim in, they will flop like they do in Super Mario Kart and Mario Kart DS.
 
Cheep Chomp
Near Koopa Troopa Beach Large variants of Cheep Cheeps that swim at the surface of water and periodically leap into the air to attack racers, akin to Boss Bass from Super Mario Bros. 3. They create waves upon landing that racers can trick off of.
 
Chill Bully
On routes near Starview Peak Frozen variants of Bullies with identical behavior: walking in circles and charging at oncoming racers.
 
Coin Coffer
Coin purse enemies that wander about. They evade oncoming racers.
 
Conkdor
Desert region; near Desert Hills Bird enemies with long necks that stand at the edge of the track and periodically slam their heads into the ground to attack racers.
 
Cow
Meadow region; mostly in Moo Moo Meadows Cows that stay in groups and walk across the track or stay in place and hop occasionally.
 
Crocodile
Between Faraway Oasis and Great ? Block Ruins Large reptilians that bask in the sun. Racers can jump from them to receive a speed boost.
 
Dolphin
Oceans; mostly near Koopa Troopa Beach and Wario Shipyard Dolphins that appear in groups and occasionally breach the water's surface.
 
Dragoneel
Between Peach Beach and Wario Shipyard Long, slender eels that repeatedly leap from the water along a sine-wave-like path. Their dorsal fins can be used in a similar fashion to a rail.
 
Dry Bones
Near Dry Bones Burnout Undead variants of Koopa Troopas that rise from the ground as racers approach and walk onto the track.
 

 
Eagle
[conjectural]

Eagles that soar through the air.
 
 
Elephant
[conjectural]
Near Faraway Oasis (wild)
Near Shy Guy Bazaar (tamed)
Elephants that walk across the track in groups. Some are ridden by Shy Guys.
 
Fire Snake
DK Spaceport and near Desert Hills Living chains of fireballs that hop around in an area. Their placement next to Donkey Kong-styled oil drums recalls Fireballs.
 
Fish Bone
Hot springs near Dry Bones Burnout Undead variants of Cheep Cheeps that behave identically to Cheep Chomps, swimming at the surface of water and periodically leaping into the air to attack racers. Unlike Cheep Chomps, they do not create waves upon landing.
 
Freezie
Snow region Frozen, stationary enemies.
 
Fuzzy
Pulsating, inky enemies that ride along grindrails.
 
Giraffe[43]
Savanna region; near Faraway Oasis Giraffes that walk across the track.
 
Goomba
Mushroom enemies that stand in place, shuffling their feet as if sidestepping like in early Super Mario titles and previous Mario Kart titles. They charge at oncoming racers. They are significantly larger than usual, like in Mario Kart 7.
 

 
Goomba Tower

Linear and triangular stacks of mushroom enemies that stand in place, shuffling their feet.
 
Innertube Goomba
Certain rivers Variants of Goombas that float motionlessly on the surface of water. They charge at oncoming racers.
 
Shoe Goomba
Goomba's Shoe-wearing variants of Goombas that hop in circles. Their shoes take the yellow coloration of Ice Skates, like in Mario Kart Tour and the Booster Course Pass for Mario Kart 8 Deluxe.
 
Skating Goomba
Snow region Ice Skate-wearing variants of Goombas that travel along the track.
 
Hammer Bro
Near Shy Guy Bazaar and Airship Fortress Stationary, lanky Koopas that periodically throw hammers that travel in arcs. These hammers break instantly upon touching the ground, unlike those racers can throw using the Hammer item.
 
Boomerang Bro
Stationary variants of Hammer Bros. that periodically throw boomerangs, which travel a short distance before returning to their thrower.
 
Fire Bro
Stationary variants of Hammer Bros. that periodically hurl fireballs, which bounce along the track until they hit an obstacle.
 
Ice Bro
Stationary variants of Hammer Bros. that periodically hurl Ice Balls, which bounce along the track until they hit an obstacle.
 
Hermity Cone
Small creatures that hide in traffic cones, which they occasionally peek out from.
 
Jellybeam
Near Peach Stadium Glowing jellyfish that float motionlessly on the surface of water. They bounce racers who drive into them into the air and can be tricked off of, like Mushroom Trampolines.
 
Lava Bubble
Fireballs that periodically jump out of lava. Unlike in previous Mario Kart titles, they now possess eyes like they do in most other appearances.
 
Manta-like creature
Near Koopa Troopa Beach Yellow Mobula rays resembling Jumbo Rays that periodically breach from the surface of water.
 
Monty Mole
Moo Moo Meadows Fossorial enemies that burrow through the ground before leaping into the air to attack racers. The temporary dirt trails they leave behind by burrowing can be tricked off of.
 
Moose[44]
Near Acorn Heights and Boo Cinema Bull moose that walk across the track.
 
Nabbit
Free Roam in various regions A rabbit-like entity that walks in circles. Nabbit evades approaching racers, running over land or water to keep his distance. He explodes into coins when caught.
 
Ostrich
[conjectural]
Savanna region; near Faraway Oasis Ostriches that run across the track.
 
Para-Biddybud
Dandelion Depths and certain routes Multicolored, low-flying, ladybug-like enemies that slowly cross the track in processions of three.
 
Peepa
Near Boo Cinema Incorporeal enemies that appear in groups and float in circles close to the ground. Rather than slowing racers down when hit, they instead drop a coin.
 
Penguin
Snow region near Sky-High Sundae Penguins that can be found tobogganing down icy slopes or waddling together in groups.
 

 
Piranha Plant

Carnivorous plants of which two varieties exist: a variant that lunges at racers to attack, which can appear in Warp Pipes and in holes in the ground, and a grounded, passive variant.
 
Bone Piranha Plant
Near Dry Bones Burnout Warp Pipe-dwelling, undead variants of Piranha Plants with identical behavior: lunging at racers to attack.
 
Fire Piranha Plant
Desert region Warp Pipe-dwelling variants of Piranha Plants that periodically spit fireballs, which bounce along the track until they hit an obstacle.
 
Frost Piranha
Snow region Warp Pipe-dwelling variants of Fire Piranha Plants that, in place of fireballs, periodically spit Ice Balls, which bounce along the track until they hit an obstacle.
 
Ptooie
Meadow region Legged variants of Piranha Plants that shuffle in place and suspend items and hazards above themselves with jets of air.
 
Plesiosaur
[conjectural]
Dino Dino Jungle A large plesiosaur-like reptile that replaces one of the bridges in Dino Dino Jungle. Like the brachiosaurus, its back acts like a grindrail.
 
Pokey
Desert region Tall, segmented cactus enemies that slide between the sides of the track while oscillating.
 
Snow Pokey
Snow region Tall, segmented, snowman variants of Pokeys that stand in place and oscillate.
 
Porcupuffer
Near Koopa Troopa Beach Spherical porcupinefish that float motionlessly on the surface of water in groups.
 
Pterosaurs
Dino Dino Jungle Large, winged reptiles that soar through the air.
 
Robo DK
DK Spaceport A large, mechanized version of Donkey Kong who gestures angrily at racers and travels ahead of them to toss rolling barrels onto the track.
 
Rocky Wrench
Airship Fortress and certain roads Mole-like Koopas that periodically pop out of manhole covers to ambush racers.
 
Sandmaargh/Charvaargh hybrid[conjectural]
Found on the route between Desert Hills and Shy Guy Bazaar Enormous, worm-like dragons made of sand, taking design elements from Charvaarghs and Sandmaarghs, that repeatedly dive in and out of the desert along sine-wave-like paths.
 
Shy Guys piloting jet skis
Peach Beach and certain rivers Shy Guys riding Jet Skis across waterways.
 
Snowboarding Shy Guy
DK Pass Shy Guys wearing winter clothing similar to the Slope Styler outfit that ride down snowy slopes on snowboards.
 
Flying Shy Guy
Shy Guy Bazaar Shy Guys riding magic carpets in the air.[3]
 
Sidestepper
Near Salty Salty Speedway and Peach Beach Enemy crabs that scuttle sideways between the sides of the track, bouncing several times before switching directions.
 
Signal Bug
Metallic variants of Bramballs that flip across the road in a Slinky-like fashion. They act like rings when they are motionless and their traffic light-esque faces are illuminated, providing racers that pass between their legs with a speed boost.
 
Skeeter
On water near Acorn Heights and Toad's Factory Water skeeters that skim on the surface of water, momentarily staying in one spot before propelling themselves to a nearby location. Their design is based on how they appear in Super Mario Galaxy 2.
 
Snake
Shy Guy Bazaar Green snakes that spring out of snake jars that are driven into. They now take design elements from Cobrats and Hisstocrats.
 
Snowman
Snow region Large, stationary snowmen.
 
Spike
Stout, stationary Koopas that periodically regurgitate Spike Balls which they hurl at racers.
 
Spiny
Koopas that bear spikes on their shells and slowly walk across the track.
 
Star Thwomp
Rainbow Road Rainbow variants of Thwomps with identical behavior: periodically shaking before crashing into the ground to squash racers underneath them.
 
Stingby
Forest region; near Acorn Heights Low-flying bee enemies that hover motionlessly. They charge at oncoming racers.
 
Sumo Bro
Castle wall between Airship Fortress and Dry Bones Burnout Large, stationary Koopas that stand atop floating blocks. They occasionally pound their feet to send balls of electricity onto the track below them.
 
Super Koopa
Caped unshelled Koopas that fly above the track while periodically dropping Feathers.
 
Swoop
Near Boo Cinema Low-flying bat enemies that follow set paths in groups.
 
Thwomp
Grimacing stone enemies that are suspended in the air. They periodically begin shaking, crash into the ground to squash racers underneath them, and rise back to their original position.
 
Tokotoko
Desert region; mostly found on Desert Hills Large, sunglasses-wearing moai heads that stand motionlessly. They run along the track as racers approach.
 
Treaded Grrrol
Tire-wearing, metallic Grrrols that roll between the sides of the track.
 
T. rex
Dino Dino Jungle Large Tyrannosaurus rexes that run along the track to squash oncoming racers.
 
Triceratops
Dino Dino Jungle A large ceratopsian that slowly walks along the track. Racers can drive up its face and neck frill like a ramp.
 
Ty-foo
Near Starview Peak and Wario Shipyard Large, floating cloud enemies that periodically blow powerful gusts of wind.
 
Whale
Between Koopa Troopa Beach and Peach Stadium Large baleen whales that either float at the surface of water, periodically creating trickable spouts from their blowholes, or breach from the water, creating trickable waves upon landing. Their dorsal fins can be tricked off of.
 
Whamp
Near Dry Bones Burnout and Bowser's Castle Wedge-shaped Whomps that stand in place, shuffling their feet. They fall over in an attempt to squash oncoming racers; while toppled over, racers can drive over them like ramps.
 
Wiggler
Acorn Heights and routes leading to/from it Large caterpillar enemies that walk along the track. They may become angered, causing them to turn red and begin charging.
 
Zebra
Savanna region; near Faraway Oasis Zebras that run along the track in herds. They are visually similar to the horses in Mario Sports Superstars.

Obstacles

Obstacle Location Description
 
Acorn[45]
Acorn Heights Large acorns that fall out of the treetops and roll down the track.
 
Anchor
Wario Shipyard A large anchor suspended above the track that rocks from side to side like a pendulum.
 
Banzai Bill Cannon
On roads Enlarged Bill Blasters that periodically shoot Bomber Bills. They often appear on the backs of trucks driving along roads. The Banzai Bill Cannon on Airship Fortress has the added ability to move side to side.
 

 
Barrel

Barrels of which two varieties exist: a smaller, stationary variant found on land or floating in water, which breaks and may release various items when hit, and a larger, rolling variant thrown by Robo DK and dispensed by barrel cannons.
 
Barrel-dispensing cannons
[conjectural]
DK Spaceport Rocket engine-esque Cannons that dispense rolling barrels periodically in DK Spaceport.
 
Boulder
Choco Mountain Large, spherical rocks that roll down the track and break when they hit an obstacle.
 
Bouncy Cloud
Great ? Block Ruins Flat, floating clouds that bounce racers who drive onto them into the air and can be tricked off of, like Mushroom Trampolines.
 
Giant Bowser cloud
[conjectural]
Bowser's Castle A cloud of volcanic ash resembling Lava Bowser that shoots Bowser's Flames from its mouth.
 
Bowser's Flame
Bowser's Castle Slow-moving Fireballs shot by the giant Bowser cloud that rain from the sky, akin to volcanic debris. Red cursors, like those seen during the flying battleship Wonder Effect, indicate where they will crash into and break apart on the track.
 
Brick Block
Blocks that break instantly upon contact without slowing racers down, unlike crates.
 
Bubble
Floating bubbles that cary various items within them and drop them by popping randomly.
 
Burner
Airship Fortress Flamethrowers hanging off Bolt Lifts that move between the sides of the track and constantly blast racers below with jets of fire.
 
Capsule
[conjectural]
Toad's Factory Giant gashapon capsules that break and release various items when hit.
 
Cloud Lift
Elongated, floating clouds that typically carry background characters and enemies but can also be summoned as platforms during missions.
 
Conveyor Belt
Toad's Factory Platforms that either move parallel or horizontal to the direction of the track, periodically flashing before switching directions. Depending on the direction of the Conveyor Belt, racers driving on top of them may receive a speed boost or speed reduction or be pushed off-course.
 
Crate
Wooden boxes found on land or floating in water. They break and release various items when hit.
 
Crusher
Toad's Factory Hydraulic presses used to transform Brick Blocks into Item Boxes. They can squash racers that get caught below them as they periodically lower.
 
Current
Faraway Oasis; route between Salty Salty Speedway and Dino Dino Jungle Flowing water that can push racers off-course if it moves perpendicular to the track or push racers forward if it moves with the track.
 
Dinosaur egg
[conjectural]
Dino Dino Jungle Large colored dinosaur eggs that can be knocked around by racers
 
Empty Block
Blocks that typically carry enemies but can also be summoned as platforms or as obstacles during missions.
 
Football
[conjectural]
Gridiron footballs kicked by Passin' Chucks that bounce several times before coming to a stop and vanishing.
 

 
Geyser[46]

Jets of water that periodically rise from fractures in the ground, which can be tricked off of, or from manholes.
 
Hat Trampoline-esque flower
Large flowers that bounce racers who drive onto them into the air and can be tricked off of, like Mushroom Trampolines.
 
Ivy Piranha Plant
Bulbs that extend into vines when touched, acting as grindrails. They flower when fully grown. They resemble the design Vines have commonly used since New Super Mario Bros. Wii, though with twisted stems.
 
Jar
Shy Guy Bazaar Jars with various designs, which are found in clusters. Green jars occasionally have snake jars concealed among them.
 
Lava
Near Dry Bones Burnout and Bowser's Castle A glowing, molten liquid hazard that forms puddles and lakes. In a similar fashion to deep water in Super Mario Kart and Mario Kart: Super Circuit, racers that drive through lava are slowed and begin struggling; they are saved by Lakitu if they do not escape fast enough.
 
Lava Geyser
Bowser's Castle Geysers that periodically rise from lava.
 
Mud
Choco Mountain A liquid hazard of which two varieties exist: a light variant that merely slows racers that drive through it and a dark variant that, in a similar fashion to deep water in Super Mario Kart and Mario Kart: Super Circuit, also causes racers to begin struggling and to be saved by Lakitu if they do not escape fast enough.
 
Mushroom Trampoline
Acorn Heights Flat mushrooms that bounce racers who drive onto them into the air and can be tricked off of.
 
Note Block
Blocks floating close to the ground that bounce racers who drive onto them into the air.
 
Poison swamp
Near Boo Cinema A purple liquid hazard. In a similar fashion to deep water in Super Mario Kart and Mario Kart: Super Circuit, racers that drive through poison are slowed and begin struggling; they are saved by Lakitu if they do not escape fast enough.
 
Quicksand
[conjectural]
Chain Chomp Desert Enormous, sandy depressions resembling antlion pits that drag racers and other objects toward their central holes.
 
Snowball
Variants of boulders with identical behavior: rolling down the track and breaking when they hit an obstacle.
 
Spike Ball
Metallic, spike-covered balls. They are regurgitated by Spikes and tumble down the track or exist separately and roll aimlessly, disappearing or getting knocked away when they hit an obstacle.
 
Storm
Weather phenomena that shower racers with different items depending on the storm. They can occur randomly or during specific missions.
 
Tire stack
Tires found in stacks, which can be toppled over. They knock back racers who drive into them.
 
Tornado
Enormous vortices that sweep up objects off the ground. Racers that drive into a tornado will be immobilized for a few seconds while they are moved around in the tornado before being released. When released, racers will start or retain their flying state. Flying just outside their wind will give gliding racers a boost upwards from the tailwinds.
 

 
Trampoline

Trampolines of multiple shapes and sizes that bounce racers and objects that touch them into the air and can be tricked off of, like Mushroom Trampolines.
 
Tumbleweed
[conjectural]
Tumbling desert plants that can jump over obstacles.
 
Turnip
Central region Plants that can be uprooted by driving into them. Occasionally, uprooting a turnip releases a Mushroom.
 
Water
A widespread liquid that interacts with its environment. Storms and disturbances cause waves to form in the water, which can be tricked off of. Unlike in previous Mario Kart titles, water can now be ridden on top of; doing so transforms the racer's wheels into water skis.
 
Whirlpool
Large vortices that appears on the surface of water and suck racers towards their centers.

Vehicles

Obstacle Location Description
 
Bus
Large vehicles that drive along the track.
 
Car
Common vehicles that drive along the track.
  
Dash panel ramp truck
[conjectural]
Trucks that drive along the track which bear ramps that end in Dash Panels or Glide Ramps. Some, resembling the hat-wearing Yoshi employees of Yoshi's, carry Dash Food bags.
 
Gondola
[conjectural]
Gondolas manned and ridden by Toads on waterways.
  
Item-dispensing car
Swerving cars that rapidly dispense items and obstacles behind them.
 
Mushroom truck
[conjectural]
Mushroom-shaped box trucks that periodically drop Dash Mushrooms behind them onto the track.
 
Pickup truck
[conjectural]
Smaller trucks that drive along the track. They typically carry an assortment of enemies and obstacles on their beds, a feature brought over from Mario Kart Tour. Some carry surfboards, small pipes, or Lifts based on their Super Mario 3D Land design, which act as ramps.
 
Raft
[conjectural]
Small rafts manned by Toads that float down waterways.
 
Truck
[conjectural]
Trucks with one or two containers that drive along the track. They are different from trucks that can be controlled.
 
Floatplane
[conjectural]
Amphibious aircraft whose wings can be driven on, including when they fly.
 
Train
Steam locomotives that travel along railroads. Their rearmost cars are sometimes sloped, allowing racers to drive on top of them.

Utility objects

Object Location Description
 
? Block
Blocks floating close to the ground. If a racer hits one from below, several coins are added to their own coin counter while four additional coins will pop out of the top of the block.
 
? Panel
Hidden panels, resembling those from Super Mario Kart, scattered across the map.
 
Arrow field
Barriers that typically direct the player in the right direction, though they sometimes display advertisements instead. They are intangible to obstacles like cars.
 
Binoculars
Binoculars that, when touched, provide racers with a bird's eye view of their surroundings and allow them to zoom in on areas of interest.
 
Boat
[conjectural]
Boats that can be temporarily hijacked for a speed boost on water and to plow through obstacles. They are used on routes between Peach Beach and Wario Shipyard, as well as the route from DK Spaceport to Peach Stadium.
 

 
Cannon

Cannons of which two varieties exist: a more typical, larger variant that launches racers who enter it into the air over large distances and a smaller variant that launches racers over shorter distances which can be strapped to pickup trucks or float in the air like Barrel Cannons.
 
Cargo truck
Large vehicles that can be temporarily hijacked for a speed boost on land and to plow through obstacles. They are used on three pairs of routes: between Crown City and Faraway Oasis, Toad's Factory and Mario Bros. Circuit, and Peach Stadium and Toad's Factory. Smaller cargo trucks also appear as obstacles.
 

 
Checkpoint ring
[conjectural]

Rings that give the player more time to complete a timed missions, like the + Clock.
 
Dash Panel
Panels that provide racers that drive over them with a temporary speed boost.
 
Flying guide
[conjectural]
Yellow flying guides that direct racers as they glide. They resemble Flopters and Topmen.
 
Glide Ramp
Panels that deploy the wings of racers that drive over them, allowing them to glide.
 
Goal Pole
A flagpole that marks the end goal of a timed mission, which is completed by touching the flagpole.
 
Goal ring
[conjectural]
Rings that mark the end goals of timed missions, which are completed by passing through the rings.
 
Guide
[conjectural]
Traffic pylon-like guides that direct the player during missions.
 
Helicopter
[conjectural]
Helicopters that can be temporarily hijacked to fly and to plow through obstacles. They are used on routes between Mario Bros. Circuit and Toad's Factory, as well as the route from DK Spaceport to Peach Stadium. Racers leave helicopters in their gliding state. Text that is only visible on their rotating blades read "MARIOKART".
 
Item Ring
[conjectural]
At the start of a lap section on routes leading to/from Starview Peak. Large rainbow-colored rings, similar to the checkpoints in Knockout Tour, that summon large walls of Item Boxes when approached.
 
Lakitu's Cloud
Small, floating clouds. Circling groups of Lakitu's Clouds can form rings, providing racers that pass through them with a speed boost. They can also be summoned during missions, holding Arrow Signs to guide racers.
 
Pipe Cannon
L-shaped Warp Pipe junctions like those seen in Super Mario Bros. Racers enter through the lower opening and are launched into the air at an angle through the upper opening.
 

 
P Switch

Switches scattered across the map that each provide a unique mission when pressed. After the mission is complete, it turns gray.
 
Ring
Circular, floating or grounded hoops with a wide variety of designs. They provide racers that pass through them with a speed boost.
 
Road flare
[conjectural]
Road flares that release red smoke to alert racers at a distance. They mark areas of interest during missions.
 
UFO
UFOs that can be temporarily hijacked to fly and abduct objects. Racers leave UFOs in their gliding state. They are exclusive to Free Roam.
 
Vending machine
[conjectural]
Vending machines that periodically cough up Dash Food bags.
 
Warp Pipe
Giant and regularly-sized pipes. They are mainly used as obstacles, but some of them can warp the player to nearby locations or spit the player out in the opposite direction they entered.

Background characters

Items

A total of 27 items appear in Mario Kart World, 28 if including Dash Food. As with Mario Kart Tour, items are automatically held behind racers in this game.

Of the returning items, the Ice Flower and Hammer make their first appearance in a home console Mario Kart game following their initial debut in Mario Kart Tour. The Mega Mushroom also makes its first home console appearance since its debut in Mario Kart Wii. Additionally, the Feather is now usable during races like in Super Mario Kart, rather than being exclusive to the Battle mode like in Mario Kart 8 Deluxe and Mario Kart Tour. Despite being returning items, the Ice Flower, Hammer, Feather, and Mega Mushroom are all classified as new items on the game's website and/or in the Mario Kart World Direct.[47][25]

During Free Roam, the only available items outside of certain missions are the Mushroom, Triple Mushroom, Golden Mushroom, Star, Feather, and Dash Food.

Items found on the track

 
Item Box
Gives the player a random item. Some are released from flying vehicles attached to parachutes.
 
Double Item Box
Gives the player two random items as opposed to one.
 
Coin
Gives the player a small boost and increases top speed when more are collected, up to a maximum of 20.
 
Coin pile
Piles of coins that can be found exclusively in Free Roam that provide a large amount of coins at once.
 
Blue coin
Appears in certain areas upon pressing a P Switch.
 
Dash Food bag[conjectural]
A smiling, golden fast food bag that provides a random food item that changes the player's outfit when eaten, with a visual transformation effect similar to that of a Wonder Flower.
 
Peach Medallion
New coin collectables imprinted with a portrait of Peach, resembling Princess Coins.

New items

 
Coin Shell
Travels along the track and leaves a trail of coins behind before exploding, leaving eight coins in a ring shape on the track. Gold-colored shells previously appeared in Mario Kart Arcade GP DX, though they functioned differently.
 
? Block
Temporarily places a ? Block above the player's head, which they can repeatedly hit, giving them coins while also scattering more coins behind them. A similar item, the Coin Box, previously appeared in Mario Kart Tour.
 
Kamek
A crystal ball with Kamek's magic symbols on it that summons him, who then proceeds to summon many of a certain type of enemy ahead of all the racers in front of the player who used it, as well as turning them into that enemy temporarily.
 
Dash Food
Various food items obtained from the smiling bags that give the player a speed boost and may change the character's outfit.

Returning items

 
Coin
Grants the player two extra coins and a small boost.
 
Green Shell
Travels in a straight line and knocks over a kart it hits.
 
Triple Green Shells
Three Green Shells that orbit the player's kart, protecting them from incoming attacks.
 
Red Shell
Homes in on the closest kart in front of the player and knocks it over.
 
Triple Red Shells
Three Red Shells that orbit the player's kart, protecting them from incoming attacks.
 
Spiny Shell
Targets the racer in first place, knocking over all other karts in its path.
 
Banana Peel
Protects the player from incoming items, and spins out other racers that hit it.
 
Triple Bananas
Three bananas that orbit the player's kart, protecting them from incoming attacks.
 
Mushroom
Provides the player's kart with a small speed boost.
 
Triple Mushrooms
Orbits the player's kart, providing them with three separate speed boosts.
 
Golden Mushroom
Provides the player's kart with continuous speed boosts for a short time.
 
Mega Mushroom
Increases the player's size, allowing them to flatten any player they hit.
 
Feather
Causes the player to spin and leap in the air, allowing them to reach high areas, avoid attacks, and even drive on walls.
 
Fire Flower
Allows the player to throw up to eight fireballs for a short time that cause other karts to spin out on impact.
 
Ice Flower
Allows the player to throw up to eight ice balls for a short time that cause other karts to temporarily lose control on impact.
 
Boomerang Flower
Grants the player a Boomerang that can be thrown up to four times, hitting racers forward/backward and returns to its user before the final use.
 
Star
Provides the player invincibility from all terrain and items, and also giving a speed boost.
 
Super Horn
Emits a radial shockwave hitting racers, as well as destroying all obstacles, including the Spiny Shell.
 
Lightning
Causes all opponents in front of the player to drop their items, shrink, and drive slowly for a short time in addition to summoning a temporary storm.
 
Hammer
For a limited time, allows the player to throw multiple bursts of five hammers each, which travel in an arc and stick to the track, spinning out any player that comes into contact with them.
 
Blooper
Sprays ink on all racers ahead and reduces their visibility. The racers hit also lose some of their traction while sprayed.
 
Bob-omb
Explodes after a short time when thrown or dropped, knocking over any kart in its blast radius.
 
Bullet Bill
Transforms the player into a Bullet Bill, rocketing through the track with auto-pilot, and providing invincibility from all terrain and items.
 
Boo
Steals an item from a randomly selected racer in front of the player, while granting temporary invisibility, making the player invulnerable and able to pass through hazards.

Missions

Main article: List of Mario Kart World missions

In Free Roam, the player can activate short missions in the open world by driving over P Switches. Once activated, the player has within the time limit to complete a certain task. If they complete the task, they will briefly celebrate, accompanied by an abridged arrangement of the "Finish! (1st − 4th Place)" jingle from Super Mario Kart. If not, they fail and have to redo it. After a mission is completed, its P Switch turns gray.

Music

Mario Kart World has 225 newly arranged music tracks that can be listened to on the main menu, in Free Roam, or during routes in Grand Prix or VS Race; this randomized selection of music was referred to as the "jukebox" in development. They consist of arrangements not only from past Mario Kart entries, but also the Super Mario franchise as a whole. Some arrangements are not able to play during races and are exclusive to Free Roam and the main menu, and vice versa. Additionally, certain arrangements incorporate the melodies of other songs at certain points, such as the "Underground BGM" arrangement from Super Mario Bros. 2 also including part of "Ground BGM," or the Mario Drawing Song having a nod to "Jump Up, Super Star!" While the arrangements for the returning courses stay true to the lengths of the original tracks, the battle course themes take after these arrangements and include improvised additional sections, except they loop.

The following list does not include arrangements of themes for classic race courses and battle courses present in the game. "Koopa Beach" from Super Mario Kart is the only song that was arranged for both one of the game's courses and Free Roam. Songs in bold are exclusive to Grand Prix and VS Race routes; songs in italics are exclusive to menus and Free Roam; songs in neither bold nor italics can play in all of the aforementioned instances.

Mario Kart arrangements

Super Mario Kart
Mario Kart 64
Mario Kart: Super Circuit
Mario Kart: Double Dash!!
Mario Kart DS
Mario Kart Wii
Mario Kart 7
Mario Kart 8
Mario Kart Tour
Mario Kart Live: Home Circuit
  • "Main theme"

Other Super Mario arrangements

Super Mario Bros.
Yume Kōjō: Doki Doki Panic / Super Mario Bros. 2
Super Mario Bros. 3
Super Mario Land
Super Mario World
Mario Paint
Super Mario Land 2: 6 Golden Coins
  • "Main Theme"
Wario Land: Super Mario Land 3
  • "Main theme"
Donkey Kong Country
Super Mario World 2: Yoshi's Island
Super Mario 64
Yoshi's Story
Luigi's Mansion
Super Mario Sunshine
WarioWare, Inc.: Mega Microgame$!
New Super Mario Bros.

a - Despite being based on the version of the song from New Super Mario Bros., as evidenced by the intro melody, the default order that can play in Free Roam and on the main menu groups the "Main Theme" with the songs from New Super Mario Bros. Wii.

Super Mario Galaxy
New Super Mario Bros. Wii
Super Mario Galaxy 2
Super Mario 3D Land
  • "Ground Theme" (based on its arrangement from the "Super Mario Bros. 30th Anniversary Live" concert series, which adds elements from the theme played during the staff roll)
  • "Underwater Theme" (daytime version)
  • "Underwater Theme" (nighttime version)
  • "Snow Course"
New Super Mario Bros. U
Super Mario 3D World
Super Mario Maker
Super Mario Odyssey
Super Mario 3D World + Bowser's Fury
Other

Sponsors

Main article: List of sponsors debuting in Mario Kart World
Graphics depicting various sponsors seen in the game

New

Returning

Update history

This is a detailed list of updates Mario Kart World has received since launch. In order to play online, players must have downloaded the most recent software update.[48]

Ver. 1.1.0

An update was released on June 4, 2025 (June 5 in some time zones), also known as a "Day 1 patch." The following changes were made:

General
  • Enabled CameraPlay.
    • A compatible USB camera (sold separately) is required for CameraPlay.
    • Players can turn camera ON or OFF in Multiplayer and Online Play modes.
    • When the camera is ON, the player’s face is displayed during the race.
  • Enabled Online Play.
  • Enabled LAN Play.
    • From the title screen if you press the L Stick and hold both the L Button and R Button, Wireless Play will change to LAN Play.
  • Enabled players to upload and download ghost data in Time Trials.
  • Enabled display of icons of players in close proximity in Free Roam.
  • Increased number of characters you can select from the start.
  • Improved operability when 3 or more players are playing in Multiplayer.
  • Eliminated time limit for choosing courses when playing Wireless Play or LAN Play.
  • Enabled display of update version on title screen.
Note

Ver. 1.1.1

An update was released on June 18, 2025 to fix various bugs.

Fixed Issues
  • Fixed an issue where items were no longer able to be used.
  • Fixed an issue where sometimes controls were inoperable when selecting a character and trying to start Free Roam from the "Free Roam" map.
  • Fixed an issue where sometimes the game shut down when watching replay after a race.
  • Fixed an issue where sometimes the game shut down after a race in "Online Play."
  • Fixed an issue where rate fluctuations were sometimes displayed incorrectly in "Knockout Tour" and "Online Play."
  • Fixed an issue where it was easy for a communication error to occur when trying to join Friends playing "VS Race" or "Battle" in "Online Play."
  • Fixed an issue where you sometimes slipped through the wall before the finish line of "DK Spaceport."
  • Fixed an issue where you sometimes couldn’t return to correct position after falling of[sic] the course between "Airship Fortress" and "Bowser’s Castle" while gliding.

Ver. 1.1.2

An update was released on June 25, 2025. The following changes were made:

General
  • Adjusted courses selected in “Random” when selecting next course in a wireless “VS Race.”
Fixed Issues
  • Made readjustments to fix an issue where rate fluctuations were sometimes displayed incorrectly in “Online Play” and “Knockout Tour.”
  • Fixed an issue where you sometimes can’t recover quickly after falling off the course in "Dino Dino Jungle".
  • Fixed an issue where you continually hit the wall near the finish line of “Boo Cinema” when transformed into Bullet Bill.
Note
  • The Random option in wireless, LAN, and online VS Races now also selects courses that can be picked as options, including ones with routes.

Ver. 1.2.0

An update was released on July 29, 2025. The following changes were made:

General
  • In the “VS Race” of “Single Player”, added “No COM” to the COM rules.
  • In the “VS Race” of “Single Player” and “Multiplayer”, added “Mushrooms only” to the item rules.
  • You can now choose “View Replay” after downloading ghost data in “Time Trials”.
  • You can now choose whom to watch when spectating in “Knockout Tour” and “Balloon Battle” in “Online Play”, “Wireless Play”, and “LAN Play”.
  • You can now see the waiting time until the next race or battle starts in “Online Play”, “Wireless Play”, and “LAN Play”.
  • When using CameraPlay in “Multiplayer” and “Online Play”, the game will now remember the camera cursor position and size until the player closes the game.
    • If you change the number of people playing, the cursor position and size will return to their original settings.
  • On the “Free Roam” map, when you gather all of the P Switches, ? Panels, and Peach Medallions, the colors of the various numbers will now change.
  • Made COM weaker in everything other than “Battle”.
  • Made homing of Boomerang weaker.
  • Decreased the probability of getting a Triple Dash Mushroom in the low position, whenever the item rules in a race are anything other than “Frantic”.
  • Changed it so order of getting ? Block is higher than in the past, whenever the item rules in a race are anything other than “Frantic”.
  • Made it so there is a wheel spinning animation if the player presses the A button (acceleration) too early when starting a race while driving.
    • Player will not lose speed even when spinning wheels.
  • Increased the frequency of lap-type courses appearing in the selection when choosing the next course in “VS Race” and wireless races.
Fixed Issues
  • Fixed an issue where the rate fluctuations were sometimes displayed incorrectly in wireless races.
  • Fixed an issue where the vehicle would stay floating in air when jumping off a half pipe.
  • Fixed an issue where, when a player crashes while gliding and uses Bullet Bill, they go out of the course.
  • Fixed an issue where, if a player quits a Rewind in the location where they were wall riding, the driver’s posture would not return to what it was before.
  • Fixed an issue where the item that was displayed in the item slot would turn into something else when using it.
  • Fixed an issue where in “Online Play”, the player would not dash even when getting on a Dash Panel.
  • Fixed an issue where the points in a team race in “Wireless Play” would display incorrectly.
  • Fixed an issue where sometimes controls were inoperable on the menu screen after the player was retired in “Balloon Battle” in “Wireless Play”.
  • Fixed an issue where a Peach Medallion would sometimes disappear when doing Rewind in “Free Roam”.
  • Fixed an issue where sometimes controls were inoperable when the player pointed the cursor at their own character or course and pressed A on the “Free Roam” map.
  • Fixed an issue where sometimes controls were inoperable when the player quit a mission in “Free Roam” right before entering a pipe.
  • Fixed an issue where the player would slip through some drift ice around “Sky-High Sundae”.
  • Fixed an issue where the player would get caught on the outside of a handrail on the left and right sides right after the start of “Airship Fortress”.
  • Fixed an issue where the player would get caught on the fence and not be able to move forward in “Bowser's Castle”.
  • Fixed an issue where, when the player used a Bullet Bill in “Bowser's Castle”, they would not be able to glide and fell into the abyss.
  • Fixed an issue where the player would go out of the course when using a Mega Mushroom on the last turn of “Whistlestop Summit”.
  • Fixed an issue where the player could not get out of the location where they fell from a railroad when “Smart Steering” is on in “Whistlestop Summit”.
  • Fixed an issue where the player would slip through the ground at a ramp near the goal at “Choco Mountain”.
  • Fixed an issue where the player would get caught on a block when using a Bullet Bill on the road that enters “Choco Mountain”.
  • Fixed an issue where the player would get caught on a plank of wood laid on the road when throwing a green shell on the road between “DK Spaceport” and “Whistlestop Summit”.
  • Fixed an issue where the last place would be sometimes incorrect in the wireless races of “Dino Dino Jungle”.
  • Fixed an issue where the player would get caught on the back of a leaf when using a Bullet Bill in “Acorn Heights”.
  • Fixed an issue where the player would not be able to slip through a vase that is placed on the road in “Shy Guy Bazaar”, when using a Boo.
  • Fixed an issue where the player would slip through the ceiling in “Dry Bones Burnout”.
  • Fixed an issue where the player would sometimes hit a fence when throwing a red shell on the first turn in “Moo Moo Meadows”.
  • Fixed an issue where one part of the effects that take place for the bridge transforming when heading toward “Rainbow Road” did not display.
  • Fixed an issue where the player would slip through the ground on the road between ”Starview Peak” and “Sky-High Sundae”.
  • Fixed an issue where some of the item boxes would not have appeared in “Wario Shipyard”.
  • Fixed an issue where the player would slip through the bottom of a rock near the goal of ”Wario Shipyard”.
  • Fixed an issue where the player would go out of the course when using a Mega Mushroom on a turn inside “Wario Stadium”.
  • Fixed an issue where the player gets caught on a tree in the middle of a shortcut if they have “Smart Steering” on when heading from “Starview Peak” to “Dandelion Depths” in “Ice Rally” of “Knockout Tour”.
  • Several other issues have been addressed to improve the gameplay experience.
Unlisted changes
  • The speed boost given when landing on the ground now happens immediately with higher acceleration.[49]
  • The item probability for the ? Block has been changed so it is now possible for 1st place to hold a ? Block and Coin at the same time. This update makes 1st place no longer guaranteed to get at least one defensive item with Normal item rules when the maximum item slots are filled (outside of online rooms with high lag), like Mario Kart 8 for the Wii U, and unlike Mario Kart 8 Deluxe, Mario Kart Tour (when using three item slots), and Mario Kart World before version 1.2.0.[50]

Ver. 1.2.1

An update was released on August 18, 2025 to fix a bug.

Fixed Issues
  • Fixed an issue where, if the player chose “Race against Ghost” or “View Replay” right after downloading ghost data in “View Rankings” in “Time Trials,” a ghost that was different from the one that was downloaded would play.

Differences from previous Mario Kart games

Gameplay

  • Races now consist of 24 racers compared to the eight or 12 from previous games.
  • In races where the player travels along a route, including Knockout Tour, racers will automatically begin moving before the starting countdown, though Rocket Starts can still be performed.
  • Getting hit by a car or train at certain angles causes the player to become unbalanced as opposed to spinning out.
  • Rather than using hang-gliders like in games since Mario Kart 7, vehicles now use retractable wings to glide.
  • Several changes made in Mario Kart 8 have been reverted back:
    • Lakitu has mostly been reverted to his pre–Mario Kart 8 behavior, where instead of immediately picking up a racer who falls off of a course, the screen will briefly fade to black before fading back in to him dropping the racer. However, Lakitu does appear briefly before the screen fades.
    • Players can once again receive a speed boost when being dropped off by Lakitu by pressing the drive button before hitting the ground when Lakitu drops them.
    • Falling off the course causes the player to lose their items.
  • If a racer falls off a course in the middle of a gliding section, Lakitu will place them back in the air so they continue gliding rather than bringing them to the nearest road.
  • Lakitu now picks up a racer if they have been facing backward for 5 seconds.
  • Vehicles no longer drive underwater, and instead continue along the surface of the water.
  • The traction stat is no longer visible on the vehicle selection screen.
  • Unlike in Mario Kart 8 Deluxe, the Mini-Turbo boost charge thresholds when drifting are once again identical across all character and vehicle combinations, like they were in Mario Kart Wii, Mario Kart 7 and the Wii U version of Mario Kart 8.
  • The functionally distinct sport bike vehicle class that existed in Mario Kart Wii and Mario Kart 8 / Mario Kart 8 Deluxe has been removed entirely. All bikes, regardless of their appearance or the rider's posture when riding them, are essentially considered to be standard bikes, with the same drifting mechanics as all other vehicle types in the game.
  • The amount of coins a player can hold now caps off at 20, compared to the previous 10.
  • Jump Boosting has been made more versatile:
    • It can now be performed multiple times in the air.
    • It can be performed at any time while gliding; tricking to the left or right will cause the racer to do a barrel roll.
    • It is now possible to trick off of other racers or obstacles by landing on top of them.
  • Racers can now charge up a Charge Jump, allowing them to gain additional height, perform tricks, and gain speed boosts.
  • Goombas now charge towards racers when noticing them (similar to the 3D Super Mario games), rather than simply walking in place or in a left-to-right pattern.
  • Explosions on the surface of water will create waves, which characters can trick off of.
  • The 200cc engine class, the Mii, and amiibo support from Mario Kart 8 are no longer available.
  • When playing with teams in VS Race, the player is able to attack their own teammates with items, and the item balance is unchanged compared to playing without teams.
  • The Koopalings, first debuting as playable characters in Mario Kart 8, are absent.

Controls

  • The   button on the dual Joy-Con and Pro Controller and the   button on the single Joy-Con opens the map in Free Roam instead of accelerating.
  • The   stick moves the camera instead of accelerating and reversing when tilting up and down respectively.
  •   on the dual Joy-Con directional buttons and Pro Controller D-pad is used to Rewind.
  •   and   on the dual Joy-Con directional buttons and Pro Controller D-pad for steering is no longer available.
  • The   button on the dual Joy-Con and Pro Controller opens Photo Mode instead of pausing.
  • Unlike Mario Kart 8 Deluxe, the Toy-Con Motorbike, Car, Pedal, and Key are no longer available as control options, as the Nintendo Switch 2 and its Joy-Con are incompatible with Nintendo Labo.

Courses

  • Cups in Grand Prix are now based more on their region within the game's world map rather than following an overall difficulty progression across the game.
  • Unlike games since Mario Kart DS, no race or battle courses from Mario Kart: Super Circuit return.

Game Modes

  • By default, a Grand Prix now involves the first track of the cup being played with the multiple laps before subsequent races involve two-section routes leading into a full lap of a track for the final section.
  • In Time Trials, the game can be paused before the race starts.
  • VS Race and Battle mode options have several changes from Mario Kart 8 Deluxe:
    • Teams can be set to No, Two, Three, or Four Teams instead of just No Teams or two teams with Team Game.
    • Items can only be set to Normal, Frantic, or (as of version 1.2.0) Mushrooms Only. Custom Items, Shells Only, Bananas Only, Bob-ombs Only, No Items, and No Items or Coins in VS Race and Skilled Items in Battle mode are no longer available.
    • COM Difficulty can be set to No COM in single player VS Race (as of version 1.2.0).
    • Setting COM Vehicles (between All Vehicles, Karts Only, or Bikes Only) is no longer available.
    • The "Choose" option in Course Selection has been renamed to "Open".
    • "In Order" is no longer available as a Course Selection option in VS Race and Battle mode.
    • VS Race's Race Count can be set to 3 and 5 Races like the original Mario Kart 8, along with 4, 6, 8, 12, 16, and 32 Races still available. 24 and 48 Races are no longer available.
    • Battle mode's Round Time is always 3 Minutes. Setting the Round Time from 1-5 Minutes is no longer available.
    • Battle mode's Round Count can be set to 3, 4, and 6 Rounds, along with 5 and 8 Rounds still available. 10, 15, 20, and 25 Rounds are no longer available.
  • There is no longer a play stats menu.

Items

  • Mega Mushroom:
    • Racers under the effect of the Mega Mushroom item no longer shrink back to normal size when hit by Lightning.
    • After using a Mega Mushroom, the item slot shows the remaining time to be under the effect. As a result, the Mega Mushroom will count as being in use, so the player cannot use their other item nor receive another item if they already had two items, unlike in previous games where using the Mega Mushroom would remove it from the player's inventory immediately.
    • Like in Mario Kart Tour, the Mega Mushroom's theme from New Super Mario Bros. does not play while the item is in effect.
  • Feather:
    • The Feather is now available in races, rather than being exclusive to Battle Mode.
    • Using the Feather item now allows racers to jump much higher and perform tricks after using it.
    • Feathers can now be dropped on the ground.
    • The player does not gain a speed boost upon landing after using a Feather unless they perform a trick after using it.
  • Super Horn:
    • The Super Horn sound effect is identical across all characters, rather than being character-specific.
    • The Super Horn now stays in the item slot until it is fully used up.
  • Star:
    • Stars can be found bouncing along the ground, as they do in the 2D Super Mario games, in Free Roam. If a Star is dropped during a race, it will remain stationary, however.
    • A sound effect now plays indicating that the Star's effect is about to run out, similar to the mainline Super Mario games.
  • Lightning:
    • The Lightning now only shocks players ahead of the user, rather than all opponents.
    • The Lightning now causes most players to be shrunk for the same amount of time, with racers in higher positions sequentially returning to their original size, similar to how it affected players prior to Mario Kart DS.
    • The Lightning stuns players for longer when it first strikes, with each character having a unique animation for being struck.
    • Being under the effects of a Lightning does not cause the music to distort, similar to games prior to Mario Kart DS.
  • Spiny Shell:
    • The Spiny Shell now launches racers into the air at a higher angle, similar to its effect from Mario Kart: Double Dash!! to Mario Kart Wii.
    • Throwing the Spiny Shell has a slightly longer animation than throwing other items.
  • Bullet Bill:
    • The Bullet Bill no longer causes players that it hits to spin out, instead causing them to get bumped out of the way and become unbalanced.
    • The Bullet Bill travels slower than before.
  • Boo:
    • The Boo item now applies a dithered transparency effect onto the user rather than turning them invisible, which is also applied to their held item resulting in them being invulnerable.
    • When using the Boo item, the user can now drive through off-road without slowing down, reverting to its behavior in Mario Kart DS.
    • When the Boo item steals from the player, the Boo will hold the stolen item before leaving. When stealing the triple items, he will only hold one of the items.
    • When the Boo is in effect, the music and sound effects will be muffled.
  • Fire Flower:
  • Boomerang Flower:
    • The Boomerang Flower now has a time limit when using it and does not leave the item slot until it is fully used up, similar to the Fire Flower. This allows for it to be used up to four times, compared to the previous three in Mario Kart 8.
  • Items now float on the surface of water, rather than sinking.
  • Moving the camera with the right stick will aim items in that direction, with a full range of 360 degrees.
  • Due to 1st place being able to hold a ? Block and Coin at the same time (as of version 1.2.0), 1st place is no longer guaranteed to get at least one defensive item with Normal item rules when the maximum item slots are filled (outside of online rooms with high lag), like Mario Kart 8 for the Wii U, and unlike Mario Kart 8 Deluxe and Mario Kart Tour (when using three item slots).

Aesthetic

  • Opening cinematics before races in the Grand Prix mode now show all of the courses at once before the first race, rather than each track individually at the start of each race.
  • The color of the sparks when charging an Ultra Mini-Turbo has been changed from purple to rainbow, similar to Mario Kart Arcade GP DX.
  • Racers assume a horrified expression when they are about to be hit by a Spiny Shell.
  • Racers now brace themselves when tumbling, though they will still flail when spinning out.
  • The drivers of car obstacles are now visible.
  • The right stick can freely rotate characters and vehicles in the character and vehicle selection menu. Rotating in the vehicle selection menu will stop its automatic rotation.
  • The right stick can rotate cup trophies in the opposite direction of their automatic rotation.
  • Rather than being character-specific like in Mario Kart 8 / Mario Kart 8 Deluxe, vehicle horns are now vehicle-specific.
  • Vehicles' horns cannot be used after a race ends.
  • Vehicles briefly swerve left and right after spinning out.
  • A sound effect does not play when the player changes placement, similar to games prior to Mario Kart Wii.
  • Similar to Mario Kart Tour, a graphic appears on screen indicating that the player has either hit an opponent or has been hit during Battle mode.

Music

  • The sped-up version of a course's theme during the final lap is only used when playing the course without routes in either Grand Prix or VS Race. In Knockout Tour, the sped-up version is also used for the final race.
  • Frontrunning beats do not play when the player is in first.
  • When approaching a course from a route, a simple transitional version of its theme can be heard before the main theme starts playing upon crossing the finish line.

Staff

Main article: List of Mario Kart World staff

Mario Kart World is primarily developed by Nintendo EPD, with Kosuke Yabuki, Kenta Sato, Masaki Ishikawa, Shintaro Jikumaru, and Atsuko Asahi all returning from their respective roles from ARMS, another game led by the same team. In addition to Bandai Namco Studios returning to contribute to development, Monolith Soft and 1-Up Studio were also involved in the game's development. This game features neither Shigeru Miyamoto nor series creator Hideki Konno in lead development roles; only Konno receives a Special Thanks credit in the game.

This is the first Super Mario game to feature Courtney Lin as the voices of Peach and Baby Peach, Laila Berzins and Paul Castro Jr. as the playable and non-playable Toads respectively,[51] and Laura Stahl as Toadette, following Nintendo's decision to recast their longtime voice actress, Samantha Kelly. It is also the first game where Kōji Takeda replaces Takashi Nagasako as the voice of Donkey Kong, reprising his role from the Japanese dub of The Super Mario Bros. Movie, as well as the first game in the Mario Kart series to feature Kevin Afghani, Giselle Fernandez, and Dawn M. Bennett as the voices of their respective characters.

Development

"Mario Kart 9" redirects here. For the ninth Mario Kart game released by Nintendo, excluding re-releases, see Mario Kart Tour.
 
Promotional concept art for Mario and the Standard Kart

Prototyping for Mario Kart World started in March 2017, with official work on the game beginning at the end of the year following the release of ARMS, another game created by the same development team. The game was originally being developed for the Nintendo Switch,[1] but it was moved to the Nintendo Switch 2 around 2020 following the conception of the Mario Kart 8 Deluxe – Booster Course Pass.[52] Mario Kart World is the first Super Mario game since Super Paper Mario to be known to have been pushed back to a successor console.

According to developers, had the game only introduced new courses and no new gimmicks, it would have likely been called Mario Kart 9; however, the open world gameplay was decided from the beginning, with the name Mario Kart World already chosen very early in development.[1]

 
A sketch of Cow driving a truck, which the producers enjoyed

The decision to include Cow as a playable character originated from a sketch done by one of the artists, featuring Cow driving a blue truck. The producers were so amused by the image that Cow was soon added as a playable character, which the developers named one of the "NPC drivers". Other obstacles soon became "NPC drivers" following Cow's addition, such as Pokey.[39]

The decision to increase the racer count to 24 came from one of the developers thinking that 12-player races would feel empty once the racers became spread out.[1]

Glitches

Stuck Bomber Bill

 
The shrunken Bomber Bill on the left side of the road, shortly before disappearing

If a Banzai Bill Cannon carried by a pickup truck shoots a Bomber Bill inside of a Knockout Tour checkpoint, the Bomber Bill will briefly become stuck inside the checkpoint before disappearing. In this state, the Bomber Bill remains shrunken down as if it were still inside the cannon.[53]

Out-of-bounds shortcut

In online races on Whistlestop Summit and Dandelion Depths, players can abuse the fact that Lakitu will not pick up their COM-controlled character immediately after leaving a room.[54] On Whistlestop Summit, if a player jumps off to the right on the yellow rail after the long bridge and leaves the race before getting picked up by Lakitu, he will not pick up the COM-controlled character that races in place of the player, causing it to skip to the path below. On Dandelion Depths, if a player jumps off to the left of the road in the spiral turn and leaves the race before getting picked up by Lakitu, he will also not pick up the COM-controlled character that races in place of the player, causing it to skip to the end of the course's water section. If the glitch is done on the final lap, it will cause them a near guaranteed win unless first place is too close to the place where they end up after the shortcut. This is only useful in online lobbies during the last race due to the player's score resetting when they rejoin.

Reception

Mario Kart World received generally positive reviews. The departure from the traditional formula was praised, but certain aspects were considered shortcomings of the result of that direction.

Reviews
Reviewer, publication Score Comment
Scott Duwe, Destructoid 9/10 "Mario Kart World is the latest and potentially greatest in the long-running arcade racer franchise, brought to the next level with the Nintendo Switch 2's hardware and an expansive roster of racers, tracks, and endless fun to be had. ."
Steve Watts, GameSpot 9/10 "Mario Kart World is a massive, sprawling sequel that playfully expands and iterates on the qualities that made Mario Kart 8 Deluxe such an enduring success. It's an incredibly fun and rewarding kart racing experience that's easy to understand, with enough mechanical nuance to reward veteran kart racers, all presented beautifully as a Switch 2 showpiece."
Logan Plant, IGN 8/10 "Mario Kart World may not make the most convincing case that going open-world was the boost the series needed, but excellent multiplayer racing, incredible polish, and the thrilling new Knockout Tour mode still more than live up to its legacy."
Aggregators
Compiler Score
Metacritic 86

Sales

As of June 30th, 2025, the game had sold 5.63 million units worldwide.[55] This meant the game had a 96% attach rate with sales of the Nintendo Switch 2 in the console's first month of availability.

Gallery

For this subject's image gallery, see Gallery:Mario Kart World.

References to other media

Note: This list does not include arrangements from routes and Free Roam.

Game & Watch
  • The space station in Rainbow Road has "GW-80" painted on it, referencing the system's release year of 1980.
 
View of DK Spaceport in the Mushroom Cup's opening reel, showing its resemblance to 25m
Donkey Kong (arcade)
  • DK Spaceport is directly based on this game:
    • The course's structure is based on 25m, being mainly comprised of an ascending sequence of zigzagging girders held by blue ladder-like support beams, with Robo DK standing in for Donkey Kong.
    • Obstacles include giant rolling barrels and oil drums (based on their design from this game) with nearby Fire Snakes in place of Fireballs. Stacks of these barrels can also be found at the top of the course corresponding to the location where Donkey Kong would take his barrels from in 25m.
    • The course's decorations reference Donkey Kong iconography, including warning posters depicting the sprites of fireballs, oil drums, and barrels; a poster based on the "How high can you get?" screen; pixelated paintings of Donkey Kong's face on ramps; and stylized neon illustrations of oil drums, upright and rolling barrels, hammers, Fires, Pauline's Parasol and Bag, and the 300 points for collecting them. The illustrations of Fires are either orange and yellow or cyan and magenta, which are the colors they originally appeared in.
    • The room past the finish line features arcade-inspired elements such as a "high score" message above the exit archway and a circuit board incorporated into the ceiling.
    • The course's music primarily consists of variations of "Round 1 BGM", with the "Round Start BGM" and "Game Start" jingles being incorporated as brass licks. Rather than a final lap variation, this track instead features an arrangement of "Hammer BGM". "Round 1 BGM" is also incorporated into the music played during DK Spaceport's pre-race, and the coda used in Knockout Tour uses the "Round 1 and 2 Clear" jingle.
    • The sound effect played when a racer is bounced by a Donkey Kong-branded trampoline is based on the one heard when accruing points in this game, like when jumping over barrels.
  • Completing the mission "Remember the classic DONKEY KONG!" awards a sticker depicting Donkey Kong's sprite. Completing the mission "Race to get ahead of the explosives!" awards a sticker depicting a Fireball's sprite. Stickers depicting Donkey Kong grinning and frowning are awarded for driving three hundred twenty kilometers and gliding for forty kilometers respectively. Stickers depicting the oil drum's sprite and the neon illustrations of the hammer and Pauline's Parasol from DK Spaceport can be awarded.
Donkey Kong (Game & Watch)
  • The starting banner in DK Spaceport is based on the Donkey Kong Game & Watch unit, and directional pad iconography is seen throughout the course and on Robo DK's back.
Mario Bros.
  • The game's logo appears as an advertisement, and a neon sign of the logo and two pipes on either side of it appears at the last turn of Mario Bros. Circuit.
  • Various Warp Pipe-inspired object and structures take design elements from the red handwheel-bearing enemy-spawning pipes from this game, such as the exhaust pipes on cargo trucks and the bridge near Toad's Factory.
  • The Hyper Pipe incorporates various elements originating from this game including Warp Pipes, a POW Block, and a red handwheel, like those attached to the enemy-spawning pipes, in addition to having the game's logo printed on its exhaust pipe.
Family Computer
  • The Rally Bike has a design inspired by the pulse line design of Family Computer cartridges, including text reading "RLB-01" reminiscent of the product codes on each cartridge.
  • Mario and Luigi's Mechanic outfits each includes a cap with text that reads "Famicom."
Donkey Kong (Famicom / NES)
  • Completing the mission "Trick off vehicles on the way to the spaceport!" awards a sticker depicting Donkey Kong's sprite after having fallen in this port.
Super Mario Bros.
  • Pipe Cannons take the appearance of Warp Pipe-junctions, similar to the ones entered to access underground levels in this game.
  • Generic trampolines take the red and yellow coloration of trampolines from this game.
Super Mario Bros.: The Lost Levels
Yume Kōjō: Doki Doki Panic / Super Mario Bros. 2
  • Masks can be found being sold at a hidden stand at Shy Guy Bazaar including those belonging to Shy Guys, Snifits, and Phantos (using their Super Mario Bros. 2 design).
  • Vector illustrations of Phantos (using their Super Mario Bros. 2 design) and their keys can be seen on sun shades at Shy Guy Bazaar.
  • One of the stickers unlocked by activating a ? Panel at Shy Guy Bazaar is based on the turnip sprite.
Famicom Grand Prix II: 3D Hot Rally
  • The Tiny Titan, based on the Monster from this game, returns.
  • The redesigned logo for the Mario Motors sponsor is based on the logo of this game.
  • Mario and Luigi's Pro Racer outfits, along with their Mechanic outfits, are based on promotional artwork from this game.
Super Mario Bros. 3
  • One of the new sponsors is named after and has a logo featuring a Hot Foot.
Game Boy
  • The starting banner of Mario Circuit resembles the original 1989 Game Boy model; the Mario Kart logo is shown on a dot matrix display in pixelated monochrome green, a red power light is present to the left of the screen, and the "Mario Circuit" logo is in the bottom left corner, written in navy blue resembling the Game Boy's logo. Below the starting banner, two outlets resembling the Super Nintendo Entertainment System's controller ports are also visible.
Super Mario Land
  • Batadon and Tokotoko reappear, and the former is the base of a sponsor, "Batadon Aero Parts".
  • Shy Guy Bazaar includes multiple references to this game, including Daisy's emblem on the palace in Shy Guy Bazaar, golden statues resembling Gao, a Superball Flower statue on top of a fountain, and tapestry with a Tokotoko pattern on it.
  • The pattern of the pants of Daisy's Oasis outfit is reminiscent of the pattern of her dress in this game's official artwork.
Super Mario World
  • The Mario Kart World logo colors the letters of the word "World" with the same colors as the Super Mario World logo, with the exception of the "D" being cyan instead of green.
  • Super Koopas, Passin' Chucks, Splittin' Chucks, and Clappin' Chucks reappear.
  • Dino Rhinos appear on the packaging of chocolate bars, referencing their Chocolate Island habitat.
  • One of Dolphin's trick animations is based on the animations of vertically-jumping Dolphins in this game.
  • The "Prove yourself in a SPECIAL test of skill #!" missions reference the Special Zone. This is strengthened by their Japanese name「マリオカートスタッフもビックリ!」("Mario Kart's Staff is Just as Surprised!"), which references the Japanese name for Way Cool and Awesome「マリオスタッフもビックリ コース」("Mario's Staff is Just as Surprised Course").
 
Koopa Beach 1's "tribute" appearance in the game
Super Mario Kart
Donkey Kong Country / Donkey Kong Country series
  • Cannons, which launch racers like Barrel Cannons, appear. They are particularly common around DK Spaceport. Like in this series, they are sometimes found floating in groups, allowing racers to jump between them.
Super Mario RPG: Legend of the Seven Stars
  • Yoshi's Biker outfit sports a spiked red collar similar to the one Boshi wears.
Super Mario 64
  • A clip in the Mario Kart World Direct of Penguin falling off the track references how players can drop Baby Penguins off the cliff in Cool, Cool Mountain.
  • Mirror Mode can be accessed in Free Roam by driving into the stained-glass portrait of Peach atop her castle in Peach Stadium, which creates a ripple effect like the paintings in this game.
  • Boos use their laughter from this game when they return with stolen items.
  • Bowser's laughter from this game can faintly be heard as racers approach Bowser's Castle.
Mario Kart 64
  • Choco Mountain and Wario Stadium return as race courses, and Big Donut returns as a battle course.
  • Explosions and the Super Horn cause stylized onomatopoeias to appear in a similar fashion to this game.
  • Part of the first place results theme's melody can only be heard after it has looped for five minutes and 43 seconds, in reference to a bug that would cause the "Results (1st − 4th Place)" theme to loop improperly.
Super Mario Sunshine
  • The water jets that replace the kart's wheels when driving on water bear a striking resemblance to F.L.U.D.D.
  • Mario wears the Shine Sprite shirt and sunglasses originating from this game in his Sightseeing outfit.
WarioWare, Inc.: Mega Microgame$! / WarioWare series
  • The denim jacket Wario wears for his Biker outfit resembles the one he wears for his biker outfit in this game and the rest of the WarioWare series.
  • The sponsor Wario Games is a reference to Wario's game company.
Mario Kart: Double Dash!!
  • Peach Beach and Dino Dino Jungle return as courses.
  • The Luigi Tires sponsor returns in this game.
  • Characters hold onto their kart when gliding at high speeds in a similar manner to this game.
  • The cables of suspension bridges can be used to Rail Ride, in reference to the drivable bridge arches of Mushroom Bridge.
Mario Party 6
Super Mario 64 DS
WarioWare: Touched!
  • The Wario Games sponsor uses the mustache creatures seen on the title screen of this game. The yellow background references the color used in the Japanese and Chinese versions of this game.
Mario Kart DS
New Super Mario Bros. series
WarioWare: Smooth Moves
  • The Wario Motors sponsor graphic resembles the graphic of Wario's face used on this game's box art and title screen.
Super Paper Mario / Paper Mario series
  • The heads of Frost Piranhas are light blue with white spots, as in this series. They also possess green stems, most-closely resembling their design in Super Paper Mario.
Mario Party 8
Super Mario Galaxy
Super Smash Bros. Brawl / Super Smash Bros. series
Mario Kart Wii
  • Dash Panels feature a yellow-orange-fuchsia gradient which are the colors they typically alternate between in this game.
  • Moo Moo Meadows and Toad's Factory return as courses.
  • A sign in Moo Moo Meadows states the farm was established in 2008, a reference to this game's launch date.
  • The Dolphin Dasher and Tiny Titan return as vehicles.
  • An exclamation point appears above Cataquacks when they are alerted to passing karts, like in this game.
  • Racers are taken to Rainbow Road through a Launch Star-esque cannon, which is taken from this game's Rainbow Road.
  • An arrangement of this game's spectating music plays approximately two minutes and seven seconds into Knockout Tour's online spectating music.
Mario Super Sluggers
New Super Mario Bros. Wii
  • One of the idle animations of the Boos is based on one of the idle animations of the Boo Buddies in this game.
Super Mario Galaxy 2
Donkey Kong Country Returns
  • A pixelated Rocket Barrel appears in a mural at DK Spaceport depicting the history of the DK Boosters sponsor. It also appears on a sticker unlocked by activating a DK Spaceport ? Panel.
  • Completing the mission "Check out the secret back-road barrel shortcut!" awards a sticker depicting a vector illustration of a Rocket Barrel.
Mario Kart 7
Mario Party 9
New Super Mario Bros. 2
Paper Mario: Sticker Star
New Super Mario Bros. U
Game & Wario
  • Wario's Pirate outfit greatly resembles Captain Wario. While in the outfit, Wario wields a near-identical sword (with the only difference being handle color) during one of his trick animations.
New Super Luigi U
  • On the select screen, Nabbit makes short hops like he does after finishing a level in this game.
Super Mario 3D World
Mario Kart 8 / Mario Kart 8 Deluxe
  • Several sponsors return from this game.
  • Course select icons generally feature prominent track elements superimposed over images of the courses they belong to, like in this game.
  • Trick-able, surfboard-bearing vehicles return.
  • Sky-High Sundae returns as a course.
  • Rainbow Road features a space station like this game's Rainbow Road. It also features a flying train that follows racers much like N64 Rainbow Road.
  • Karts can illuminate the road ahead of them using headlamps, like in this game.
  • The main menu, item information, and trophy presentation screens appear very similar to how they do in this game.
  • Many of this game's lobby messages return.
  • The online play's random course icon's design is based on the one it had in this game.
  • The Biddybuggy returns as a kart.
  • Smart Steering returns.
  • Some of the rings found near water are based on the rings found on Dolphin Shoals.
  • Starview Peak features a segment of road split between a green left path and a yellow right path, similar to Ice Ice Outpost.
  • The design of the crown is inspired by its design in Mario Kart 8 Deluxe.
  • Several Knockout Tour rally icons are based on cup icons from the Booster Course Pass.
  • An arrangement of this game's spectating music plays approximately 57 seconds into Knockout Tour's online spectating music.
Captain Toad: Treasure Tracker
  • The new "Treasure Tracker!" sponsor is named after this game.
  • Toadette holds up a Super Pickax in one of her trick animations in her Explorer outfit.
Mario Party 10
Super Mario Odyssey
  • A picture mode similar to this game's Snapshot Mode appears.
  • Several of Mario's and Peach's outfits originate from this game or are based on their designs from this game.
  • The Moon Rally and the Heart Rally have icons featuring a yellow Power Moon and the Life-Up Heart, respectively.
  • The dance Mario does in the character selection screen is similar to the one he makes when listening to music from the Boombox; additionally, Pauline's dance in the character selection screen is similar to the one she makes while performing.
  • The designs of cactuses and binoculars in this game resemble their designs in Super Mario Odyssey.
  • Large flowers appear, resembling Hat Trampolines.
  • The above-ground portion of Dandelion Depths takes inspiration from the design of the Wooded Kingdom, featuring vermillion metal structures being overtaken by foliage.
  • Toad and Toadette's Explorer outfits contain the same hats that the Toad Brigade wear in this game, albeit with added headlights.
  • The Runner outfit for Koopa Troopa is based on an early design for the Roving Racers from this game.
Super Mario Maker 2
Dr. Mario World
  • Baby Rosalina's standard pacifier color is cyan instead of yellow, her shoes are turquoise instead of blue, and her crown is angled the opposite side from before; these traits were first seen on Dr. Baby Rosalina.
Mario Kart Tour
  • The Grand Prix starting fanfare is based on the one used in this game.
  • Sky-High Sundae returns as a course.
  • The Hammer and Ice Flower return as items, while the ? Block item functions similarly to the Coin Box.
  • Items are generally held behind the player, like in this game.
  • Various outfits return from this game.
  • Pickup trucks with Piranha Plants return.
Super Mario Bros. Wonder
  • One of the stickers unlocked by completing a P Switch mission is based on a Wonder Flower; the same artwork can also be seen on a surfboard.
Princess Peach: Showtime!
  • The princess seams on the bodice of Princess Peach's dress are kept from this game, and also applied to Daisy's design.

References in other media

Mario Kart Tour
  • The 2025 rerun of the Sunshine Tour included an event celebrating the release of Mario Kart World, which introduced Mario and Luigi's mechanic outfits as separate variants and Mario Kart World's version of the Tiny Titan as a kart.

Names in other languages

Language Name Meaning Notes
Japanese マリオカート ワールド[3]
Mario Kāto Wārudo
Mario Kart World
Chinese (simplified) 马力欧卡丁车世界[56]
Mǎlì'ōu Kǎdīngchē Shìjiè
Mario Kart World
Chinese (traditional) 瑪利歐賽車世界[5]
Mǎlì'ōu Sàichē Shìjiè
Mario Kart World
Korean 마리오 카트 월드[4]
Mario Kateu Woldeu
Mario Kart World

References

  1. ^ a b c d Ask the Developer Vol. 18, Mario Kart World — Part 1. Nintendo. Retrieved May 21, 2025.
  2. ^ Mario Kart World - Nintendo Switch 2. Nintendo (Australian English). Retrieved June 1, 2025.
  3. ^ a b c d e f マリオカート ワールド | Nintendo Switch 2 | 任天堂. nintendo.com (Japanese). Retrieved April 2, 2025.
  4. ^ a b c d e Official Korean website
  5. ^ a b c 瑪利歐賽車世界 | Nintendo Switch 2 | 任天堂. nintendo.com (Chinese (Hong Kong)). Retrieved April 2, 2025.
  6. ^ NINTENDO SWITCH 2 LAUNCHES JUNE 5TH, BRINGING NEW FORMS OF GAME COMMUNICATION TO LIFE. Nintendo Saudi Arabia (English). Retrieved June 1, 2025.
  7. ^ Nintendo Israel (April 8, 2025). Photo of the Nintendo Switch 2 and Mario Kart World's release date. Facebook. Retrieved June 1, 2025.
  8. ^ Mario Kart World | Nintendo Switch 2 games | Games. Nintendo ZA (English). Retrieved June 1, 2025.
  9. ^ a b European website
  10. ^ Nintendo of America (April 2, 2025). Mario Kart World – Nintendo Direct | Nintendo Switch 2. YouTube. Retrieved April 2, 2025.
  11. ^ Mario Kart World | Nintendo Switch 2 | Nintendo. Nintendo Philippines (English). Retrieved June 1, 2025.
  12. ^ Mario Kart World | Nintendo Switch 2 | Nintendo. Nintendo Singapore (English). Retrieved June 1, 2025.
  13. ^ Mario Kart World | Nintendo Switch 2 | Nintendo. Nintendo (Thai). Retrieved June 1, 2025.
  14. ^ Nintendo Switch 2. Nintendo Malaysia (English). Retrieved June 1, 2025.
  15. ^ a b Taiwanese website
  16. ^ English language website
  17. ^ German website
  18. ^ Brazilian website
  19. ^ Mexican website
  20. ^ Nintendo Saudi Facebook page
  21. ^ Australian Nintendo Switch 2 website
  22. ^ Official Nintendo South Africa web store
  23. ^ Nintendo of America (April 3, 2025). Mario Kart World – Grand Prix Gameplay – Nintendo Treehouse: Live | Nintendo Switch 2. YouTube. Retrieved April 6, 2025.
  24. ^ Nintendo of America (April 4, 2025). Mario Kart World – Knockout Tour & GameChat Gameplay – Nintendo Treehouse: Live | Nintendo Switch 2. YouTube. Retrieved April 6, 2025.
  25. ^ a b Nintendo of America (April 17, 2025). Mario Kart World Direct 4.17.2025. YouTube (English). Retrieved April 17, 2025.
  26. ^ "Nintendo Japan sent a “Thank you for playing” email to Japanese players confirming how to unlock Mirror Mode in Mario Kart World!
    - Play all 8 Grand Prix at 150cc
    - Play all 8 Knockout Tours at 150cc
    Free Roam:
    - Clear 10 P-Switch Missions
    - Find 10 ? Panels
    - Find 10 Peach Medals
    - Then clear the “Special Cup”Grand Prix at 150cc
    " – Genki. https://x.com/Genki_JPN/status/1933563020627882150. Twitter (English). Retrieved June 14, 2025. (Archived 14 Jun 2025 05:50:51 UTC via archive.today.)
  27. ^ a b https://www.nintendo.com/nl-nl/Games/Nintendo-Switch-2-games/Mario-Kart-World-2790000.html
  28. ^ a b https://www.nintendo.com/fr-fr/Jeux/Jeux-Nintendo-Switch-2/Mario-Kart-World-2790000.html
  29. ^ a b https://www.nintendo.com/fr-ca/gaming-systems/switch-2/featured-games/mario-kart-world/
  30. ^ a b https://www.nintendo.com/de-de/Spiele/Nintendo-Switch-2-Spiele/Mario-Kart-World-2790000.html
  31. ^ a b https://www.nintendo.com/it-it/Giochi/Giochi-per-Nintendo-Switch-2/Mario-Kart-World-2790000.html?srsltid=AfmBOorXtsZGL8eBm7ILFkOvVHKDI2S-CKcfXWjyRPCqM20iGTGqjmW5
  32. ^ a b https://www.nintendo.com/pt-pt/Jogos/Jogos-para-a-Nintendo-Switch-2/Mario-Kart-World-2790000.html
  33. ^ a b https://www.nintendo.com/pt-br/gaming-systems/switch-2/featured-games/mario-kart-world/
  34. ^ From the game. Retrieved June 5th, 2025.
  35. ^ a b https://www.nintendo.com/es-cl/gaming-systems/switch-2/featured-games/mario-kart-world/
  36. ^ a b https://www.nintendo.com/es-es/Juegos/Juegos-de-Nintendo-Switch-2/Mario-Kart-World-2790000.html?srsltid=AfmBOooa9V_Ek_wfP9aUriow6fp1lob5eBXEJkJU8HbcPVHH8xoh58bC
  37. ^ 瑪利歐賽車世界|下載版軟體|任天堂. Nintendo (Chinese (Hong Kong)). Retrieved June 4, 2025.
  38. ^ From the game. Retrieved June 5th, 2025.
  39. ^ a b Ask the Developer Vol. 18, Mario Kart World — Part 3. Nintendo. Retrieved May 21, 2025.
  40. ^ "It appears that only for characters in the lightest class and the heaviest class, certain machines receive adjustments of Speed -0.2 and Handling +0.2. The target machines are Funky Dorrie, Stellar Sled, and karts in the same class as Rally Kart." – theta_k. https://x.com/_theta_kappa/status/1930885525470417078. Twitter (English). Retrieved June 8, 2025. (Archived 8 Jun 2025 04:32:28 UTC via archive.is.)
  41. ^ In-game mission "Evade the armadillos on your way to the goal"
  42. ^ In-game mission "Brave the buffalo stampedes from both sides!"
  43. ^ In-game mission "Mind the giraffes as you rocket toward blue coins!"
  44. ^ In-game mission "Maneuver through the leisurely moose herd!"
  45. ^ In-game mission "Endure a storm of acorns!
  46. ^ In-game mission "Ride geysers and shoot through rings to the goal!"
  47. ^ マリオカート ワールド : アイテム&テクニック. Nintendo (Japanese). Retrieved April 23, 2025.
  48. ^ https://en-americas-support.nintendo.com/app/answers/detail/a_id/68580/~/how-to-update-mario-kart-world
  49. ^ @TechnicalMK49 (July 29, 2025). Ver. 1.2.0. X. Retrieved July 30, 2025.
  50. ^ TWD98 (July 30, 2025). The New Mario Kart World Update is Hilarious. YouTube. Retrieved August 12, 2025.
  51. ^ https://www.instagram.com/p/DMapqWZRnPS/?igsh=NTc4MTIwNjQ2YQ==
  52. ^ Ask the Developer Vol. 18: Mario Kart World — Part 2. Nintendo. Retrieved May 21, 2025.
  53. ^ Sirloin (June 4, 2025). Mario Kart World - All Knockout-Tours 150 ccm [Full Walkthrough (Nintendo Switch 2) [4K]]. YouTube (English). Retrieved June 5, 2025.[timestamp needed]
  54. ^ Shortcat (July 15, 2025). NEW GAME-BREAKING GLITCH SHORTCUTS IN MARIO KART WORLD. YouTube. Retrieved August 14, 2025.
  55. ^ Nintendo (August 1, 2025) [1]. Top Selling Title Sales Units, Nintendo Co., Ltd. Retrieved August 1, 2025.
  56. ^ Nintendo HK (June 9, 2025). 《马力欧卡丁车世界》Direct. Bilibili (Simplified Chinese). Retrieved July 21, 2025.

External links