Mario Kart World
- This article is about the Nintendo Switch 2 game. For the digital soundtrack album on the Nintendo Music app, see Mario Kart World (Nintendo Music).
| Mario Kart World | |||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
American box art For alternate 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 | |||||||||||||||||||||||||
| Languages | English (United States) English (United Kingdom) Japanese Chinese (Simplified) Chinese (Traditional) Dutch French (Canada) French (Europe) German Italian Korean Polish[A] Portuguese (Brazil) Portuguese (Europe) Russian Spanish (Latin America) Spanish (Europe) Thai[B] | ||||||||||||||||||||||||
| Genre | Racing | ||||||||||||||||||||||||
| Ratings |
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| Modes | Single player Multiplayer (2–4 players) Local Wireless Play (2–16 players) Online Play (2–24 players) LAN Play (2–24 players) | ||||||||||||||||||||||||
| Format | |||||||||||||||||||||||||
| Input | |||||||||||||||||||||||||
- “A world of racing awaits”
- —Game tagline
Mario Kart World is a racing game in the Mario Kart series, first released 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 and the first new Mario Kart title since 2020's Mario Kart Live: Home Circuit. It is also the first Mario Kart game to be a launch title for its console.
Mario Kart World distinguishes itself from previous games by introducing an open world where all of its courses are located. Players can either explore the game's world in Free Roam, or participate in Grand Prix and Knockout Tours on its courses, which are now connected by routes. 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 new playable character additions to the Mario Kart series to date. The art style of the game's characters has changed to further resemble the illustrations of artist Shigehisa Nakaue (the franchise's primary 2D illustrator since 2007), 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.[32][33] A dedicated Nintendo Direct for the game titled the "Mario Kart World Direct" broadcast on April 17, 2025 at 1:00 p.m. UTC / 6:00 a.m. PT / 9:00 a.m. ET.[34]
Mario Kart World is one of the first two Nintendo-published games to be localized in Polish (the other being Donkey Kong Bananza), with support added in Ver. 1.5.0 on January 21, 2026.[35][36]
Gameplay
New features
Races now have 24 racers, doubling from the twelve seen in Mario Kart Wii, Mario Kart 8, and Mario Kart 8 Deluxe, tripling from the eight seen in the other entries, and quadrupling the six from the arcade series. 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 can now 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 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 and Time Trials.
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 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) | ||
|---|---|---|
| Joy-Con 2 / Nintendo Switch 2 Pro Controller | Joy-Con 2 (horizontal) | |
| 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 courses 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 7, Mario Kart 8, and Mario Kart 8 Deluxe, 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,[37] Mirror Mode is unlocked by:
- Playing the first seven cups in Grand Prix on 150cc (Nintendo's email erroneously states that all eight cups must be played in Grand Prix before replaying the Special Cup)
- Playing the first 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 on 150cc 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 travels into the stained glass on the castle in Peach Stadium. After a flash of light, the design on the stained glass is mirrored; Mario notices that the "L" on Luigi's cap is mirrored as well, and the two 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 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 through 12th place are not considered losing places. Below is a chart of the point spread in Mario Kart World:
| Game | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | 11th | 12th | 13th | 14th | 15th | 16th | 17th | 18th | 19th | 20th | 21st | 22nd | 23rd | 24th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Mario Kart World | 15[a] | 12[b] | 10[b] | 9[b] | 9[b] | 8[b] | 8[b] | 7[b] | 7[b] | 6[c] | 6[c] | 6[c] | 5[c] | 5[c] | 5[c] | 4[c] | 4[c] | 4[c] | 3 | 3 | 3 | 2 | 2 | 1 |
| a. Signifies victory results (great clapping, character(s) cheering), unique finish music, and the best after-race music. b. 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). c. Signifies mediocre results (minimal character reactions) and music. No note 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 courses and routes 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 rallies having six checkpoints 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, 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 | Note(s) | Ref. |
|---|---|---|---|---|
| Japanese | サバイバル Sabaibaru | Survival | [3] | |
| Chinese (Simplified) | 生存赛 Shēngcún Sài (Mandarin) Sāngchyùhn Choi (Cantonese) | Survival Match | [38] | |
| Chinese (Traditional) | 生存賽 Shēngcún Sài (Mandarin) Sāngchyùhn Choi (Cantonese) | [5] | ||
| Dutch | Knock-outrally | Knockout Rally | [39] | |
| French (Canada) | Survie | Survival | [15] | |
| French (Europe) | [40] | |||
| German | K.-o.-Tour | K.O. Tour | [8] | |
| Italian | Sopravvivenza | Survival | [41] | |
| Korean | 서바이벌 Seobaibeol | Survival | [4] | |
| Polish | Nokaut | Knockout | [42] | |
| Portuguese (Brazil) | Eliminatória | Elimination | [12] | |
| Portuguese (Europe) | [43] | |||
| Russian | Марафон на выбывание Marafon na vybyvaniye | Elimination marathon | [44] | |
| Spanish (Latin America) | Supervivencia | Survival | [16] | |
| Spanish (Europe) | [45] | |||
| Thai | แพ้คัดออก Pɛ́ɛ Kát'ɔ̀ɔk | Single Elimination | [42] |
Free Roam
Free Roam is an open-world mode where one or multiple players can freely explore a large interconnected map containing the game's courses, both on- and off-road. The map has been described as a continent[46][47] and Kosuke Yabuki, the game's producer, stated that, if he had to name the setting, it would be called "Mario Kart World".[46] When going off-road, the player can drive at a faster speed compared to driving off-road during regular races. Item Boxes still appear in Free Roam, but only contain a small set of items: Dash Mushrooms, Triple Dash Mushrooms, Golden Dash Mushrooms, Feathers and Super Stars. Time in Free Roam moves according to a dynamic 24 minutes day-night cycle separated into four distinct periods: 14 minutes of daytime, 2 minutes of sunset, 6 minutes of nighttime and 2 minutes of sunrise.[48]
CPU drivers are found driving in various locations of the world. All 24 main drivers (e.g. Mario, Luigi or Toad) appear in the game's map, and when selected, allows the player to play as them. Other drivers also appear racing in courses around the world. Along with drivers, various vehicles appear throughout Free Roam. Traffic normally confined to roads in routes and Crown City can now appear driving inside courses themselves. Seaplanes, helicopters and Ride helis fly over the world, occasionally landing or dropping Item Boxes from above.
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; the main characters drive around locations indicated by the map, and three random NPC characters can be found driving around the race courses. CPUs also appear as challengers in certain P Switch missions.
Once Mirror Mode is unlocked, the player can drive through the stained glass on either the front or back of the castle in Peach Stadium to mirror the entire world map in Free Roam.
Names in other languages
| Language | Name | Meaning | Note(s) | Ref. |
|---|---|---|---|---|
| Japanese | フリーラン Furīran | Free Run | [3] | |
| Chinese (Simplified) | 自由行驶 Zìyóu Xíngshǐ (Mandarin) Jihyàuh Hàahngsái (Cantonese) | Free Drive | [38] | |
| Chinese (Traditional) | 自由行駛 Zìyóu Xíngshǐ (Mandarin) Jihyàuh Hàahngsái (Cantonese) | [49] | ||
| Dutch | Rondrijden | Driving Around | [39] | |
| French (Canada) | Balade | Stroll | [15] | |
| French (Europe) | [40] | |||
| German | Freies Fahren | Free Drive | [8] | |
| Italian | Corsa libera | Free run | [41] | |
| Korean | 프리 런 Peuri Reon | Free Run | [4] | |
| Polish | Swobodna jazda | Free drive | [42] | |
| Portuguese (Brazil) | Modo livre | Free mode | [12] | |
| Portuguese (Europe) | [43] | |||
| Russian | Свободная езда Svobodnaya ezda | Free riding | [50] | |
| Spanish (Latin America) | Paseo libre | Free drive | [16] | |
| Spanish (Europe) | Modo libre | Free mode | [45] | |
| Thai | ขับสํารวจโลก Kàp Sǎmrùuat Lôok | Drive and Explore the World | [42] |
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★". Lap/section splits on the results screen were added in version 1.8.0, like in previous Mario Kart games.
VS Race
VS Race allows up to four players to play together locally and sixteen players to play wirelessly 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. The version 1.4.0 update reintroduced "Custom Items" from Mario Kart 8 Deluxe, allowing players to manually select which items appear, though unlike last time, items cannot be set for specific teams in team races.
- 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 "No COM" 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 similarly 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 that does not connect to the previous course 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. If the previously played course was Rainbow Road (which does not connect to any other course), the options will instead be courses that connect from Peach Stadium.
- "Random" has racers playing on a random course, which will also randomly choose whether it is played with laps or routes. In the latter case, it will be a course that connects to the previously played course.
- 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, Knockout Tour, and Time Trials, such as reverse layouts, combined layouts, or completely new layouts.
Battle
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Battle modes return with three battle modes to choose from: Balloon Battle, Coin Runners, and Bob-omb Blast as of version 1.6.0. 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. Additionally, when using "Custom Items" (aside from Bob-omb Blast, where it is disabled), turning off every item causes the Mushroom to automatically turn on, while turning off every item except for the Blooper and/or Dash Food causes the Green Shell to automatically turn on. 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 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. Unlike Mario Kart 8, 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 get last place and 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 to its previous appearances, where the objective is to collect the most coins when the 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.
Bob-omb Blast
Added in the version 1.6.0 update, Bob-omb Blast is similar to its iteration from Mario Kart 8 Deluxe, where it functions as a variant of Balloon Battle with Bob-ombs as the only item. Players can hold up to ten Bob-ombs, and the distance they are thrown is dependent on how long they hold the item button, where they instantly explode upon touching the ground. In the last minute of a round, the Item Boxes slowly start being replaced by Double Item Boxes, allowing for more Bob-ombs to be obtained at a time. Unlike other balloon-related Battle modes in Mario Kart 8 Deluxe and Mario Kart World, players start with six balloons instead of five. Otherwise, the mode follows the same rules as this game's Balloon Battle.
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: 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 (unnamed in-game but referred to as Versus Rating by Nintendo,[51] like in prior titles since Mario Kart Wii) for each mode, starting with 3000 and gaining or losing points depending on 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 engine class in accordance with the score of players in the lobby.
- In Knockout Tour, a random rally in a engine class in accordance with the score of players in the lobby is chosen and played.
- In Battle, the player can select from one of three battle courses, after which a course, along with the battle mode type, is selected at random.
Friends
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, players can determine how long they will wait on the Free Roam map between races/battles through the "intermission" setting, with the options being 10 seconds, one minute, or five minutes. Course selection in VS Race will initially appear as 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.
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. This is also the first game to feature Donkey Kong's 2025 redesign outside of profile icons.
Twenty-six drivers in this game are part of a sub-category of drivers referred to as "NPC drivers"[52] 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
- Cow*
* - Originally unlockable, 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 / Abduct using the ride UFO 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
Karts and bikes return in Mario Kart World, the latter following their absence in Mario Kart Tour. Specifically, standard bikes return while sport bikes do not. Kart customization as seen in Mario Kart 7 and Mario Kart 8 does not return. New to the game are two vehicle types: trikes[Japanese], distinguished by their three-wheel configuration, and mobiles[Japanese], distinguished by their skis and treads.[53]:26
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 21 karts, 11 bikes, six trikes, and two mobiles, allowing for a total of 6,120 character-vehicle combinations. Vehicles returning from previous installments are marked with their corresponding game in parentheses.
11 vehicles (six karts, four bikes, and one trike) are available from the start, while the rest, labeled in bold, must be unlocked.
Karts
- B Dasher
(Mario Kart DS) - Bumble V
(Mario Kart 7) - Cloud 9
(Mario Kart 7) - Pipe Frame
(Super Mario Kart)
Bikes
- Dolphin Dasher
(Mario Kart Wii)
Trikes
Mobiles
CPU combinations
All characters in the game, including character outfits, can be used by CPUs. Each of these characters has 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.
Drivers' and vehicles' statistics
There are four stats listed in each character and vehicle: Speed, Acceleration, Weight and Handling. Each stat is made up of a bar graph with four sections. Each section is made up of five points, for a total of 20 points per stat. So, unlike Mario Kart 7, Mario Kart 8, and Mario Kart 8 Deluxe, 1 statistical point equals a 0.2 bar section in-game instead of a 0.25 section. According to the Mario Kart World Perfect Guide by Kadokawa, the Speed and Handling stats are further subdivided in three categories: paved roads, off-road (which are roads made of dirt or other rough material) and over water.[53] When displayed as a bar graph, the three categories are averaged out and then rounded to the nearest whole number. Additionally, every driver and vehicle has a hidden Mini-Turbo statistic.[53]
Drivers provide the baseline values in each stat, ranging from 0 to 15 points. Vehicles then modify these values, ranging from -6 to +6 points, to provide the final stats. The statistics below are listed in points.
| Drivers' statistics[53] | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Driver | Weight class | Speed | Acceleration | Mini-turbo | Weight | Handling | Vehicle size | ||||
| Paved roads | Off-road | On water | Paved roads | Off-road | On water | ||||||
| Baby Peach • Baby Daisy • Para-Biddybud • Swoop | Lightweight | 7 | 7 | 7 | 14 | 12 | 6 | 13 | 13 | 13 | Small |
| Baby Mario • Goomba • Spike | Lightweight | 8 | 7 | 7 | 13 | 11 | 7 | 14 | 12 | 12 | Small |
| Baby Luigi • Dry Bones • Peepa | Lightweight | 7 | 8 | 7 | 13 | 11 | 7 | 12 | 14 | 12 | Small |
| Baby Rosalina • Sidestepper • Fish Bone | Lightweight | 7 | 7 | 8 | 13 | 11 | 7 | 12 | 12 | 14 | Small |
| Toadette • Nabbit | Lightweight | 9 | 8 | 8 | 12 | 11 | 8 | 13 | 11 | 11 | Small |
| Toad • Shy Guy • Stingby | Lightweight | 8 | 9 | 8 | 12 | 11 | 8 | 11 | 13 | 11 | Small |
| Koopa Troopa • Lakitu • Cheep Cheep | Lightweight | 8 | 8 | 9 | 12 | 11 | 8 | 11 | 11 | 13 | Small |
| Peach • Daisy • Coin Coffer | Middleweight | 10 | 9 | 9 | 11 | 10 | 9 | 12 | 10 | 10 | Medium |
| Yoshi • Monty Mole | Middleweight | 9 | 10 | 9 | 11 | 10 | 9 | 10 | 12 | 10 | Medium |
| Bowser Jr. • Dolphin | Middleweight | 9 | 9 | 10 | 11 | 10 | 9 | 10 | 10 | 12 | Medium |
| Mario • Rocky Wrench | Middleweight | 11 | 10 | 10 | 10 | 9 | 10 | 11 | 9 | 9 | Medium |
| Luigi • Hammer Bro • Pokey | Middleweight | 10 | 11 | 10 | 10 | 9 | 10 | 9 | 11 | 9 | Medium |
| Birdo • Penguin | Middleweight | 10 | 10 | 11 | 10 | 9 | 10 | 9 | 9 | 11 | Medium |
| Pauline • Piranha Plant • Snowman | Heavyweight | 12 | 11 | 11 | 9 | 8 | 11 | 10 | 8 | 8 | Large |
| King Boo • Conkdor | Heavyweight | 11 | 12 | 11 | 9 | 8 | 11 | 8 | 10 | 8 | Large |
| Rosalina • Cataquack | Heavyweight | 11 | 11 | 12 | 9 | 8 | 11 | 8 | 8 | 10 | Large |
| Wario • Wiggler | Heavyweight | 13 | 12 | 12 | 8 | 8 | 12 | 9 | 7 | 7 | Large |
| Donkey Kong • Cow • Chargin' Chuck | Heavyweight | 12 | 13 | 12 | 8 | 8 | 12 | 7 | 9 | 7 | Large |
| Waluigi • Pianta | Heavyweight | 12 | 12 | 13 | 8 | 8 | 12 | 7 | 7 | 9 | Large |
| Bowser | Heavyweight | 13 | 13 | 13 | 7 | 8 | 13 | 7 | 7 | 7 | Large |
| Vehicles' statistics[53] | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Vehicle | Vehicle type | Speed | Acceleration | Mini-turbo | Weight | Handling | ||||
| Paved roads | Off-road | On water | Paved roads | Off-road | On water | |||||
| Standard Bike • Cute Scoot • Tune Thumper | Bike | -4 | -4 | -4 | +5 | +5 | -3 | +2 | +2 | +2 |
| Rally Bike • Hyper Pipe | Bike | -5 | 0 | -5 | +4 | +4 | -3 | +1 | +5 | +1 |
| Fin Twin • Dolphin Dasher | Bike | -5 | -5 | 0 | +4 | +4 | -3 | +1 | +1 | +5 |
| Pipe Frame | Kart | -3 | -3 | -3 | +4 | +4 | -2 | +1 | +1 | +1 |
| Mach Rocket • R.O.B. H.O.G. | Bike | +1 | -4 | -4 | +3 | +3 | -3 | +5 | +1 | +1 |
| Biddybuggy | Kart | -4 | +1 | -4 | +3 | +3 | -2 | 0 | +4 | 0 |
| Baby Blooper | Kart | +2 | -3 | -3 | +2 | +2 | -2 | +4 | 0 | 0 |
| Loco Moto | Bike | -1 | -1 | -1 | +2 | +2 | -2 | +1 | +1 | +1 |
| Blastronaut III | Trike | 0 | 0 | 0 | +2 | +2 | 0 | -2 | -2 | -2 |
| Standard Kart • Plushbuggy | Kart | 0 | 0 | 0 | +1 | +1 | -1 | 0 | 0 | 0 |
| Funky Dorrie | Trike | -1 | -1 | +3 | +1 | +1 | +1 | -4 | -4 | +1 |
| Hot Rod • Roadster Royale • B Dasher • Bumble V | Kart | +3 | -1 | -1 | 0 | 0 | 0 | +3 | -2 | -2 |
| Rally Kart • Zoom Buggy | Kart | -1 | +3 | -1 | 0 | 0 | 0 | -2 | +3 | -2 |
| Ribbit Revster • Carpet Flyer • Cloud 9 | Kart | -1 | -1 | +3 | 0 | 0 | 0 | -2 | -2 | +3 |
| Dread Sled | Mobile | -2 | +4 | 0 | -1 | -1 | 0 | -2 | +4 | -1 |
| W-Twin Chopper | Bike | +2 | +2 | +2 | -1 | -1 | -1 | 0 | 0 | 0 |
| Junkyard Hog | Trike | +3 | +3 | +3 | -1 | -1 | +1 | -3 | -3 | -3 |
| Rallygator | Trike | +4 | +1 | +1 | -1 | -1 | +3 | 0 | -6 | -6 |
| Reel Racer | Kart | +3 | +3 | +3 | -2 | -2 | 0 | -1 | -1 | -1 |
| Big Horn • Billdozer | Kart | +4 | +1 | +1 | -2 | -2 | +2 | +2 | -4 | -4 |
| Lobster Roller | Trike | +2 | +2 | +5 | -2 | -2 | +3 | -6 | -6 | 0 |
| Chargin' Truck • Bowser Bruiser • Tiny Titan • Li'l Dumpy | Kart | +2 | +5 | +2 | -3 | -3 | +2 | -4 | +2 | -4 |
| Mecha Trike | Trike | +2 | +2 | +5 | -3 | -3 | +2 | -4 | -4 | +2 |
| Stellar Sled | Mobile | +1 | +3 | +6 | -4 | -4 | +2 | -4 | -3 | +3 |
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.[54][34]
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 course
| Item | Description |
|---|---|
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 (new) |
Piles of coins that can be found exclusively in Free Roam that provide a large amount of coins at once. |
Blue coin (new) |
Appears in certain areas upon pressing a P Switch. |
Dash Food (new) |
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) |
New coin collectables imprinted with a portrait of Peach, resembling Princess Coins. |
Items received from Item Boxes
| Item | Description |
|---|---|
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 |
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. |
Dash Mushroom |
Provides the player's kart with a small speed boost. |
Triple Dash Mushrooms |
Orbits the player's kart, providing them with three separate speed boosts. |
Golden Dash 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 three times, hitting racers forward/backward and returning to its user before the final use. |
Super Star |
Provides the player with invincibility from all terrain and items, and also gives 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. |
Coin Shell (new) |
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 (new) |
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 (new) |
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 or NPC ahead of all the racers in front of the player who used it, as well as turning them into that enemy or NPC temporarily. |
Dash Food (new) |
Various food items obtained from the smiling bags that give the player a speed boost and may change the character's outfit. |
Courses
As of version 1.8.0, Mario Kart World currently has 40 total courses, 16 of which are new, while 24 return from previous entries. On the selection screen, only the 30 main courses that were available at launch have icons on the map, consisting of all of the new tracks and 14 of the returning tracks; the remaining 10 returning courses are considered sub-courses of a few of the main tracks. The 30 main courses are all connected via 202 routes. 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. Counting the routes, main tracks, sub-tracks, and 12 Knockout Tour rallies together, there are currently 256 playable courses in the game; counting the 4 upcoming rallies, there are set to be at least 260 playable courses.
The 24 returning courses consist of one course from the Mario Kart 8 Deluxe – Booster Course Pass, two courses each from Mario Kart 64, Mario Kart: Double Dash!!, Mario Kart Wii, and Mario Kart 7, three courses from Mario Kart DS, and twelve from Super Mario Kart. The returning courses from Super Mario Kart are special cases, as ten of them are the aforementioned sub-courses, and one of the remaining two, Mario Circuit, is a combined version of three different courses from that game, along the three becoming individually playable as sub-courses after 1.8.0. No courses from Mario Kart: Super Circuit, Mario Kart 8, or Mario Kart Tour return, a series first in the former game's case. Wario Stadium and Toad's Factory return for the first time, while the rest had already returned at least once. Most of the returning courses in this game have been revamped significantly compared to remakes from previous games, including their own previous remakes. Unlike previous games, all returning courses use the modern Mario Kart logo for their finish lines, regardless of what game they originated from. Prefixes denoting the game of origin are removed for all of the returning courses except for the sub-courses.
Two new courses, Crown City and Peach Stadium, are used twice in Grand Prix with different layouts, while Crown City also has a third layout in the nearby water if approached from Peach Stadium (except in the Ice Rally), as well as Moo Moo Meadows, or Choco Mountain. When played without routes, Crown City combines all three of its layouts (albeit with significant alterations to its Shell Cup and third layouts), while Peach Stadium exclusively uses its Special Cup layout. Certain routes may cause Peach Stadium's Shell Cup layout to be mirrored. Like Crown City, Shy Guy Bazaar has an additional layout 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.
Peach Beach returns as a lap-section hybrid course, with lap 1 taking place through the original layout, 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 (except for Desert Hills and Moo Moo Meadows in the case of their routes from Mario Bros. Circuit and Peach Stadium respectively). 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.
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 returning 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 completely 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 returning 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 on 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.
Sub-courses
- Main section: Course (Mario Kart series) § Mission courses
In addition to 178 of the 202 routes, ten race courses are not raced on during Grand Prix mode. These courses are all returning courses from Super Mario Kart. At launch, seven of them appeared in the open world and could be raced on via P Switch missions, while the three Mario Circuits were playable individually by approaching Mario Circuit on a route from specific courses. In version 1.8.0, these courses were added as traditional race courses exclusive to VS Race, Time Trials, Online Play, or Wireless Play. They are selected as sub-courses of Mario Circuit, Sky-High Sundae (Vanilla Lake 1), Choco Mountain (Choco Island 1 and 2), Koopa Troopa Beach (Koopa Beach 1), or Boo Cinema (Ghost Valley 1, 2, and 3). Unlike other returning courses in this game, these courses retain their prefixes, original names, 5-Lap count, and music from Super Mario Kart, and Item Boxes are replaced by ? Panels while racing on them.
| Sub-courses | ||||
|---|---|---|---|---|
SNES Mario Circuit 1 (Mario Circuit) |
SNES Mario Circuit 2 (Mario Circuit) |
SNES Mario Circuit 3 (Mario Circuit) |
SNES Ghost Valley 1 (Boo Cinema) |
SNES Ghost Valley 2 (Boo Cinema) |
SNES Ghost Valley 3 (Boo Cinema) |
SNES Choco Island 1 (Choco Mountain) |
SNES Choco Island 2 (Choco Mountain) |
SNES Koopa Beach 1 (Koopa Troopa Beach) |
SNES Vanilla Lake 1 (Sky-High Sundae) |
Knockout Tour
As of version 1.8.0, Knockout Tour contains twelve rallies; eight of them were available at launch, while four were added for free via updates. Four more are planned to be released in the future, for a total of sixteen rallies.
The icons for each of the rallies correspond to a cup in Grand Prix in order, such as the Ice Rally and the Boomerang 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, Heart, and Drill Rallies, the icons for the other rallies were previously used as cup icons in the Mario Kart 8 Deluxe – Booster Course Pass. Of the main courses available, Moo Moo Meadows and Cheep Cheep Falls are visited the most frequently (five times each), while Rainbow Road is the only course not to be visited at all.
Battle courses
Mario Kart World features eight battle courses, four of which are derived from race tracks and another two of which share names with race tracks while taking place off the main track. 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 (Battle) 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 race counterparts.
| Battle courses | |||
|---|---|---|---|
Mario Bros. Circuit |
Moo Moo Meadows (Mario Kart 8) |
Peach Stadium |
Salty Salty Speedway |
Chain Chomp Desert |
Dino Dino Jungle |
Big Donut (Mario Kart 64) |
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 |
| SNES Vanilla Lake 1 | Nin★Clara | 1:37.130 | Toad | Pipe Frame |
| SNES Choco Island 1 | Nin★Skip | 1:46.005 | Yoshi | Pipe Frame |
| SNES Choco Island 2 | Nin★Skip | 2:31.342 | Donkey Kong | Pipe Frame |
| SNES Koopa Beach 1 | Nin★Hiromi | 1:27.967 | Koopa Troopa | Pipe Frame |
| SNES Ghost Valley 1 | Nin★Jeff | 2:07.404 | Luigi | Pipe Frame |
| SNES Ghost Valley 2 | Nin★Jeff | 2:06.827 | Mario | Pipe Frame |
| SNES Ghost Valley 3 | Nin★Jeff | 2:45.170 | Peach | Pipe Frame |
| SNES Mario Circuit 1 | Nin★Elena | 1:28.161 | Mario | Pipe Frame |
| SNES Mario Circuit 2 | Nin★Elena | 2:06.869 | Peach | Pipe Frame |
| SNES Mario Circuit 3 | Nin★Elena | 2:16.956 | Bowser | Pipe Frame |
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 | Description | Location |
|---|---|---|
Armadillo |
Armadillos that wander about in groups. They ball up and charge at racers as they approach. | Savanna and desert regions; mostly found on routes to Faraway Oasis |
Batadon |
Large, winged moai heads that slowly bounce around an area. | Desert region; mostly found on Desert Hills |
Bob-omb Car |
Mega Bob-ombs that are 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. | On roads |
Bomber Bill |
Large missiles that fly along straight paths and explode when something collides with them. They are shot from Banzai Bill Cannons. | On roads |
Boom Boom |
A large Koopa that stands in place. It 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, sometimes multiple Boom Booms can be found in an area. | Near Bowser's Castle |
Brachiosaurus |
A large brachiosaurid replacing Noshi. Racers driving under it risk getting stomped, but its back acts like a grind rail, aiding racers in reaching high platforms by driving on its back. | Dino Dino Jungle |
Buffalo |
Buffalo that run along the track in herds. | Savanna region, near Faraway Oasis |
Bulber |
Large anglerfish enemies that slowly move in circles at the surface of the water. | Near Wario Shipyard |
Bully |
Large, metallic enemies that walk in circles. They charge at oncoming racers. | Certain roads and castle walls |
Butterfly |
Large butterflies that carry rings. | |
Camel[52] |
Dromedaries that walk across the track in groups. | Desert region |
Cataquack |
Duck-like enemies that walk in circles. They charge at oncoming racers in an attempt to grab and toss them into the air. | Peach Beach |
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 |
Koopa football players that charge back and forth between the sides of the track or at racers as they approach. | Found mostly in Choco Mountain |
Clappin' Chuck |
Variants of Chargin' Chucks that jump horizontally between the sides of the track or jump in place, clapping in midair. | Choco Mountain |
Passin' Chuck |
Variants of Chargin' Chucks that stand past the edge of the track and periodically toss footballs at oncoming racers. | Choco Mountain |
Splittin' Chuck |
Variants of Chargin' Chucks that stand in lines and jump out to charge at racers. | Choco Mountain |
Charvaargh |
Large, magmatic dragons that leap from lava in arcs. | In lava; in Big Donut |
Charvaargh (sand) |
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. | Found on the route between Desert Hills and Shy Guy Bazaar |
Cheep Cheep |
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 as they do in Super Mario Kart and Mario Kart DS. | Cheep Cheep Falls and Koopa Troopa Beach |
Cheep Chomp |
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. | Near Koopa Troopa Beach |
Chill Bully |
Frozen variants of Bullies with identical behavior: walking in circles and charging at oncoming racers. | On routes near Starview Peak |
Coin Coffer |
Coin purse enemies that wander about. They evade oncoming racers. | |
Conkdor |
Bird enemies with long necks that stand at the edge of the track and periodically slam their heads into the ground to attack racers. | Desert region; near Desert Hills |
Cow |
Cows that stay in groups and walk across the track or stay in place and hop occasionally. | Meadow region; mostly in Moo Moo Meadows |
Crocodile |
Large reptilians that bask in the sun. Racers can jump from them to receive a speed boost. | Between Faraway Oasis and Great ? Block Ruins |
Dolphin |
Dolphins that appear in groups and occasionally breach the water's surface. | Oceans; mostly near Koopa Troopa Beach and Wario Shipyard |
Dragoneel |
Long, slender eels that repeatedly leap from the water along a sine-wave-like path. Their dorsal fins can be used similarly to a rail. | Between Peach Beach and Wario Shipyard |
Dry Bones |
Undead variants of Koopa Troopas that rise from the ground as racers approach and walk onto the track. | Near Dry Bones Burnout |
Elephant [conjectural] |
Elephants that walk across the track in groups. Some are ridden by Shy Guys. | Near Faraway Oasis (wild) Near Shy Guy Bazaar and Desert Hills (tamed) |
Fire Snake |
Living chains of fireballs that hop around in an area. Their placement next to Donkey Kong-styled oil drums recalls Fireballs. | DK Spaceport and near Desert Hills |
Fish Bone |
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. | Hot springs near Dry Bones Burnout |
Freezie |
Frozen, stationary enemies. | Snow region |
Fuzzy |
Pulsating, inky enemies that ride along grindrails. | |
Giraffe[55] |
Giraffes that walk across the track. | Savanna region; near Faraway Oasis |
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 |
Variants of Goombas that float motionlessly on the surface of water. They charge at oncoming racers. | Certain rivers |
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 |
Ice Skate-wearing variants of Goombas that travel along the track. | Snow region |
Hammer Bro |
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. | Near Shy Guy Bazaar and Airship Fortress |
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 |
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. | Near Peach Stadium |
Lava Bubble |
Fireballs that periodically jump out of lava. Unlike in previous Mario Kart titles, they now possess eyes as they do in most other appearances. | |
Manta Ramp |
Yellow Manta-like creatures that periodically breach from the surface of water and can be used as ramps. | Near Koopa Troopa Beach |
Monty Mole |
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. | Moo Moo Meadows |
Moose |
Bull moose that walk across the track. | Near Acorn Heights and Boo Cinema |
Nabbit |
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. | Free Roam in various regions |
Ostrich [conjectural] |
Ostriches that run across the track. | Savanna region; near Faraway Oasis |
Para-Biddybud |
Multicolored, low-flying, ladybug-like enemies that slowly cross the track in processions of three or more. | Dandelion Depths and certain routes |
Peepa |
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. | Near Boo Cinema |
Penguin |
Penguins that can be found tobogganing down icy slopes or waddling together in groups. | Snow region near Sky-High Sundae |
Piranha Plant |
Carnivorous plants of which two varieties exist: a variant that lunges at racers to attack, which can appear in pipes and in holes in the ground, and a grounded, passive variant. | |
Bone Piranha Plant |
Pipe-dwelling, undead variants of Piranha Plants with identical behavior: lunging at racers to attack. | Near Dry Bones Burnout |
Fire Piranha Plant |
Pipe-dwelling variants of Piranha Plants that periodically spit fireballs, which bounce along the track until they hit an obstacle. | Desert region |
Frost Piranha |
Pipe-dwelling variants of Piranha Plants that periodically spit Ice Balls, which bounce along the track until they hit an obstacle. | Snow region |
Ptooie |
Legged variants of Piranha Plants that shuffle in place and suspend items and hazards above themselves with jets of air. | Meadow region |
Plesiosaur [conjectural] |
A large plesiosaur-like reptile that replaces one of the bridges in Dino Dino Jungle. Like the brachiosaurus, its back acts like a grindrail. | Dino Dino Jungle |
Pokey |
Tall, segmented cactus enemies that slide between the sides of the track while oscillating. | Desert region |
Snow Pokey |
Tall, segmented, snowman variants of Pokeys that stand in place and oscillate. | Snow region |
Porcupuffer |
Spherical porcupinefish that float motionlessly on the surface of water in groups. | Near Koopa Troopa Beach |
Pterosaurs |
Large, winged reptiles that soar through the air. | Dino Dino Jungle |
Robo DK |
A large, mechanized version of Donkey Kong who gestures angrily at racers and travels ahead of them to toss rolling barrels onto the track. | DK Spaceport |
Rocky Wrench |
Mole-like Koopas that periodically pop out of manhole covers to ambush racers. | Airship Fortress and certain roads |
Shy Guys piloting jet skis |
Shy Guys riding Jet Skis across waterways. | Peach Beach and certain rivers |
Snowboarding Shy Guy |
Shy Guys wearing winter clothing similar to the Slope Styler outfit that ride down snowy slopes on snowboards. | DK Pass |
Flying Shy Guy |
Shy Guys riding magic carpets in the air.[3] | Shy Guy Bazaar |
Sidestepper |
Enemy crabs that scuttle sideways between the sides of the track, bouncing several times before switching directions. | Near Salty Salty Speedway and Peach Beach |
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 |
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. | On water near Acorn Heights and Toad's Factory |
Snake jar |
Jars controlled by snakes that camouflage themselves among other jars and sometimes move around. They now take design elements from Cobrats and Hisstocrat's minions. | Shy Guy Bazaar |
Snowman |
Large, stationary snowmen. | Snow region |
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. | |
Stingby |
Low-flying bee enemies that hover motionlessly. They charge at oncoming racers. | Forest region; near Acorn Heights |
Sumo Bro |
Large, stationary Koopas that stand atop floating blocks. They occasionally pound their feet to send balls of electricity onto the track below them. | Castle wall between Airship Fortress and Dry Bones Burnout |
Super Koopa |
Caped unshelled Koopas that fly above the track while periodically dropping Feathers. | |
Swoop |
Low-flying bat enemies that follow set paths in groups. | Near Boo Cinema |
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. | |
Star Thwomp |
Rainbow variants of Thwomps with identical behavior: periodically shaking before crashing into the ground to squash racers underneath them. | Rainbow Road |
Tokotoko |
Large, sunglasses-wearing moai heads that stand motionlessly. They run along the track as racers approach. | Desert region; mostly found on Desert Hills |
Treaded Grrrol |
Tire-wearing, metallic Grrrols that roll between the sides of the track. | |
T. rex |
Large Tyrannosaurus rexes that run along the track to squash oncoming racers. | Dino Dino Jungle |
Triceratops |
A large ceratopsian that slowly walks along the track. Racers can drive up its face and neck frill like a ramp. | Dino Dino Jungle |
Ty-foo |
Large, floating cloud enemies that periodically blow powerful gusts of wind. | Near Starview Peak and Wario Shipyard |
Whale |
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. | Between Koopa Troopa Beach and Peach Stadium |
Whamp |
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. | Near Dry Bones Burnout and Bowser's Castle |
Wiggler |
Large caterpillar enemies that walk along the track. They may become angered, causing them to turn red and begin charging. | Acorn Heights and routes leading to/from it |
Zebra |
Zebras that run along the track in herds. They are visually similar to the horses in Mario Sports Superstars. | Savanna region; near Faraway Oasis |
Obstacles
| Obstacle | Description | Location |
|---|---|---|
Acorn[56] |
Large acorns that fall out of the treetops and roll down the track. | Acorn Heights |
Anchor |
A large anchor suspended above the track that rocks from side to side like a pendulum. | Wario Shipyard |
Banzai Bill Cannon |
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. | On roads |
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 cannon [conjectural] |
Rocket engine-esque Cannons that dispense rolling barrels periodically in DK Spaceport. | DK Spaceport |
Boulder |
Large, spherical rocks that roll down the track and break when they hit an obstacle. | Choco Mountain |
Bouncy Cloud |
Flat, floating clouds that bounce racers who drive onto them into the air and can be tricked off of, like Mushroom Trampolines. | Great ? Block Ruins |
Giant Bowser cloud [conjectural] |
A cloud of volcanic ash resembling Lava Bowser that shoots Bowser's Flames from its mouth. | Bowser's Castle |
Brick Block |
Blocks that break instantly upon contact without slowing racers down, unlike crates. | |
Bubble |
Floating bubbles that carry various items within them and drop them by popping randomly. | |
Burner |
Flamethrowers hanging off Bolt Lifts that move between the sides of the track and constantly blast racers below with jets of fire. | Airship Fortress |
Capsule [conjectural] |
Giant gashapon capsules that break and release various items when hit. | Toad's Factory |
Cloud Lift |
Elongated, floating clouds that typically carry background characters and enemies but can also be summoned as platforms during missions. | |
Conveyor Belt |
Platforms that either move parallel or horizontally to the direction of the track, periodically flashing before switching directions. Depending on the direction of the Conveyor Belt, racers driving on top of it may receive a speed boost or speed reduction or be pushed off-course. | Toad's Factory |
Crate |
Wooden boxes found on land or floating in water. They break and release various items when hit. | |
Crusher |
Hydraulic presses used to transform Brick Blocks into Item Boxes. They can squash racers that get caught below them as they periodically lower. | Toad's Factory |
Current |
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. | Faraway Oasis; route between Salty Salty Speedway and Dino Dino Jungle |
Dinosaur egg [conjectural] |
Large colored dinosaur eggs that can be knocked around by racers. | Dino Dino Jungle |
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 |
Jets of water that periodically rise from fractures in the ground, which can be tricked off, 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 |
Jars with various designs, which are found in clusters. Green jars occasionally have snake jars concealed among them. | Shy Guy Bazaar |
Lava |
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. | Near Dry Bones Burnout and Bowser's Castle |
Lava Geyser |
Geysers that periodically rise from lava. | Bowser's Castle |
Mud |
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. | Choco Mountain |
Mushroom Trampoline |
Flat mushrooms that bounce racers who drive onto them into the air and can be tricked off of. | Acorn Heights |
Note Block |
Blocks floating close to the ground that bounce racers who drive onto them into the air. | |
Poison swamp |
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. | Near Boo Cinema |
Quicksand [conjectural] |
Enormous, sandy depressions resembling antlion pits that drag racers and other objects toward their central holes. | Chain Chomp Desert |
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. | |
Straw bale [conjectural] |
Large bales of straw that appear alone or in heaps, which can be knocked around by racers. | Meadow region; mostly in Moo Moo Meadows |
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 |
Plants that can be uprooted by driving into them. Occasionally, uprooting a turnip releases a Mushroom. | Central region |
Lava bomb |
Slow-moving Fireballs that emerge from the giant Bowser cloud, raining from the sky. Red cursors, like those seen during the flying battleship Wonder Effect, indicate where they will crash into and break apart on the track. | Bowser's Castle |
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 appear on the surface of water and suck racers towards their centers. |
Vehicles
| Obstacle | Description | Location |
|---|---|---|
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. | |
Forklift |
Forkifts which throw drivers in the air. | Toad's Factory DK Spaceport |
Gondola [conjectural] |
Gondolas manned and ridden by Toads on waterways. | |
Helicopter |
Mario Kart TV-branded helicopters that drop Item Boxes in Free Roam and follow the races during rallies. | |
Item-dispensing car |
Swerving cars that rapidly dispense items and obstacles behind them. | |
Mushroom car |
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 Mario Kart TV-branded aircraft whose wings can be driven on, including when they fly. | |
Train |
Steam locomotives that travel along railroads. Their rear cars are sometimes sloped, allowing racers to drive on top of them. |
Utility objects
| Object | Description | Location |
|---|---|---|
? 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. | |
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. | |
Checkpoint ring [conjectural] |
Rings that give the player more time to complete a timed mission, like the + Clock. | |
Dash Panel |
Panels that provide racers who 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. | |
Item Ring [conjectural] |
Large rainbow-colored rings, similar to the checkpoints in Knockout Tour, that summon large walls of Item Boxes when approached. | At the start of a lap section on routes leading to/from Starview Peak. |
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. | |
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. | |
P Switch |
Switches scattered across the map that each provide a unique mission when pressed. After the mission is complete, it turns gray. | |
Ride boat |
Boats that can be temporarily hijacked for a speed boost on water and to plow through obstacles. | Routes:
|
Ride heli |
Helicopters that can be temporarily hijacked to fly and to plow through obstacles. Racers leave helicopters in their gliding state. Text that is only visible on their rotating blades reads "MARIOKART". | Routes:
|
Ride truck |
Cargo trucks that can be temporarily hijacked for a speed boost on land and to plow through obstacles. | Routes:
|
Ride UFO |
UFOs that can be temporarily hijacked to fly and abduct objects. Racers leave ride UFOs in their gliding state. | Exclusive to Free Roam |
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. | |
Vending machine [Japanese] |
Vending machines that periodically cough up Dash Food bags. | |
Koopa Clown Car |
Flying machines that produce updrafts, like how they function in Mario Kart 7. |
Background characters
- Bald eagles[conjectural]
- Bats, in the background of Boo Cinema
- Boo Crews, in the background of Boo Cinema
- Boohemoth, in the background of Boo Cinema
- Drones resembling Koopa Shells
- Eagles[conjectural]
- Fireflies[conjectural]
- Flies[conjectural]
- Para-Beetles wearing blue shells with propellers instead of wings
- Seagulls, which fly in the air of beachfront courses
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 a 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 227 newly arranged music tracks that can play on the main menu, in Free Roam, or during routes in Grand Prix or VS Race; they consist of 108 arrangements from the Mario Kart series, 102 from the Super Mario series, 10 from the Yoshi series, 2 from Mario Paint, and 1 each from Wario Land: Super Mario Land 3, Donkey Kong Country, Luigi's Mansion, WarioWare, Inc.: Mega Microgame$!, and Flipnote Studio. This selection of music was referred to as the "jukebox" in development.[57] In the Nintendo Music app, they are referred to as "Free Roam tracks" (even those that do not play in Free Roam).
Routes in Grand Prix have three to six dedicated arrangements that usually fit the theme of the source and/or the destination. Routes in VS Race have a completely random list of arrangements that do not necessarily fit the theme of the route, even if one used in Grand Prix is selected; all Grand Prix arrangements play in this mode, plus a few more exclusive ones. Most VS Race arrangements can play in Free Roam (with some featuring longer intros than in VS Race), along with a few calmer and slower-paced arrangements exclusive to that mode. Tracks in Free Roam play in a fixed order, though the point in the order that is used as the start varies; there are different orders for day and night, with different tracks playing between the two (though a few tracks are shared between them). Part of the daytime order is arranged in roughly chronological order of when the games that each track comes from were released. The order progresses to the next track once a track ends or the player teleports with the map or quits Free Roam. The game's main menu uses the same tracks as Free Roam (in addition to "Main Theme", which plays first when the game is opened or when returning to the menu after completing a game in certain modes). If the player enters Free Roam from the main menu, the music continues uninterrupted (though if "Main Theme" is playing, it will end earlier than usual).
The game remembers the last nine tracks that have played, and will skip a track that plays again too soon after it has already played.
Certain arrangements incorporate the melodies of other themes at certain points, such as the "Underground BGM" arrangement from Super Mario Bros. 2 also including part of "Ground BGM", or "Mario Drawing Song" having a nod to "Jump Up, Super Star!" While the arrangements for the returning courses usually stay true to the lengths of the original tracks, the battle course themes follow these arrangements and include solos, except that they loop.
Version 1.4.0 of the game added the music track name and source game of the currently played track to the in-game pause menu. All music tracks that debuted in the Wii U version of Mario Kart 8 are attributed to its enhanced Nintendo Switch port, Mario Kart 8 Deluxe.
The soundtrack for Mario Kart World was added to Nintendo Music on June 1, 2026, including the Free Roam tracks from Super Mario Kart. Additional Free Roam tracks were added on a weekly basis until August 24, 2026.
The following list does not include arrangements of themes for returning race and battle courses present in the game. "Koopa Beach" from Super Mario Kart is the only theme that was arranged for both one of the game's courses and Free Roam. A few themes have different names in the British English version of the game; these names are shown in italics in the list below.
Mario Kart arrangements
| Track | Game | Genre | Location | Sample | Notes | ||
|---|---|---|---|---|---|---|---|
| Grand Prix | VS Race | Free Roam | |||||
| Title Screen (Fusion Ver.) | Super Mario Kart | Jazz fusion | Crown City → Peach Stadium | Any route during nighttime | During the day | ||
| Title Screen (Latin Jazz Ver.) | Latin jazz | N/A | During the day | ||||
| Donut Plains | Latin jazz | Mario Circuit → Peach Stadium | Any route during the day | During the day | |||
| Ghost Valley | Drum and bass | Boo Cinema → Dry Bones Burnout | Routes coming from Boo Cinema during the day | N/A | |||
| Bowser Castle | Metalstep | N/A | Routes coming from Airship Fortress, Wario Shipyard, Dry Bones Burnout and Bowser's Castle during the day | N/A | |||
| Choco Island (Samba Ver.) | Samba-jazz | Choco Mountain → Toad's Factory | Any route during the day | During the day | |||
| Choco Island (Bossa Nova Ver.) | Bossa nova | N/A | During the day | ||||
| Koopa Beach | Bossa nova | N/A | During the day | ||||
| Vanilla Lake | Jazz-funk | N/A | During nighttime | ||||
| Rainbow Road | Funky house | N/A | During nighttime | ||||
| Staff Credits | Latin jazz | N/A | During the day | ||||
| Title Screen | Mario Kart 64 | Jazz fusion | N/A | Any route during the day | During the day | ||
| Moo Moo Farm | Bluegrass | Moo Moo Meadows → Choco Mountain | Any route during the day | During the day | Takes elements from its arrangement in Mario Kart 8 | ||
| Koopa Troopa Beach (Rock Ver.) | Pop-punk | Koopa Troopa Beach → Faraway Oasis | Routes coming from Koopa Troopa Beach, Peach Beach and Salty Salty Speedway during the day | During the day | |||
| Koopa Troopa Beach (Electro Ver.) | Electro | N/A | During nighttime | ||||
| Kalimari Desert | Western swing | Desert Hills → Shy Guy Bazaar | Routes coming from Mario Bros. Circuit, Whistlestop Summit, Desert Hills, Shy Guy Bazaar and Dandelion Depths during the day | During the day | |||
| Toad's Turnpike | Jazz-funk | N/A | Any route during nighttime | During nighttime | |||
| Frappe Snowland (Jazz Fusion Ver.) | Jazz fusion | DK Pass → Starview Peak | Routes coming from DK Pass, Starview Peak and Sky-High Sundae during the day | During the day | |||
| Frappe Snowland (Soul Ver.) | Soul jazz | N/A | During nighttime | ||||
| DK's Jungle Parkway | Samba-jazz | Faraway Oasis → Crown City | Routes coming from Dino Dino Jungle and Acorn Heights during the day | During the day | |||
| Rainbow Road | Electronic rock | N/A | During nighttime | ||||
| Character Select | Electro | N/A | During nighttime | ||||
| Results Screen | Jazz-funk | N/A | During nighttime | ||||
| Peach Circuit | Mario Kart: Super Circuit | Funk | Mario Circuit → Peach Stadium | Any route during the day | During the day | Takes elements from the prototype version of the theme | |
| Shy Guy Beach | Soul jazz | N/A | During the day | ||||
| Riverside Park | Rockabilly | Faraway Oasis → Crown City | Routes coming from Dino Dino Jungle and Acorn Heights during the day | During the day | |||
| Bowser Castle | Progressive metal | N/A | Routes coming from Airship Fortress, Wario Shipyard, Dry Bones Burnout and Bowser's Castle during the day | N/A | |||
| Cheese Land | Jazz fusion | N/A | Any route during the day | During the day | |||
| Ribbon Road | Blues rock | Whistlestop Summit → DK Spaceport | Any route during the day | During the day | Takes elements from its arrangement in Mario Kart 8 | ||
| Yoshi Desert | Oriental metal | Shy Guy Bazaar → Wario Stadium | Routes coming from Desert Hills and Shy Guy Bazaar during the day | During the day | |||
| Rainbow Road | Liquid funk | N/A | Any route during nighttime | N/A | |||
| Luigi Circuit | Mario Kart: Double Dash!! | New jack swing | N/A | During the day | |||
| Baby Park | Happy hardcore / Dubstep | Koopa Troopa Beach → Faraway Oasis | Any route during nighttime | During the day | |||
| Dry Dry Desert | Folk jazz | N/A | During the day | ||||
| Mushroom Bridge | Jazz fusion | N/A | Any route | During the day | |||
| Sherbet Land | Jazz fusion | Starview Peak → Sky-High Sundae | Routes coming from DK Pass, Starview Peak and Sky-High Sundae during the day | During the day | |||
| Bowser's Castle | Industrial metal | Toad's Factory → Bowser's Castle | Routes coming from Airship Fortress, Wario Shipyard, Dry Bones Burnout and Bowser's Castle during the day | N/A | |||
| Rainbow Road | Minneapolis sound | N/A | Any route during nighttime | N/A | |||
| Staff Credits | Soft rock | N/A | During the day | ||||
| Figure-8 Circuit | Mario Kart DS | Jazz-funk | N/A | During the day | |||
| Yoshi Falls | Old-time | N/A | During the day | ||||
| Cheep Cheep Beach | Bossa nova | N/A | During the day | ||||
| Luigi's Mansion | Progressive metal / Metalstep | Boo Cinema → Dry Bones Burnout | Routes coming from Boo Cinema during the day | N/A | Takes elements from its arrangement for GCN Luigi's Mansion in Mario Kart 8 Deluxe | ||
| Delfino Square | Jazz manouche | Salty Salty Speedway → Dino Dino Jungle | Routes coming from Koopa Troopa Beach, Peach Beach and Salty Salty Speedway during the day | During the day | |||
| Waluigi Pinball (Rock Ver.) | Funk rock | Wario Stadium → Airship Fortress | Any route during nighttime | During the day | |||
| Waluigi Pinball (Funk Ver.) | Jazz-funk | N/A | During nighttime | ||||
| Shroom Ridge | Synthwave | N/A | During nighttime | ||||
| Tick-Tock Clock | Avant-garde jazz | N/A | Any route during the day | During the day | |||
| Peach Gardens | Cool jazz | N/A | Any time of day | ||||
| Rainbow Road | Jazz fusion | N/A | Any route during nighttime | N/A | |||
| Staff Credits | Soft rock | N/A | During nighttime | ||||
| Luigi Circuit | Mario Kart Wii | Jazz fusion | N/A | During the day | |||
| Mushroom Gorge | Choro | N/A | Any route during the day | During the day | |||
| Coconut Mall | Dixieland jazz | N/A | Routes coming from Koopa Troopa Beach, Peach Beach and Salty Salty Speedway during the day | During the day | |||
| DK Summit DK's Snowboard Cross |
Blues rock | Starview Peak → Sky-High Sundae | Routes coming from DK Pass, Starview Peak and Sky-High Sundae during the day | During the day | |||
| Wario's Gold Mine | Western swing | N/A | Any route during the day | During the day | |||
| Daisy Circuit (Acoustic Ver.) | Samba / Bossa nova | N/A | During the day | ||||
| Daisy Circuit (Electro Ver.) | Shibuya-kei | Salty Salty Speedway → Dino Dino Jungle | Any route during the day | During the day | |||
| Maple Treeway | Cool jazz | N/A | Any time of day | ||||
| Grumble Volcano | Metalstep | N/A | Routes coming from Desert Hills and Shy Guy Bazaar during the day | During the day | |||
| Dry Dry Ruins | Funk rock | N/A | During the day | Quotes the version that plays inside the course's pyramid | |||
| Moonview Highway | Jazz fusion | Wario Stadium → Airship Fortress | Any route during nighttime | Any time of day | |||
| Rainbow Road | Progressive rock | N/A | Any route during nighttime | N/A | |||
| Staff Credits A | Jazz-funk | N/A | Any time of day | ||||
| Toad Circuit | Mario Kart 7 | Jazz fusion | N/A | Any route during the day | During the day | Based on its arrangement in Mario Kart 8 Deluxe | |
| Daisy Hills | Polka | N/A | Routes coming from Dino Dino Jungle and Acorn Heights during the day | During the day | |||
| Music Park Melody Motorway |
Funk | N/A | During nighttime | ||||
| Rock Rock Mountain Alpine Pass |
Jazz fusion | N/A | Any route during the day | During the day | |||
| Piranha Plant Slide Piranha Plant Pipeway |
Jazz-funk | Choco Mountain → Toad's Factory | Any route | During the day | |||
| DK Jungle | Hard bop | Faraway Oasis → Crown City | Routes coming from Dino Dino Jungle and Acorn Heights during the day | During the day | |||
| Rosalina's Ice World | Synth-pop | DK Pass → Starview Peak | Routes coming from DK Pass, Starview Peak and Sky-High Sundae during the day | During the day | |||
| Rainbow Road | Power ballad | N/A | During the day | ||||
| Staff Credits | Jazz fusion | N/A | Any route | During the day | |||
| Mario Kart 8 (Jazz Fusion Ver. 1) | Mario Kart 8 Deluxe | Jazz fusion | Crown City → Peach Stadium | Any route | During the day | ||
| Mario Kart 8 (Jazz Fusion Ver. 2) | Jazz-funk | N/A | During nighttime | ||||
| Water Park | Calypso | Koopa Troopa Beach → Faraway Oasis | Routes coming from Koopa Troopa Beach, Peach Beach and Salty Salty Speedway during the day | During the day | |||
| Sweet Sweet Canyon (Electro Ver.) | Lofi hip-hop | N/A | During nighttime | Quotes "Ground BGM" from Super Mario Bros. | |||
| Sweet Sweet Canyon (Jazz Ver.) | Samba | N/A | During the day | ||||
| Thwomp Ruins | Groove metal | Dino Dino Jungle → Great ? Block Ruins | Any route during the day | During the day | |||
| Mario Circuit[a] | Bebop | N/A | Any route during nighttime | During the day | |||
| Toad Harbor (Electro Ver.) Toad Harbour (Electro Ver.) |
Deep house | N/A | During nighttime | Quotes "Dolphin Shoals" | |||
| Toad Harbor (Rock Ver.) Toad Harbour (Rock Ver.) |
Pop rock | Crown City → Whistlestop Summit | Routes coming from Koopa Troopa Beach, Peach Beach and Salty Salty Speedway during the day | During the day | |||
| Twisted Mansion | Electro swing | Boo Cinema → Dry Bones Burnout | Routes coming from Boo Cinema during the day | N/A | |||
| Shy Guy Falls | Western swing | N/A | Any route during the day | During the day | |||
| Sunshine Airport (Electro Ver.) | Electro | N/A | During nighttime | ||||
| Sunshine Airport (Lounge Pop Ver.) | Lounge / Shibuya-kei | Peach Beach → Salty Salty Speedway | Any route during the day | During the day | |||
| Dolphin Shoals (Electro Ver.) | Vaporwave | N/A | During nighttime | ||||
| Dolphin Shoals (Jazz Fusion Ver.) | Jazz fusion | Salty Salty Speedway → Dino Dino Jungle | Routes coming from Koopa Troopa Beach, Peach Beach and Salty Salty Speedway during the day | During the day | |||
| Electrodrome | Progressive country | N/A | Any route during nighttime | Any time of day | |||
| Mount Wario | Progressive metal | Sky-High Sundae → Wario Shipyard | Routes coming from DK Pass, Starview Peak and Sky-High Sundae during the day | During the day | Based on the parts that play on the first segment, on the first half of the second segment, and in the third segment | ||
| Cloudtop Cruise | Acid jazz | Crown City → Peach Stadium | Any route | During the day | |||
| Bone-Dry Dunes Bone Dry Dunes |
Progressive metal | Shy Guy Bazaar → Wario Stadium | Routes coming from Desert Hills and Shy Guy Bazaar during the day | During the day | |||
| Bowser's Castle | Disco | N/A | Routes coming from Airship Fortress, Wario Shipyard, Dry Bones Burnout and Bowser's Castle during any time of day, any route during nighttime | N/A | |||
| Rainbow Road | Jazz fusion | N/A | Any route during nighttime | During the day | Quotes the bassline from "Mario Kart 8 Title Screen" | ||
| Dragon Driftway | Italo disco | Cheep Cheep Falls → Dandelion Depths | Routes coming from Cheep Cheep Falls during the day | During the day | |||
| Ice Ice Outpost | Progressive metal | Sky-High Sundae → Wario Shipyard | Routes coming from DK Pass, Starview Peak and Sky-High Sundae during the day | During the day | |||
| Wild Woods | Cool jazz | Acorn Heights → Mario Circuit | Routes coming from Dino Dino Jungle and Acorn Heights during the day | During the day | |||
| Super Bell Subway | Jazz-funk | N/A | During the day | Primarily based on the aboveground arrangement, but includes instrumentation and "Underground BGM" quotes akin to "Super Bell Subway (Underground)" | |||
| Squeaky Clean Sprint[b] | Lounge | N/A | During the day | ||||
| Tokyo Blur | Mario Kart Tour | Jazz fusion | Crown City → Whistlestop Summit | Any route | During the day | ||
| Vancouver Velocity | Nu-disco | DK Pass → Starview Peak | Routes coming from DK Pass, Starview Peak and Sky-High Sundae during any time of day, any route during nighttime | Any time of day | Based on its arrangement in "Staff Credits (Booster Course Pass)" | ||
| Los Angeles Laps | Lofi hip-hop | N/A | During nighttime | ||||
| Merry Mountain | Nu jazz | N/A | During nighttime | ||||
| Ninja Hideaway | Progressive metal | Cheep Cheep Falls → Dandelion Depths | Routes coming from Cheep Cheep Falls during the day | N/A | |||
| Singapore Speedway | Nu-disco | Crown City → Whistlestop Summit | Any route during nighttime | Any time of day | Based on its arrangement in "Staff Credits (Booster Course Pass)" | ||
| Bangkok Rush | Jazz fusion | Acorn Heights → Mario Circuit | Routes coming from Dino Dino Jungle and Acorn Heights during the day | During the day | |||
| Piranha Plant Pipeline | Jazz fusion | Choco Mountain → Toad's Factory | Any route | Any time of day | |||
| Title Screen | Mario Kart Live: Home Circuit | Progressive rock | N/A | Any route | During the day | ||
- ^ Despite being based on "Mario Circuit", as evidenced by the B section, the roughly chronological order that can play in Free Roam and on the main menu has the theme grouped between "Mario Kart 8 (Jazz Fusion Ver. 1)" and "Water Park" in reference to "Mario Kart Stadium".
- ^ Although "Squeaky Clean Sprint" is labeled as a Mario Kart 8 Deluxe theme, the roughly chronological order that can play in Free Roam and on the main menu groups it with the arrangements from Mario Kart Tour, specifically between "Singapore Speedway" and "Bangkok Rush".
Super Mario arrangements
| Track | Game | Genre | Location | Sample | Notes | ||
|---|---|---|---|---|---|---|---|
| Grand Prix | VS Race | Free Roam | |||||
| Ground BGM (Latin Ver.) | Super Mario Bros. | Calypso | N/A | During the day | |||
| Ground BGM (Acoustic Ver.) | Samba | N/A | During nighttime | Incorporates "Game Over" in the outro | |||
| Underground BGM (Jazz Fusion Ver.) | Free jazz | Dandelion Depths → Boo Cinema | Any route | During nighttime | Based on its arrangement from Super Mario 3D Land | ||
| Underground BGM (Acoustic Ver.) | Flamenco | N/A | During the day | ||||
| Underwater BGM | Smooth jazz | N/A | During nighttime | ||||
| Please Select Player | Super Mario Bros. 2 | Dixieland jazz | Mario Circuit → Peach Stadium | Any route | During the day | ||
| Ground BGM | Swing | N/A | During the day | ||||
| Underground BGM | Free jazz | Dandelion Depths → Boo Cinema | Any route during nighttime | During the day | Incorporates "Ground BGM" halfway through the track | ||
| Overworld Medley | Super Mario Bros. 3 | Acid jazz | N/A | During the day | Medley of "World 1 Map (Grass Land)" (based on its arrangement from the "Super Mario Bros. 30th Anniversary Live" concert series), "World 2 Map (Desert Land)", "World 5 Map (Sky Land) - In the Sky", "World 7 Map (Pipe Land)" and "World 3 Map (Water Land)". | ||
| Ground BGM | Reggae | N/A | During the day | Based on its arrangement from the "Super Mario Bros. 30th Anniversary Live" concert series, which takes elements from its editor theme from Super Mario Maker. | |||
| Athletic BGM | Two-tone | Mario Bros. Circuit → Crown City | Any route during the day | During the day | Incorporates "Course Clear" | ||
| Underwater BGM | Bebop | Peach Beach → Salty Salty Speedway | Routes coming from Koopa Troopa Beach, Peach Beach and Salty Salty Speedway during the day | During the day | |||
| Fortress Boss BGM | Progressive metal | N/A | Routes coming from Airship Fortress, Wario Shipyard, Dry Bones Burnout and Bowser's Castle during any time of day, any route during nighttime | N/A | |||
| Airship BGM | Djent | Toad's Factory → Bowser's Castle | Routes coming from Airship Fortress, Wario Shipyard, Dry Bones Burnout and Bowser's Castle during the day | N/A | |||
| Ending | Mambo | N/A | During the day | Based on its arrangement from the "Mario & Zelda Big Band Live" concert series | |||
| Ground BGM | Super Mario Land | Swing | N/A | During the day | Based on its arrangement from the Super Mario Land album | ||
| Underground BGM | Funk metal | N/A | Routes coming from Desert Hills and Shy Guy Bazaar during the day | During the day | |||
| Title BGM | Super Mario World | Dixieland jazz | N/A | During the day | Based on its arrangement from the "Super Mario Bros. 30th Anniversary Live" concert series | ||
| Overworld Medley | Progressive pop | N/A | During the day | Medley of "Yoshi's Island (Map Screen)", "Star World (Map Screen)", "Forest of Illusion (Map Screen)", "Donut Plains (Map Screen)", and "Special World (Map Screen)" | |||
| Ground BGM (Rock 'n' Roll Ver. 1) | Rock and roll | N/A | Any route during the day | N/A | |||
| Ground BGM (Rock 'n' Roll Ver. 2) | Rock and roll | N/A | During the day | Compared to "Ground BGM (Rock 'n' Roll Ver. 1)", this version is shorter, has a slower tempo, and features some slight changes in the melody. | |||
| Ground BGM (Ska Ver.) | Two-tone | N/A | Any route during the day | During the day | |||
| Ground BGM (Country Ver.) | Bluegrass | Moo Moo Meadows → Choco Mountain | Any route during the day | During the day | |||
| Underground BGM | Punk blues | Dandelion Depths → Boo Cinema | Routes coming from Boo Cinema during any time of day, any route during nighttime | During the day | |||
| Underwater BGM | Waltz | N/A | During the day | ||||
| Bonus Game BGM | Bitpop | N/A | Any route during the day | During the day | |||
| Castle BGM | Groove metal | N/A | Routes coming from Airship Fortress, Wario Shipyard, Boo Cinema, Dry Bones Burnout and Bowser's Castle during the day | N/A | Only the looping section is arranged. | ||
| Koopalings BGM | Flamenco | N/A | Routes coming from Mario Bros. Circuit, Whistlestop Summit, Airship Fortress, Wario Shipyard, Cheep Cheep Falls, Dandelion Depths, Dry Bones Burnout and Bowser's Castle during the day | During the day | |||
| Ending | Dixieland jazz | N/A | During the day | The bridge and double-time section are skipped. | |||
| Main Theme | Super Mario Land 2 - 6 Golden Coins | Bluegrass | N/A | Any route during the day | During the day | ||
| File Select | Super Mario 64 | Nu jazz | N/A | During nighttime | |||
| Title Theme (Big Band Ver.) | Philadelphia soul | N/A | During the day | Based on its arrangement from the "Super Mario Bros. 30th Anniversary Live" concert series | |||
| Title Theme (Latin Ver.) | Mariachi | N/A | During the day | ||||
| Slider | Ska punk | Starview Peak → Sky-High Sundae | Any route during the day | During the day | |||
| Peach's Castle | Lounge | N/A | During the day | ||||
| Dire, Dire Docks | Soft rock | N/A | During the day | ||||
| Cool, Cool Mountain | Bluegrass | Moo Moo Meadows → Choco Mountain | Routes coming from DK Pass, Starview Peak and Sky-High Sundae during the day | During the day | |||
| Piranha Plant's Lullaby | Country blues | N/A | During nighttime | ||||
| Bowser's Road | Symphonic metal | Toad's Factory → Bowser's Castle | Routes coming from Airship Fortress, Wario Shipyard, Dry Bones Burnout and Bowser's Castle during the day | During the day | |||
| Bowser's Theme | Doom metal | N/A | During the day | ||||
| Staff Roll | Jangle pop | N/A | During the day | ||||
| Delfino Plaza | Super Mario Sunshine | Jazz manouche | N/A | Routes coming from Mario Bros. Circuit, Whistlestop Summit, Koopa Troopa Beach, Peach Beach, Salty Salty Speedway and Dandelion Depths during the day | During the day | Based on its arrangement from the "Mario & Zelda Big Band Live" concert series | |
| Bianco Hills | Surf pop | Whistlestop Summit → DK Spaceport | Any route during the day | During the day | |||
| Ricco Harbor | Ska | N/A | During the day | ||||
| Secret Course - Sky and Sea | Drill 'n' bass | N/A | Any route during the day | During the day | Incorporates "Shine!" in the outro. | ||
| Ground BGM[a] | New Super Mario Bros. | Samba funk | N/A | Any route during the day | During the day | ||
| Castle BGM | Thrash metal | N/A | Routes coming from Airship Fortress, Wario Shipyard, Boo Cinema, Dry Bones Burnout and Bowser's Castle during the day | N/A | |||
| Egg Planet | Super Mario Galaxy | Progressive rock | N/A | Any route during the day | During the day | ||
| Space Junk Road | Trip hop | N/A | During nighttime | ||||
| Enter Bowser Jr.! | Funk metal | N/A | Routes coming from Airship Fortress, Wario Shipyard, Cheep Cheep Falls, Dry Bones Burnout and Bowser's Castle during the day | During the day | |||
| Buoy Base Galaxy | Progressive rock | N/A | Any route | During the day | |||
| Gusty Garden Galaxy | Jazz fusion | Crown City → Peach Stadium | Any route during the day | During the day | |||