DS Wario Stadium

Wario Stadium is the first race course of the Special Cup in Mario Kart DS. The track has its own introduction music in the single-player Grand Prix, the remix version of three Cups introduction music. The course contains numerous mud puddles, speed boosts, jumps, twists, and fireballs. This version is more reminiscent of Waluigi Stadium than its Nintendo 64 counterpart and shares the same music as Waluigi Pinball. It returns as the first course of the Leaf Cup in Mario Kart 8, making it the first Wario-themed retro course.

Course layout
The course starts with a 180 degree left turn, followed by a right turn and a left U-turn. The player then climbs up a ramp and uses a Boost Pad to jump over the end of the course (A mesh platform prevents racers from falling down.). The player turns left into a mud pit that slows racers down. Boost Pads on island like roadway can help racers pass the area faster, as well as Mushrooms. Then racers climb up ramps with spinning Fireballs that act like a ring of fire. The path narrows and passes a mud pit with spinning fireballs being obstacles to the track. Next, racers climb a giant ramp before passing several small humps. Racers take one more U-turn before jumping off another ramp to the finish line.

Missions
Mission 7-5 takes place on Wario Stadium. The mission involves the player having to collect twenty coins in fifty-five seconds.

Mario Kart 8
MK8-Course-DS WarioStadium-startingline.png Wario Stadium returns in Mario Kart 8 as the first course of the Leaf Cup. This course is the first Wario course to appear as a Retro Course. While the layout is mostly the same, some changes have been made in the spinning fireballs section, rather than driving through a mud path, racers now drive on a raised platform that acts as an anti-gravity section (similar to Mario Kart Stadium and GBA Mario Circuit). Soon after, racers encounter a new underwater section instead of continuing on the dirt path from the previous version, which then leads to a glider ramp, instead of a Boost Pad. This part of the track, compared to the original section, has been modified to just a simple U-turn. The other major changes include the addition of a statue of Wario and the time of day, which has been changed from night to the day. All the Boost Pads on the ramps are also smaller compared to their original appearance, but are more powerful and racers can perform tricks when driving over one. In addition, the crowd can be heard cheering if the player performs a trick in the end of the anti-gravity section.

The starting banner can be interacted with from playable characters, due to the hang-glider ramp leaving the underwater segment, that replaces the final boosted ramp from the original. The course is one of three with this feature; the other two courses are Mario Circuit and 3DS Neo Bowser City.

The music is an updated version of the track that played on both the original Wario Stadium and Waluigi Pinball from Mario Kart DS.

Official descriptions

 * US website: "Hit the dirt in Wario Stadium, where huge jumps and bone-rattling bumps make for an action-packed race."
 * European website: "Wario's tricky track is just as tricky and dirty as the man himself. It's a bump-ridden speedway-style course packed with pitfalls like mud to slow you down and spinning wheels of fire to burn unwary drivers. How this passed the safety inspection we'll never know..."

Trivia

 * This course's unique introduction music in its original appearance is likely a reference to the baseball organ, based on its sounds and due to the fact that the course is a stadium.
 * In the original version, one can perform a high jump by hopping at the right time when jumping over the boost pads.
 * In the first ramp section, there is a chance that the racer may fail by accidentally touching the spinning fireballs while performing the jump, causing him/her to fall before being able to jump high, thus slowing down. This is likely to happen more frequently with large karts and/or heavy characters.
 * With skillful use of lightweight characters combined with high-handling karts, the aforementioned ramps can be used carefully to avoid a Spiny Shell by boosting at precise timing when jumping over them.