List of Mario Kart 7 glitches

These are the glitches found in Mario Kart 7.

In Piranha Plant Pipeway, the player must be the first. If the player gets hit with a Spiny Shell underwater while not touching the ground, the Spiny Shell will be upside down, and it also slows it down. Afterwards, the normal Spiny Shell effects take over.

Upon reaching the glider panel, it is possible to glide over some areas of the fenced-off area, many parts of which will result in Lakitu pulling the player back onto the main course. However, near where the out-of-bounds area meets the track, it is possible for the player to land inside the area and clip through the fencing at the same time, without any problems or Coin losses.

When the player reach a blue ramp which activates the glider, they should around and drive backwards towards the ramp. Every time the player touch the ramp, they will just go forward as if they got bumped lightly and the sound effect for the glider coming out will play. Occasionally, the glider will come out, but, the racer will go backwards.

1. The player needs to go to Koopa City (Neo Bowser City) to perform this glitch. The player then has to go straight without turning. When they hit the wall they have to switch to gyro controls. The player next has to turn to the left a bit slowly and the cameras will go back as if the player is not using gyro controls. But, the player will be able to use gyro controls even though the cameras are showing the back of the kart. If the player turns around the cameras go back to first-person view.

2. The player will need to go to N64 Kalimari Desert and drive to either side of the tunnel. To perform this glitch, the player must press both the and the  buttons near the bricks of the tunnel's wall. They must then activate the gyro controls and spin around with the gyro controls or the. While spinning, the camera will once again switch to the third-person view. Likewise, driving away will end the glitch.

At the very beginning of the race, just before the racers enter the air vent area, it is possible to be pushed through the guardrails by a heavier opponent. This causes the player to helplessly fall to the ground, as if they had fallen off of the course normally. Lakitu will then pick them up as normal and then place them just before the curve.

When playing wth three or more players on Local Multiplayer with the CPUs on, if any player(s) drops out before the race begins, when the race does begin that player's character and kart will be removed from the race as soon as Lakitu has begun it, with the game stating that they have already finished in the position that they started. As well as this, one or two of the CPUs may become idle, refusing to move by themselves until the next race has been chosen and has started. The player(s) who left the group will be removed from the game completely, without any CPUs taking control of their kart.

The player needs to go to DK Jungle/GBA Bowser Castle 1 to perform this glitch. They will need to position themself (near the Temple in DK Jungle) to face the left corner right beside the entrance. When they use the boost, the player will start jumping multiple times non-stop. The player will have to hold the button to keep their kart jumping. If they let go of the button, they will get a small boost and move forward. This glitch is hard to master.

In Piranha Plant Pipeway, when going down the pipe to go underwater, the player must jump at the right time in the middle of the pipe. They will twirl around and cling to the ceiling for a temporary amount of time.

In GBA Bowser Castle 1 and Toad Circuit, the player can make the glider ramp rise on lap 1. If the player crosses the line when they start, and then turns around, drives in the wrong direction, and then finally turn the right way and go across the line again, the ramp will be available on lap 1. This glitch does not work in multiplayer.

The player can have any kart, character and glider, and the player is required to have a Mushroom. At the last ramp, the player must go straight, and cut the corner. When the player is about to fall over the precipice, he or she must use a mushroom and hit the mountain above the entrance to the cave. By doing so, the player finds the wooden plank above the entry with the glider on. Also, if the player stays up there for a short time, Lakitu will place them back on the track near the entrance to the cave. The trick is similar to that of Toad Circuit.

To attempt this glitch, the player must be on Toad Circuit and have at least one Mushroom. When the gliding ramp becomes available, the player must carefully aim where the red Toad balloon is. When the player just starts gliding, they must pass the bridge and then aim towards the ground (without actually touching it - the player just has to be close to the ground). When the player passes the Coins, they must use the Mushroom and go up at the same time. Then the player will hit the face of the Toad balloon. While still pointing up, the player will then later hit the top edge of the tunnel. If done correctly, the player will become stuck on the top edge of the tunnel. The only way to end this glitch is to just point towards the ground or by pressing the B button. There are also some cases where the player goes through the ground when trying to end the glitch.

It is possible to cause a banana to clip through the player's kart while reversing. If a character somehow loses the second and third banana, only leaving the banana furthest away from the kart, and reverses, the banana left will still be attached to the kart as if it was still chained to the others. However, should the player reverse, the banana 'chain', following where the kart has been, will temporarily clip inside the kart itself.

This glitch requires the Roller wheels. In Piranha Plant Pipeway, direct after the start, three lines, one yellow, one red and one green, split the road in three sctions. One should do a trick over the ramp and land right at the highest point of the yellow-lined road. If done correctly, the camera switches angle and the player can watch right trough the wall. The effect stops if the player goes underwater after the road.

This glitch can be attempted in any kart combination but the player will have to play as Wiggler. If Wiggler is in the middle of a Trick or cheer and gets hit by any item, the sound effect will play but Wiggler won't turn red.

1. On this track, on the dirt path by the lighthouse leading to the gliding section, if the player turns horizontally right on the boost pad and hops with a boost into the ocean, the player will be placed at the entrance to the town by Lakitu. This glitch is harder than the Wuhu Mountain Loop and saves about 3.5 seconds compared to 20 on Wuhu Mountain Loop.

2. Before the last turn of the second section, there is a tree on the right side. If a Mushroom is used to boost through the grass just to the left of the tree and into the ocean, Lakitu will place the player just after the first turn of the third section. However, when crossing the finish line, it shows the player just crossing into the third section and immediately finishing, as the shortcut warps the player past the section border. This allows for third-section times to be less than 0.3 seconds.

On this track, just after the start of the second section, in the mouth of the cave, if the player turns around and hops in the water just after the fence ends, or uses a Mushroom to hit the rocks on the wall, the racer will be caught by Lakitu and, if done correctly, will make the player start at another area of the track, next to Summerstone Castle and at the top of the mountain, near the third section. This gives the racer a big advantage on the race, being easier to do in Time Trials as the player will start with three Mushrooms. The time saved is approximately 20 seconds.

This glitch can also be performed by landing in the water beside the fence without touching the rocks. This is a much easier way to do the glitch and can be done without the help of a mushroom.

Oddly, the acceleration stat is glitched in that players don't exactly see a big acceleration change, unless their combo's acceleration stat reaches the 0.75, 1.75, 2.75, 3.75, and 4.75 marks. This means that a combo with a 3.5 acceleration stat will accelerate at the same rate as a combo with a 2.75 acceleration stat.