
Feature: The Long & Rainbow Road To ‘Mario Kart World’ Part 3
And we’re back, yet again, on the journey to Mario Kart World – and we are in the final phase.
In the past two laps, we’ve examined every console Mario Kart title from the Super NES to the Wii. For this concluding round, we are focusing on two console installments that cover an extensive 14-year span.
MK8 received some major expansions across two platforms, thus we’ve divided that into two distinct sections. Moreover, if you’re eager to learn more about Mario’s non-console racing adventures, we’ll briefly explore those next week before revving up for Mario Kart World on June 5th.
This week’s Nintendo developer interviews explored the game in much greater detail than the underwhelming Mario Kart Direct back in April, reigniting our enthusiasm once more. After leaving the tracks, we ponder what it will be like to return to the constricted circuits of those previous games…but that’s a topic for another piece.
Let’s commence this final lap with fortunate number seven…
Mario Kart 7 (2011)
Ah yes, seven installments in and we finally hit the first numbered game in the series (quiet, MK64). There was always something amusing about referring to this as ‘Mario Kart 7’, made even funnier by Mario Kart World not being titled ‘Mario Kart 9’. After stylish titles like Super Circuit and Double Dash!!, ‘7’ seemed rather uninspired. Which is ironic because the game was anything but.
Sure, it lacked the local multiplayer appeal of its home console counterparts, but I had the chance to drive a kart that could soar and traverse underwater, which I’d argue is a reasonable trade-off. I vividly remember cruising through Cheep Cheep Lagoon for the first time and its aquatic charm utterly mesmerizing me. I played with the 3D slider set to maximum, you see, and drifting around that seaweed felt futuristic.
You know what else was impressive? Customizable karts. I wasn’t particularly concerned with stats back then and would aim to create the most grotesque monstrosity ever seen on the track. Not being able to admire my creation was one of the primary reasons I seldom used the game’s first-person driving mode — plus, I tried it in the back of a car once and it made me nauseous. – Jim Norman
- Notable tracks: DK Jungle, Rock Rock Mountain, Cheep Cheep Lagoon
- Interesting fact: While the Nintendo Network servers closed down in April 2024, it wasn’t until November of that year that the last Mario Kart 7 player finally departed from the final game lobby. That’s quite the victory lap!
- What does Mario Kart World inherit from this? Gliding has received a winged transformation in World, yet the same principles that we first experienced in MK7 remain. Underwater driving is another evident feature, although based on what we’ve seen so far, racing on top of the waves seems to be the only option in MKW. The Fire Flower appears to be thriving after making its series debut in the 3DS installment, too.
Mario Kart 8 (2014)
There was a collective gasp when I mentioned to my colleagues that I had dedicated more time playing Mario Kart 8 on Wii U than I had 8 Deluxe. It’s not a matter of preference — Deluxe is clearly the edition to enjoy now. However, my life was quite different during the years between 2014 and 2017.
Aside from a few Virtual Console RPGs and Xenoblade X, Mario Kart 8 was one of the limited number of games I actually played on the Wii U, a console I don’t harbor much affection for otherwise. I was attending university and was just entering my 20s at that time; I also preferred playing games on larger screens, which is why I somewhat overlooked MK7.
8’s extravagantly vibrant courses and colorful worlds felt like a nostalgic return to my childhood, except now we had anti-gravity and huge tracks that appeared to stretch endlessly. Stunning sky-high races and bustling city streets were back on the menu, and I regained that old Mario Kart Wii sensation.
The most significant aspect that I recall was the downloadable content. Nintendo had been experimenting with DLC for a few years, but I was still a dubious student who was only inclined to spend money on things I thought I would enjoy. Then came Mario Kart 8, inviting us with the enticing Animal Crossing content. Oh my!
Sure, a complimentary Mercedes-Benz was all well and good (albeit a bit odd), but courses from Zelda, Animal Crossing, and F-Zero arriving in a Mario Kart title? It felt akin to Smash Bros. but Mario Kart. Oh, Baby Park is back? No thanks – Hyrule Circuit beckons.
I truly enjoyed all the DLC courses, but I admit I was a little let down by the Animal Crossing one. It’s a bit simplistic, and while the seasonal changes are beautiful, I would have loved…
A touch more diversity in the course challenges each season. The notable revelation was the F-Zero ones, a franchise I never really delved into. It took Mario Kart to ignite my interest in a new F-Zero title. Big Blue on 200cc? It’s sheer enchantment. – Alana Hagues
- Highlighted tracks: Toad Harbour, Sunshine Airport, Cloudtop Cruise, Big Blue (DLC)
- Interesting tidbit: Firehopping, or frogging, was a prevalent tactic used online to sustain extended boosts from a mini-boost. Nintendo eliminated this in Deluxe, suggesting it was likely an unintended flaw.
- What can Mario Kart World derive from this? Hmmm… alright, since 8 Deluxe is basically MK8 but superior, perhaps let’s reserve this…
Mario Kart 8 Deluxe & Booster Course Pass (2017, 2022-2023)
It’s the top-selling game on the Switch, although I ponder where it ranks in the Most Played list. Even if you were one of the Nintendo loyalists who purchased a Wii U and unlocked every Cup, acquired the DLC, and played MK8 to the utmost, you still needed to buy 8 Deluxe.
The genuine Battle Mode and the capacity to hold two items were significant advantages (though I still long for the strategy that comes with switching between items like in Double Dash), but it was truly the ease of having a fully-realized Mario Kart on the move with two controllers that made MK8D essential for any Switch proprietor. You simply had to have it.
It was intriguing to hear the developers talk about “kicking the can down the road” and utilizing the Booster Course Pass as a temporary solution. Nevertheless, what a temporary solution! 48 new tracks, with returning courses, some reimagined, some sourced from Tour, a few entirely fresh ones – with so many new courses, it was challenging to be displeased with the occasional miss, especially if you were accessing all these through an Expansion Pack subscription. And the real-world locations infused a distinct flavour into the chaos – they generally weren’t on par with the best of the other courses, but I appreciated seeing Nintendo’s interpretation of London and Madrid.
Add in all the peculiarities from before (I adored the amiibo Mii outfits), plus a collection of new ones (Labo controls, anyone?) and it’s no surprise that it’s taken Nintendo eight years to conceive a sequel. – Gavin Lane
- Highlighted tracks: Bone-Dry Dunes, Mount Wario, Yoshi’s Island (DLC)
- Interesting tidbit: As of 31st March 2025, this has sold 68.2 million copies and is Switch’s top-selling game – that’s 59.74 million copies beyond what the original sold on Wii U, although MK8 was also that system’s top seller.
- What can Mario Kart World derive from this? In certain respects, it seems like the conclusion for classic Mario Kart on self-contained tracks – MK8D’s completeness provided Nintendo the motivation to expand beyond the confines of the circuits into a broader world. You might even say a Mario Kart W— *blue shell explodes*
And that brings us to the current point!… Or does it? In fact, there are a few offshoots to explore before we hit the expressway in Mario Kart World. Join us next week for a celebratory lap where we take a brief look at the side-games and also-rans in the Mario Kart franchise.