Mario Kart: Ultimate Challenge is a fan-made racing game developed by “BlooP-OW” for the Nintendo Switch. It is the tenth main installment of the Mario Kart series (and the sixteenth if include Ports/Remakes, Arcade, and RC-based games), and the third released for the Nintendo Switch, following Mario Kart 8 Deluxe and Mario Kart Live: Home Circuit.
Instead of introducing new elements that affect the courses’ layout, the game focuses on bring the maximum of elements from all previous games, in a proposal to consecrate itself as "the definitive landmark" of the series (in a similar concept of Super Smash Bros. Ultimate), as well as bring exclusive original content, to bring a unique experience for all lovers of the Mario Kart series.
Gameplay[]
The gameplay maintains the traditional elements of previous Mario Kart games, mostly from Mario Kart 8 Deluxe.
Players pick a Mario universe character, placed in one of five different weight classes that determine the base stats of the racer's vehicle. Players are then able to mix-and-match different customization pieces to create their racing vehicle of varying stats, strengths, and weaknesses, complementing the stats of the racers' vehicle. Racers are then settled to race across a variety of fully 3-dimensional racetracks, with the goal of passing the finish line first. While racing, players can pick up items from Item Boxes to either help themselves or hinder other racers, where the probability of receiving items is dependent on the racers' distance from the frontrunner.
Elements that affect the courses’ layout, like jumping ramps from Mario Kart Wii, gliding and underwater sections from Mario Kart 7, and anti-gravity sections, introduced in Mario Kart 8, return, acting on a comparable way to their previous appearances. It should be noted that all race and battle courses from previous games have returned for this installment, receiving great visual improvement, in addition to modifications from their original appearances, to bring unique elements to each track and references to Mario series.
Some race techniques also appear on the game, like the Rocket Star, the Mini Turbo levels after successful automatic drifting, Jump Boosts, Glider Boosts, Spin Boosts and Slipstream. A newly feature introduced to the series is the Item Charge, where the player, with some items, can charge their power before using, giving them a secondary use, such as shooting the entire item in one powerful shot. Slide Attack also returns, exclusively to Double Dash Versus mode.
Collectable coins can be found along the track, increasing the racer's overall top speed, and, like Mario Kart: Super Circuit and Mario Kart Tour, there is no cap to the total of Coins that can be collected. Newly introduced coins with increased values also helps to buy item tickets, alternate costumes, pipes and vehicle parts on the Coin Shop.
Vehicle customization, introduced in Mario Kart 7, also returns, allowing the player to customize its vehicle according to the available vehicle parts. Players can customize the vehicle body (which can appear as Kart, Bike or ATV), alongside its Tires and Glider, like in Mario Kart 8, and Horn, like in Mario Kart Live: Home Circuit. Notably, the bodies can undergo modifications at the Double Dash Versus mode (and on Moon Taxi Battle mode), to hold two racers, with karts having a front seat where a character drives the kart and a rear platform where the second character is able to use an item, taken from the Item Boxes. It should be noted that all vehicle parts from previous games have returned for this installment.
Other returning features, such as Special Items and the “two racers in one vehicle” concept from Mario Kart: Double Dash!!, Mission Mode from Mario Kart DS, Frenzy mode concept from Mario Kart Tour, or auto-accelerate and smart-steering for beginners from Mario Kart 8 Deluxe, will be explained throughout the page. Alongside this, there are several new features and additional modes which shift up gameplay in several ways; these features will also be explained throughout the page.
Game Modes[]
After the main title screen, the player goes to the selection screen, to select one of the game modes (like the Super Smash Bros. Ultimate one). The main game modes on this installment are numbered and described below.
1) Adventure Mode: Ultimate Challenge[]
Story[]
Coming soon...
Gameplay[]
A new addition to the series, the Adventure Mode: Ultimate Challenge, is a single player campaign revolving around a big racing championship and a new foe that the player, as a Mii, must try and beat. This mode is based on the adventure modes from SSB series and story modes from Mario Tennis Aces, Mario Golf: Super Rush and Mario Super Sluggers.
The gameplay procedure for this mode includes a more in-depth story and the main hub being the Mario Kart World (an open world with an overall map screen involving the interconnection of the race and battle tracks). The player must explore the Mario Kart World and solve certain objectives (these being highly based on missions/tournaments/bonus challenges from MKDS, MKW and MKT, respectively, but also on Races and Battles) to get rewards, in order to get to the main goals to proceed to the last showdown, in addition to recruiting/saving the other unlockable racers. The player is tasked to complete objectives in a short series of events to earn a ranking similarly to that in Grand Prix mode. Almost always the ranks depend on how much time is left or taken, or if the objective was completed successfully.
Objective Types[]
To progress through the Adventure Mode, the player must solve varying objective types, as it follows:
- Win the Race: Player must win a race against another racer or group of racers; usually this type of objective is crucial to unlocking some racer (usually this runner has some advantage in the race, such as permanent use of some item, such as Mega Mushroom, special item or star); in some challenges, the number of challengers can exceed 15, reaching up to 99.
- Win the Battle: Player must win a battle against another racer or group of racers; usually this type of objective is crucial to unlocking some racer (usually this runner has some advantage in the race, such as permanent use of some item, such as Mega Mushroom, special item or star); in some challenges, the number of challengers can exceed 15, reaching up to 99.
- Take out the Racer: Player must chase down a opponent racer and has to hit them with offensive items to take out all of their balloons within a time limit usually this type of objective is crucial to unlocking some racer (usually this runner has some advantage in the race, such as permanent use of some item, such as Mega Mushroom, special item or star).
- Ring Race: The objective is to pass through a certain number of rings, stationary or moving, along the course, before reaching the finish line. Often, the player must pass them in a specific order, with the rings being numbered. Other times, additional, smaller rings appear inside a larger one, increasing the number of rings the player passes. Other times, players must follow some element on the track that will project the rings along the course for a limited time. These rings give to the racer temporary speed boosts forwards.
- Coin Collect: The objective is to collect as many coins as possible on the track and save them before reaching the finish line. Players can lose these coins due to some obstacle along the way, not being able to get them again. Players should also focus on getting higher value coins.
- Item Box Break: The objective is to run over and break a certain number of item boxes in a course before reaching the finish line. They can stay still or move in a variety of different patterns, such as sliding along the road, sliding side to side, or revolving, and they can emerge from pipes or other off-road spots, and disappear into other spots if they are not broken in time. Item Boxes found in these challenges only drop a single item, which can be used to reach other Item Boxes more easily or destroy obstacles that prevent other Item Boxes from being reached. In some missions, the player must be careful not to pick up the fake item boxes instead of the real ones.
- Boost Jump: The objective is to perform a certain number of Jump Boosts in a course before reaching the finish line. Courses contain additional ramps not found during regular races to help the player perform Jump Boosts more often. In addition, the player is prevented from returning to already accessed ramp points if it fails to perform a Jump Boost.
- Combo Attack: The objective is to perform a certain number of combos in succession before reaching the finish line. The player must start, maintain, and increase combo points, before the time between one combo and another ends, using items (mainly Coins and Mushrooms), Dash Panels, Jump Boosts, Glide Boosts, Spin Boosts and Mini-Turbos to advance in the player's combo count, though they must be used in quick succession, or the player will have to start a new combo sequence. If a combo streak is broken, the combo counter will only increase again by surpassing the highest combo achieved previously in the same run.
- Glide Challenge: The objective is to glide as far as possible into a large gap before hitting the ground again, with rings, air currents and other obstacles typically either aiding or preventing the player from reaching the objective, although they must navigate to the next possible air current, or the challenge will end prematurely.
- Glide Target: The objective is to score points by driving towards the targets while gliding and landing closest to the middle of the large target near the ground, with rings, air currents and other obstacles typically either aiding or preventing the player from reaching the objective. When gliding past targets in the air, players can earn 100 points for sliding through the center circle, 50 for sliding through the middle ring, or 30 for sliding through the peripheral ring. For the large target, players can earn 500 points for landing on the center circle, 400 for the near center ring, 300 for the middle ring, 200 for the near peripheral ring, or 100 for the peripheral ring. Players may also not score for completely missing any of the targets.
- Steer Clear: The objective is to maneuver around and avoid obstacles in a course and reach the finish line before all three balloons pop. Courses contain additional hazards, enemies and obstacles not found during regular races to hinder the player's progress. If all the player's balloons are popped, they will have to restart the challenge from the beginning, since the ranking depends on how many balloons the player still has.
- Enemy Takedown: The objective is to eliminate a certain number of enemies or hazards on a course before reaching the finish line. These enemies or hazards can appear individually, in groups, or in stacks, and can be eliminated by interacting with them in any way, including landing on top of them after jumping or gliding, driving into them after speed boosts or spin boosts, or, in most cases, using items from Item Boxes.
- Shrink Smash: The objective is to crush a certain number of shrunken racers on a course before reaching the finish line. These little racers can appear individually or in groups and can be knocked out simply by running over them or using items from Item Boxes.
- Turbo Spin: The objective is to perform a certain number of Spin Boosts in a anti-gravity areas of a course before reaching the finish line. Courses contain additional Spin Boost Pillars not found during regular races, or even expand the anti-gravity area, to help the player perform Spin Boosts more often. In addition, the player is prevented from returning to already accessed ramp points if it fails to perform a Spin Boost.
- Onroad only: The objective is to maneuver around and avoid offroad sections on a course and reach the finish line before all three balloons desintegrates. In these challenges, the entire offroad sector is covered in dark matter, a purple and black swirling liquid that can disintegrate the rider's balloons. If all of the player's balloons are disintegrated, the racer will also be desintegrated, having to restart the challenge from the beginning, as the ranking depends on how many balloons the player has left. In some challenges, the racer will be forced to use ramps or other objects or techniques to pass through the prohibited sections.
- Boss Battle: The objective is to defeat the main boss, using specific items, before all five balloons the player have pop. Each of these bosses has its own battleground stage (these battlefields are unique to boss battles) and require a specific strategy to defeat. Typically, the boss has a health slot, much like in the Mario Party series.
List of Objectives[]
Coming soon...
2) Grand Prix[]
Grand Prix is a single-player mode in which the player competes against other CPU racers in a series of tracks, known as a Cup (most of cups have 4 tracks, although some ones may have more or less), with the goal of getting 1st place at each race, winning the most points and win the Gold Trophy at the podium.
In this edition, some changes were present. Unlike other editions, for the first time, races take place against 15 opponents, as opposed to 12 or 8. Also, in almost all race classes, the player can have access to 1 Item Ticket per course on a cup, guaranteeing access to spin the item slot(s) one extra time without hitting an Item Box.
One of the most drastic changes presented for this game is the absence of the 50cc mode in Grand Prix, due to its great ease of play, in addition to the introduction of other modes. Due to this, this class is only presented in the game's tutorial mode, with the 100cc class being the initial one to be played in the Grand Prix. Furthermore, instead of just presenting the difficulty classes as in previous games, two new main difficulty groups were created to arrange the classes cohesively.
Finally, due to the inclusion of all tracks from previous games, alongside new tracks, a new category was created to separate the cups according to their original appearances, in championships.
Dificulty Groups[]
After selecting Grand Prix at the selection screen, the screen will split in half, showing two new groups for the player to select the difficulty level it will play: Engine Speed, that includes classes with changes only on engine class, keeping the original circuit layout, and Circuit Variant, that includes classes with unique changes of the circuit layout, but keeping the 150cc engine class. After selecting the difficulty group and one class, the player must choose the racer and then, customize its entire vehicle to select the cup.
Engine Speed[]
Engine Speed classes keep the "engine class changing" method from Super Mario Kart, without any change on the circuit layout. As the engine class value increases, the CPU speed and difficulty progressively increase as well. As said before, 50cc is no longer present in Grand Prix, with 100cc being the normal class, 150cc being the hard class and 150cc being the hardest class.
Like past games, 100cc, and 150cc engine classes are available by default. A new concept implemented exclusively for this Engine Speed group is the ranking transfer system: if the player decides to start in the 150cc, the victory data obtained in that class will be copied and transferred also to 100cc mode. Also, if your ranking in the upper class is better than in the lower class, that ranking will also be copied and transferred to the lower class. In this way, more experienced players will be able to enjoy the game in a less exhaustive and more competitive way.
The hardest engine class, 200cc, returns from Mario Kart 8 and is unlocked after winning all Cups of Course Variant's Crazy Mode. For this specific engine class, there is no ranking transfer to the lower engine classes.
Engine Speed class | Description | How to unlock |
100cc |
CPU racers run normally, on a medium difficulty level. Recommended for beginners. | Available from the start. |
150cc |
CPU racers run faster, on a hard difficulty level. It's not recommended for beginners, but it's perfect for the more experienced. | Available from the start. It is possible to transfer victory data to 100cc. |
200cc |
CPU racers are extremely fast and harmful, on the hardest dificulty level. Only recommended for the absolute best players. | To unlock 200cc Class, the player must win all the cups of Course Variant's Hazard and Crazy Classes. |
Course Variant[]
Circuit Variant classes change the way the circuit presents itself, bringing course variations, instead of changing the speed and CPU difficulty, which keeps at 150cc for all classes. This group is unlockable, and, if the player wins all the cups of Engine Speed's 150cc Class, it unlocks two classes: Mirror and Reverse. As the player wins the cups of these classes, it unlocks more two classes: Weather and Trick. As the player wins the cups of these classes, it unlocks the final two classes: Hazard and Crazy, with the latter one being the mix of the previous ones (a reference to R/T courses variants from Mario Kart Tour).
Course Variant class | Description | How to unlock |
Mirror |
The courses are driven in mirror orientation, from left to right, making players take opposite turns to what they normally would. | To unlock Mirror Mode, the player must win all the cups of Engine Speed's 150cc Class. |
Reverse |
The courses are driven in reverse orientation, from the end to the beginning, and mostly just have alterations to make this possible if necessary. | To unlock Reverse Mode, the player must win all the cups of Engine Speed's 150cc Class. |
Weather |
Courses feature visually changes at the appearance of its landscape theme, mainly to opposite of of the track's regular counterparts, such as at time of day (sunrise, daytime, sunset, nighttime), weather (clear, rainy, foggy, snowy, windy) and/or season (autumn, winter, spring, summer). The mode can also change other cosmetic details of the tracks, or the color scheme, or even obstacle elements on the course. | To unlock Weather Mode, the player must win all the cups of Mirror and Reverse Classes. |
Trick |
Courses feature many additional ramps and trickable features, as the racers may have to do more tricks. Some specific instances do change up other things like adding ramps to replace glider sections, changing the way/order the course is raced around, or even changing the starting location. | To unlock Trick Mode, the player must win all the cups of Mirror and Reverse Classes. |
Hazard |
Courses feature many additional hazards, obstacles and enemies, as the racers may have to avoid getting hit. | To unlock Hazard Mode, the player must win all the cups of Weather and Trick Classes. |
Crazy |
Courses feature all the previous classes changes, such as:
|
To unlock Crazy Mode, the player must win all the cups of Weather and Trick Classes. |
Course Selection[]
This installment includes more courses than any other game, with every single racecourse from all the past games returning, as well as new racecourses organized in special nitro cups. To organize all these tracks, only the division in cups is not enough. Taking that into account, as the final part of Grand Prix selection, when accessing the course selection screen on Grand Prix (also on other modes), these courses are split into different cups, which are divided into different championships (that have one selection screen each).
A Championship represents a group of cups that contain courses, mostly from a specific Mario Kart game on it. Most of them are retro championships (each one has its Mario Kart game tracks on it, divided into cups). However, a Nitro Championship, with new exclusive courses, also is present on the game. Interestingly, as opposite to previous Mario Kart games, retro courses, which appear on Retro Championships, appear on the selection screen before the nitro courses (on Nitro Championship).
The championships that appear on the game are:
- SNES Championship: incorporates cups with all the original courses of the Super Mario Kart game;
- N64 Championship: incorporates cups with all the original courses of the Mario Kart 64 game;
- GBA Championship: incorporates cups with all the original courses of the Mario Kart: Super Circuit game;
- GCN Championship: incorporates cups with all the original courses of the Mario Kart: Double Dash!! game;
- DS Championship: incorporates cups with all the original courses of the Mario Kart DS game;
- Wii Championship: incorporates cups with all the original courses of the Mario Kart Wii game;
- 3DS Championship: incorporates cups with all the original courses of the Mario Kart 7 game;
- WiiU Championship: incorporates cups with all the original courses of the Mario Kart 8 game;
- Tour/8DX Championship: incorporates cups with all the original courses of the Mario Kart Tour and Mario Kart 8 Deluxe games;
- GP Championship: incorporates cups with all the Mario (series) based courses of the Mario Kart Arcade games, such as Mario Kart Arcade GP, Mario Kart Arcade GP 2, and Mario Kart Arcade GP DX;
- Live Championship: incorporates cups with all the original courses of the Mario Kart Live: Home Circuit game;
- Nitro Championship: incorporates cups with all the exclusive new courses of the game;
If the player buys the Crossover DLC Pack, it will receive an additional championship:
- Crossover Championship: includes cups with retro and nitro tracks themed after other games rather than Mario (series);
There is also the Super Championship, which appear on a separated selection screen after the Nitro Championship (Crossover Championship if the player buys the Crossover DLC Pack), available only on 150cc and 200cc GP classes:
- Super Championship: incorporates the Super Cups, cups that mimic the properties of the All-Cup Tour from Mario Kart: Double Dash!! It is unlocked after the player wins all the other Championships on Engine Speed's 150cc class and 200cc class. On 150cc class, the tracks follow the same order as the cups in the Grand Prix, while on 200cc class, each track that the player races on is chosen in a random order, though always starting with the first course of the championship, and always ending with the final course of the championship:
- Super SNES Cup: It has the player racing on all twenty tracks of the SNES Championship. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with SNES Mario Circuit 1 and always ending with SNES Rainbow Road.
- Super N64 Cup: It has the player racing on all sixteen tracks of the N64 Championship. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with N64 Luigi Raceway and always ending with N64 Rainbow Road.
- Super GBA Cup: It has the player racing on all twenty tracks of the GBA Championship. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with GBA Peach Circuit and always ending with GBA Rainbow Road.
- Super GCN Cup: It has the player racing on all sixteen tracks of the GCN Championship. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with GCN Luigi Circuit and always ending with GCN Rainbow Road.
- Super DS Cup: It has the player racing on all sixteen tracks of the DS Championship. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with DS Figure-8 Circuit and always ending with DS Rainbow Road.
- Super Wii Cup: It has the player racing on all sixteen tracks of the Wii Championship. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with Wii Luigi Circuit and always ending with Wii Rainbow Road.
- Super 3DS Cup: It has the player racing on all sixteen tracks of the 3DS Championship. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with 3DS Toad Circuit and always ending with 3DS Rainbow Road.
- Super WiiU Cup: It has the player racing on all twenty tracks of the WiiU Championship. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with WiiU Mario Kart Stadium and always ending with WiiU Rainbow Road.
- Super Tour/8DX Cup: It has the player racing on all twenty-four tracks of the Tour/8DX Championship. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with Tour New York Minute and always ending with Tour RMX Rainbow Road 1 and Tour RMX Rainbow Road 2.
- Super GP Cup: It has the player racing on all twelve tracks of the GP Championship. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with DX Kingdom Way and always ending with GP Rainbow Coaster.
- Super Live Cup: It has the player racing on all thirty tracks of the Live Championship. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with Live Live Circuit and always ending with Live Rainbow Road.
- Super Nitro Cup: It has the player racing on all forty tracks of the Nitro Championship. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with Mushroom Kingdom Circuit and always ending with Rainbow Road.
- Super Mario Cup: It has the player racing on all fifteen Mario Circuit tracks. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with SNES Mario Circuit 1 and always ending with Mario Circuit.
- Super Bowser Cup: It has the player racing on all eighteen Bowser’s Castle tracks. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with SNES Bowser’s Castle 1 and always ending with Bowser’s Castle.
- Super Rainbow Cup: It has the player racing on all thirteen Rainbow Road tracks. On 150cc, the courses follow in the same order as in the Grand Prix, while in the 200cc, the courses are randomly presented, but always starting with SNES Rainbow Road and always ending with Rainbow Road.
- Super Crossover Cup: It has the player racing on all twenty tracks of the Crossover Championship. Unlocked after the player buys the Crossover DLC Pack and wins Crossover Championship Cups on 150cc and 200cc.
- All-Cup Tour: It has the player racing on all the tracks of the game. On 150cc, the courses follow in the same order as in the Grand Prix, starting with SNES Mario Circuit 1 and ending with Rainbow Road, while in the 200cc, the courses are randomly presented, but always starting with WiiU Mario Kart Stadium and always ending with Mario Kart Generations.
Point Management[]
Players receive different amounts of points depending on their position at the end of the race; with the winner of the Grand Prix determined by the one with the most points overall. For the first time in the series, the game features races with 16 positions, as opposed to 12 positions of Mario Kart Wii and Mario Kart 8 or 8 positions of all other titles in the series.
GP Point Spread Comparisons | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | |
Super Mario Kart, Mario Kart 64, Mario Kart: Super Circuit | 9 | 6 | 3 | 1 | 0 | 0 | 0 | 0 | - | - | - | - | - | - | - | - |
Mario Kart: Double Dash, Mario Kart DS | 10 | 8 | 6 | 4 | 3 | 2 | 1 | 0 | - | - | - | - | - | - | - | - |
Mario Kart Wii | 15 | 12 | 10 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | - | - | - | - |
Mario Kart 7 | 10 | 8 | 6 | 5 | 4 | 3 | 2 | 1 | - | - | - | - | - | - | - | - |
Mario Kart 8 (Deluxe) | 15 | 12 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | - | - | - | - |
Mario Kart Tour (150 & 200cc) | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | - | - | - | - | - | - | - | - |
Mario Kart: Ultimate Challenge | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
Gold background signifies victory results, with a unique winning animation and music. Silver background signifies moderate win results. Bronze background signifies losing results, with losing animations (and music). |
Cup Ranking[]
The rank of the cup is determined on how well the player has driven during all the races, like Mario Kart 8. However, the player is rewarded only if it wins a Gold Trophy on the cup, in Grand Star Ranks. The game no longer features letter score ranking.
- ranking: The player must finish all the races at one cup at first place;
- ranking: If the player finishes at least three races at first place (and the other at least on 2nd, 3rd, or 4th);
- ranking: If the player finishes at least two races at first place (and the others at least on 2nd, 3rd, or 4th);
- If the player finishes any race of the cup below fourth place, even if it wins the cup in first place in the final score, it will not receive any Grand Star Ranking;
3) Versus[]
Versus is a returning single-player and multiplayer free-running mode, where players can set their own rules as they want. This installment allows the most customization in the Mario Kart series thus far. Alongside this, newly Versus Modes are introduced, several new modes to provide fun and new experiences for players, with special gameplay.
After selecting Versus at the selection screen, the player must select one of the Versus modes it will play, and, after that, customize its own rules before choosing the racer and customize its vehicle.
Versus Modes[]
- Classic Versus: Drivers can race according to their own custom settings, but without other gameplay changes.
- Team Mania: Racers runs in teams, with the number of teams and racers at each team being pre-determined on customization rules. Items only work against racers from other teams, without any effect to the driver's team racers; with the arithmetic average of the players’ position of each team at the end of each race, the teams are scored and the team with the highest score wins.
- Relay Race: Involves players using up to three different racer and vehicle combinations for the same race, with the player not being able to use the same character and vehicle combination more than once. Each time a lap ends, the player switches to the next racer and vehicle in the rotation.
- Single Player: The player can choose the different racers, and control each one of them as the laps are completed.
- Challenging multiplayer: Works like single player, where each player can choose different drivers, and control each one of them as the laps are completed.
- Cooperative multiplayer: Each player chooses only one racer and vehicle, and each player participates in a lap, switching to another as the laps are competed, like MKLHC.
- Double Dash: Players can choose two racers to race on the courses at once, on the same vehicle, with the mechanics of Mario Kart: Double Dash. The player can switch between racers on the kart and reserve items, allowing players to hold onto an item for later use. Trick techniques are twice as efficient, with the presence of the second racer on the kart. Slide Attack, the ability to spin out opposing racers and steal their items, is present as well.
- Frenzy Chaos: Racers receive three items after taking an item box, like Mario Kart Tour, however, instead of the slot stopping on an item automatically, it keeps spinning, and the player determines when it stops (like the Bonus Chance from SMB2). If the player gets the three of the same items, it activates the Frenzy mode, granting the racer invincibility for nine seconds, an unlimited supply of the item, and the advantage of performing Ultra Mini-Turbos much faster. Only one player can be in a Frenzy at the same time and, if any racer manages to activate the frenzy while another is already activated, the first frenzy ends before the nine seconds for the other to start. Also, sometimes, Item Boxes changes to Frenzy Item Boxes that immediately activates a Frenzy of a random item.
- Elimination: At each lap, an certain amount of racers who crosses the finish line last are eliminated, standing still next to the finish lap. The mechanic continues until there is only three players standing, that races on a final lap, with the first player who crosses the line eliminating the other two and winning the race. Only the three racers who races the final lap receives points (15 for first place, 10 for second place and 5 for third place).
Versus Customization[]
- Items: Players can determine how items are distributed, choosing whether an item will appear in the item box, whether an item will be exclusive to a team in Team Mania, or even if any item will be exclusive to a racer position;
- Engine Speed: Players can choose between 100cc, 150cc and 200cc engine classes, with the correspondent CPU difficulty;
- Circuit Variant: Players can choose between Normal, Mirror, Reverse, Weather, Trick, Hazard, and Crazy variants of courses;
- Vehicles: Players can determine which vehicle bodies can be used by the player and the CPUs, between Karts, Bikes and ATVs;
- Race count: Determines the total amount of races that will be played (minimum of two);
- Course selection: Players can determine how courses will be selected:
- Chose: A course can be chosen after the one playable is finished;
- Random: Courses are played in a random order;
- In order: Courses are played in order; the first course is chosen by the player, and the next ones proceed according to the order in the Grand Prix;
- Winner: The winner (first place) of the last race chooses the next course;
- Loser: The loser (last place) of the last race chooses the next course;
- Racers: Determines the number of racers that will race, from 2 to 16;
- Teams: Determines the number of teams on Team Mania, from 2 to 8, and the number of racers on each team;
- Eliminations: Determines the number of racers eliminated at the end of each lap;
- Laps: Determines the number of laps that the racers must race on the tracks, from 1 to 9;
- Sections: Determines the number of times players must race each section of a track that is divided into sections, from 1 to 3;
- Grand randomization: Choose randomly each rule above;
4) Battle[]
Battle is a returning single-player and multiplayer mode alternative to regular races, to add variety, including different Mario Kart-style minigames. They are played in special large arenas instead of racecourses, called Battle Courses, and must complete certain objectives depending on the selected minigame.
This installment includes more battle courses than any other game, with every single battle course from all the past games returning, as well as new battle courses. Much like on Mario Kart Wii, some battle courses are now unique in their feature, as that they can change throughout the battle, either periodically or once for all. Some of them, although, does not change, but still contain various obstacles and differences between them.
Battles are always played with a total of sixteen racers, much like normal races, although it also features a customization rules part, like in Versus. In some modes, the player can play individually or split into teams; in this case, the items only work against the other team; the number of teams and drivers in each team is also predetermined in the customization rules; players can be divided into a maximum of four teams.
Battle Minigames[]
Battle Minigames | Description |
Balloon Battle |
Can be played free-for-all and in teams. A score-based minigame, where each racer starts with three balloons and must use the items in the Item Boxes to pop the opponents' balloons, receiving a point for each popped balloon. However, if the player loses his three balloons, he will lose half of his current score, respawning with his three balloons regenerated. Balloons can never be recovered unless one is stolen from another player using a mushroom or cape feather. Once time ends, in free-for-all, the player with the most points wins, and, in teams, the points are tallied and the team with the most collective points wins. |
Coin Runners |
Can be played free-for-all and in teams. Each racer must collect coins spread on the battle arena before other racers do. Items from the Item Boxes can be used to hit other players, making them drop half of their coin amount. Mushroom, Cape Feather, and Star can steal other players’ coins without letting them drop before. Once time ends, in free-for-all, the player with the most Coins wins, and, in teams, the Coin counts are tallied up and the team with the most collective Coins wins. |
Shine Thief |
Can be played free-for-all and in teams. A single Shine Sprite appears in a random spot of the course, and all the players must race to collect it. As soon as a racer grabs the Shine, it must hold the Shine without being hit by any items, otherwise the Shine Sprite falls, and another racer has a chance to pick it up. When the player has the Shine Sprite in possession, the timer counts down from 30 counts, with one count equaling 1,5 seconds. If that player drops it when five or more counts remain, they have that time left to hold the Shine Sprite once they pick it up again. However, if a player drops when the remaining counts is below five and then picks it up again, the timer restarts from five counts. Mushroom, Cape Feather, and Star can let a racer steal the Shine from others without letting them drop before. The game ends when one player successfully finishes all 30 counts or once the time ends without anybody completing 30 counts. In the latter case, the number of counts is analyzed, and the player (or team) who has the fewest counts wins. In team battles, the timer counts down from 90 counts, however, it counts for all the racers of the team. Also, in this case, racers can pass the Shine to other members of the same team to keep the countdown. |
Renegade Roundup |
Can be played only in teams. A mode in the vein of "cops and robbers", with the racers being divided into two teams. One team, known as "The Authorities", must use Piranha Plant items (which are permanently attached to the front of their vehicle and only serve to capture the opposing team and do not operate like the regular item) to capture players from the other team, known as "The Renegades". Captured Renegades are placed into one of several jail cells floating above various points on the stage. Remaining Renegades can free their teammates by driving over a key switch placed below the jail cells. All Authority team members also temporarily lose their ability to capture after being hit by an item and Renegades receive a speed boost and temporary immunity when they are freed from the cells. The Renegades win if at least one member is still running free when time runs out, and the Authorities win if all the Renegades get captured. |
Bob-Omb Blast |
Can be played free-for-all only. This returning mode introduces a new gameplay compared to its previous appearances. Racers can only obtain Bob-ombs, Giga Bob-ombs and Bob-omb Cannons from Item Boxes to hit their opponents and can hold up from 1 to 10 Bob-oms, 1 to 5 Giga Bob-ombs and 1 to 2 Bob-omb Cannons. Every player has 9 black balloons at battle and will lose a balloon if contact an opponent's Bob-omb or get blown by its explosion (will lose two balloons if contact an opponent's Giga Bob-omb or get blown by its explosion). If a racer loses all his nine balloons, it will be eliminated, becoming a Mini-Bomb Kart. As a Mini-Bomb Kart, the racer may drive normally, though they still count as having lost the battle; however, it can still damage other drivers if collides with one of them, exploding and making every driver blown by its explosion lose three balloons. If the Mini-Bomb Kart eliminates at least another driver, it allows the eliminated racer to respawn, but only with 3 balloons, otherwise, the Mini-Bomb Kart disappears, and the racer is permanently eliminated. If a respawned racer gets eliminated again, it is permanently eliminated. The game continues until only one player remains, winning the game. |
Star-Balloon Smash NEW! |
Can be played free-for-all only. A “new” mode based on the traditional last-man-standing setup Balloon Battle, where players use items to pop the opponents' balloons, where each racer starts with five star-shaped balloons and must use the items in the Item Boxes to pop the opponents' balloons. However, if the player loses all his five balloons, it will be eliminated. Eliminated racers will be put on a Lift that circles the perimeter of the stage, with floating Item Boxes, which can be used to throw items at opponents from offstage, much like on Mario Kart Tour. The game continues until only one player remains, winning the game. |
Gem Grabbers NEW! |
Can be played free-for-all and in teams. A “new” mode based on Shine Runners from Mario Kart DS. Fifteen Super Gems are scattered along the course, and each racer must collect them on the battle arena before other racers do. Items from the Item Boxes can be used to hit other players, making them drop one Super Gem, which will appear in a random location on the course for another player to grab. Mushroom, Cape Feather, and Star can steal other players’ Gems without letting them drop before. When the timer reaches zero, any players with the fewest Super Gems get removed from the game, the Super Gems will scatter and the timer resets. If everyone has the same number, no one is removed. The process repeats until only one player (or team) remains, winning the game. |
Fishin' Boo Haunt NEW! |
Can be played free-for-all only. A new mode in the vein of "Hide and Seek", where 3 Fishin' Boos appears with its blue flames in random spots of the course, trying to capture racers with their fishing rods and possessing them. Each racer starts with 50 points and the objective is to avoid being possessed by Fishin' Boos, since, when captured, they start to lose 1 point per second. If a racer is possessed, they must pass Fishin' Boo to another pilot for his point counter to slowly start recovering (1 point every 2 seconds, however, only 5 points can be recovered). The driver whose points are reduced to 0 will be eliminated. Being hit by items causes the pilot to lose 2 points and is more likely to be captured. After 1 and a half minutes, 2 more Fishin' Boos will appear to possess more pilots. The game continues until only one player remains, winning the game. |
Thwomp Awakening NEW! |
Can be played free-for-all only. A new mode in the vein of "Hot Potato", where two random players will have sleeping Thwomps hovering over them for 20 seconds. These racers have much higher speed and acceleration and may pass the Thwomp to an opponent by bumping into them or hitting them with items. Each pass makes the total running time of the Thwomp about 1 second longer. If other racers use their kart’s horn, it can wake the Thwomp easier, losing 1 second of the total running time. When the timer reaches zero, the Thwomps awake and smash the racer under it, eliminating them. Three more Thwomps will spawn over other players, chosen at random, and the timer resets. The process repeats with duos or trios of Thwomps, until only two players remain, where one of them will receive a sleeping Star Thwomp hovering over them for 35 seconds. The game continues until only one player remains, winning the game. |
Turnip Turmoil NEW! |
Can be played only in teams. A new mode in the vein of "Capture the Flag", with the racers being divided into two, three or four teams. Each team has a base at a point in the course (marked by a flag with its emblem) and, next to each base, there is a basket of Turnips, with 10 Turnips. If a player bumps into another team's basket, they steal one of its Turnips, and each player can only take a maximum of three Turnips (getting slower) and needs to stand still in the basket for a few seconds to do so. Players can also find additional turnips scattered around the arena. Getting hit by items causes the driver to lose all the Turnips he has on his kart. The objective is to steal as many Turnips from other baskets, return to your base without being hit, bringing as many Turnips as possible to your basket, and protect your basket from opponents. Once time ends, the team with the most turnips in their basket wins. |
Chomp Owners NEW! |
Can be played only in teams. A new mode, with drivers being divided into two, three or four teams. Each team has a giant Chain Chomp that moves freely around the stage, which can damage any racer (including the team's own owners) and has a health bar, subject to being damaged by items. The main objective is to destroy the other team's Chomps, in addition to defending your own. The more health a Chomp takes away, the angrier and stronger it gets. However, if the Chomp is damaged once, and takes no more damage, it gradually recovers its health bar automatically. If Chomp is destroyed, all team members are eliminated. The game continues until there is only one Chain Chomp left, from the team that wins the game. |
Moon Taxi NEW! |
Can be played free-for-all and in teams. A new mode, in which players must function as taxi drivers, leaving different NPCs, who are randomly scattered on the course, at their destinations, located at other random points of the course. In this mode, karts undergo changes to accommodate more than 1 passenger (like in Double Dash Versus mode). Each NPC gives a Power Moon to the pilots when they reach their destination. Sometimes players need to leave with more than one NPC at the same time, making the kart heavier and slower, however, more than one Power Moon is delivered if they are taken to the destination. If the player is damaged by an item, the NPC will run along the route and may be picked up by another driver. The more Power Moons the player gets, the faster and lighter his kart becomes, being able to leave more and more NPCs. Also, getting hit by items causes the pilot to lose a Power Moon, which can be captured by another pilot (much like in Shine Thief). Once time runs out, the player with the most Power Moons wins. |
Rotten Infection NEW! |
In this new mode, a giant Rotten Mushroom will follow every racer in the arena. If a racer is touched by the mushroom, he will be engulfed and infected, eliminated. The previously absorbed racer is expelled in zombie form, which can help infect other racers. An infected racer, approaching a healthy racer, will infect and eliminate it. The more pilots are infected, the bigger and faster the mushroom gets. Additionally, by infecting half the total number of pilots, it begins to leave a trail of poison in its wake, which can slow down the remaining healthy pilots. Items can be used to damage other healthy racers, making them more vulnerable to being infected, or to damage infected racers or the giant mushroom, keeping them away from the racer. However, every 5 times the giant mushroom is damaged, it spits one 1-Up Mushroom, which is used to heal one infected racer (the order in which players were infected is the same as the healing preference of a 1-Up Mushroom, with the first infected racer being the first to be healed). However, if a healed racer gets infected again, it is permanently eliminated. The mushroom explodes when only one player remains (or more if they are on the same team), winning the game. |
Battle Customization[]
- Items: Players can determine how items are distributed, choosing whether an item will appear in the item box or whether an item will be exclusive to a team;
- CPU difficulty: Determines the difficulty of the CPU racers: easy, normal, hard, hardest;
- Vehicles: Players can determine which vehicle bodies can be used by the player and the CPUs, between Karts, Bikes and ATVs;
- Battle count: Determines the total amount of rounds that will be played (minimum of three);
- Course selection: Players can determine how battle courses will be selected:
- Chose: A course can be chosen after the one playable is finished;
- Random: Courses are played in a random order;
- In order: Courses are played in order; the first course is chosen by the player, and the next ones proceed according to the order in the selection screen;
- Winner: The winner (first place) of the last race chooses the next course;
- Loser: The loser (last place) of the last race chooses the next course;
- Racers: Determines the number of racers that will battle;
- Grand randomization: Choose randomly each rule above;
5) Time Trials[]
Time Trials is a returning single-player mode that allows the player to race against the clock, in order to finish all laps/sections of a course in the shortest time possible, having mushrooms available usually in the same number of laps/sections that it must go through (with the exception of GCN Baby Park), which allows the player to take shortcuts and save time, and without CPUs, Item Boxes, or items lying around the course.
The game saves the player's records and creates a ghost of the run performed as a copy of the player's performance, which the player can race against later. Through Online mode, the player can share its Ghosts with other players around the world, compare their scores and even race against other Ghosts.
For the first time in the Mario Kart series, battle courses are also available in Time Trials. Each battle course has undergone significant changes from its original appearance so that the player can run it as if it were a racecourse, with the aid of Arrow Fields, physical barriers, ramps, and battle course elements. The course selection screen is also different, on a single screen with all the racecourses and battle courses available on the game.
Time trials give the player the option to race at the 150cc engine class, already available, and at the 200cc engine class (separately recorded from the 150cc Time Trials), which must be unlocked on each course. To unlock a course's 200cc engine class on Time Trials, the player must beat the 150cc Normal Staff Ghost by getting a higher time than him. By unlocking the course's 200cc engine class, the player also unlocks the same course's 200cc Expert Staff Ghost to compete. 200cc Expert Staff Ghosts are harder than 150cc Normal Staff Ghosts, as they are faster and use more shortcuts.
When the player beats the 150cc Normal Staff Ghost and unlocks a track's 200cc engine class in Time Trials, course’s outline on the selection screen turns silver, and when the player passes and beats the 200cc Expert Staff Ghost, the outline turns golden. Unlocking a course's 200cc engine class in Time Trials is one of the criteria for unlocking course stamps on the Stamp Album and beating all the 200cc Expert Staff Ghosts is one of the criteria for unlocking Gold Pass rewards.
Staff Ghosts[]
Coming Soon...
6) Online[]
Online is a returning single-player and multiplayer mode where one, two or three local players can play over the Internet against other remote players. Unlike previous games, the main menu has different divisions for the player to access, according to the following division:
Online Versus and Battle[]
Players can compete and fight with up to fifteen other players from around the world (Online Worldwide), in their continent (Online Continental) or in their region (Online Regional) and can join and compete or fight with local friends (Local Friends). Players can join worldwide rooms that were created and customized by random players and can also create their own rooms with custom rules (the same as Versus and Battle modes, however without the Engine Speed and Course Variant topics) to compete, for friends or around the world. When playing Online Worldwide, Continental, or Regional, players once again earn VR points based upon their ranking at the end of a race or battle.
Online Lobby[]
The online lobby is like the one presented in Mario Kart 8 Deluxe, in which the Mii characters that represent the players wear race suits (these can be configured by the players themselves) while waiting for other players and selecting courses. Mii racers will wear a crown identical to the one worn by the first-place finisher in Battle Mode as they win a race or battle, and as they win more races or battles, the Mii earns multiple crowns, which are placed one on top of the other.
Lobbies can be changed visually depending on the owner of the room, with the following backgrounds: a globe (as in Mario Kart 8 Deluxe), a garage (as in Mario Kart 8 Deluxe's wireless and LAN modes), or any of the courses of the game.
There is also the option to change character and vehicle combinations in an online lobby without having to exit during course selection of an online lobby. Versus and battle races present the settings in the lobby as the course is selected via icons:
- Versus mode: icons in the lower center corner of the selected course icon:
- Classic Versus: “VS” icon;
- Team Mania: “TM” icon;
- Relay Race: “RR” icon;
- Double Dash: “DD” icon;
- Frenzy Chaos: “FC” icon;
- Elimination: “E” icon;
- Versus engine class: icons in the lower right corner of the selected course icon:
- 100cc: Two mushrooms icon;
- 150cc: Three mushrooms icon;
- 200cc: Golden Dash Mushroom icon;
- Versus course variant: icons in the lower left corner of the selected course icon:
- Normal: No icon;
- Mirror: Mirror icon;
- Reverse: Reversed Arrow icon;
- Weather: Fog Cloud icon;
- Trick: Super Hammer icon;
- Hazard: Super Pickax icon;
- Crazy: Classic Crown icon;
- Battle minigame: symbols in the lower center corner of the selected course icon;
- Balloon Battle: Red Balloon icon;
- Coin Runners: Coin icon;
- Shine Thief: Shine Sprite icon;
- Renegade Roundup: Potted Piranha Plant icon;
- Bob-omb Blast: Bob-omb icon;
- Star-Balloon Smash: Star Balloon icon;
- Gem Grabbers: Super Gem icon;
- Fishin’ Boo Haunt: Fishin’ Boo icon;
- Thwomp Awakening: Thwomp icon;
- Turnip Turmoil: Turnip icon;
- Chomp Owners: Chomp icon;
- Moon Taxi: Power Moon icon;
- Rotten Infection: Rotten Mushroom icon;
Online Time Trials[]
Players can use the Time Trials data to share its Ghosts with other players around the world, compare their scores and even race against other Ghosts.
One new feature on Online mode is Time Trial League, where 8 players can compete against each other at the same time on a Time Trial race, with other racers only appearing on the screen as Ghosts, with the winner being the fastest racer. Racers can then use their Ghosts created on Time Trial League at the Time Trials menu or share with other players around the world.
Online Tournaments[]
Players have the option to create their own tournaments and enter other players’ tournaments. When creating a tournament, players can choose an icon and name for the tournament, as well as set the rules (the same as Versus and Battle modes). Players can also set the times the tournament is available (fortnightly, weekly, daily, or between a fixed period and at what day and time the tournament begins and ends), the number of races before scores are totaled and whether groups shuffle after a certain number of matches or not.
Availability can be set including whether a code is required, or if it is open to anyone worldwide, continental, or regional and whether only players of certain ranks can play. When looking for a tournament, players can enter a code, search by type, or look at active tournaments.
7) Mario Kart Channel[]
The Mario Kart Channel is a feature of the encompasses several subcategories, such as the ones described below:
Mario Kart TV[]
It is a social networking integration, much like the Miiverse integration, allowing players to view and share photos and videos of races, battles, or missions, which others around the world can watch and leave comments on. Furthermore, the player can edit his own photos and play videos, also like Snapshot mode from Super Mario Odyssey or Snap a Photo bonus challenge from MKT.
Some features used in video editing are slow motion, rewinding and fast-forwarding, being able to change the video focus to include specific players and actions, setting the duration of the video, and adding visual effects. In addition, the player can change the background music, as well as remove original effects sounds and add external effects sounds.
Now, the player has options to add other items to their photos or videos, such as other photos, gifs, and stamps from the Stamp Album, being able to change their size and their colors. You can also put text messages, draw, and paint on photos. Lastly, the player can use the white screen photo features, to draw and post. The player can access their own photos and videos in the Gallery Album.
Tutorial[]
When the player starts the game for the first time, it is faced with this subcategory, which teaches about the basic gameplay of the game. In this mode, the player can run in 50cc and relearn basic controls, as well as important tips to continue throughout the game.
Stamp Album[]
Throughout the game, the player can obtain stamps, remarkably like Mario Kart 8, however, these appear as colored images, like SM3DW+BF stamps or Mario Kart Tour badges. A good part of these stamps can be used in other modes, in Mario Kart TV. Most stamps are subdivided into groups, each of which must be unlocked in several ways:
- Racer stamps: A stamp of the racer racing on a standard kart: to obtain them, the player needs to unlock the racer on Adventure Mode (starting racers have their stamp already unlocked);
- Racer's emblem stamp: A stamp of the racer’s emblem: to obtain them, the player needs to win at least one Grand Prix with the racer;
- Item stamp: A stamp of an item that can be used in the game: to obtain it, the player needs to activate the item's Frenzy mode on Frenzy Chaos Versus at least once (items that do not have a Frenzy mode have their stamp already unlocked);
- Race/Battle Course stamp: A stamp of an element related to the course of a game (usually also present on the track selection icon), which can be an enemy, obstacle and/or track-related background element (there is at least one stamp for each race/battle course in the game, with more being possible to appear per circuit): to obtain it, the player needs to beat the 150cc Normal Staff Ghost in Time Trial at the specific course, also unlocking the track's 200cc engine class in Time Trials and the 200cc Expert Staff Ghost to compete;
- Boss stamp: A stamp of the boss fought: to obtain it, the player needs to defeat the boss with a 3-GS ranking;
- Sponsor stamp: A stamp of a sponsor that appear in the game; these stamps can be obtained by purchasing a stamp from the Coin Shop;
- Other stamps: Stamps that do not fit into the above categories: usually already unlocked;
Coin Shop[]
The Coin Shop has similar organization to the Mario Kart Tour shop; however, it appears as a shop, run by a Mii wearing a “? Block” Mii Racing Suit. There, the player can use his coins, collected in the other modes, to buy new accessories, such as alternate costumes and unlockable vehicle parts. Also, it is possible to buy sponsor stamps, item tickets and pipes.
The Pipes function similarly to their appearance in Mario Kart Tour, being able to shoot an Item Ticket, a Sponsor Stamp, an unlockable vehicle part or even an alternate costume, all of which are randomly chosen within their rarity. It is possible for a player to obtain an accessory that has already been obtained; when that happens, the player receives half the value in Coins that the accessory costs in the Coin Shop.
Additionally, it is possible to find a feature through which players can purchase and pre-order the downloadable content pack known as the Crossover DLC Pack. Here are the product prices:
- Alternate Costume: 10000 coins;
- Unlockable Kart body: 7500 coins;
- Unlockable ATV body: 5000 coins;
- Unlockable Bike Body: 5000 coins;
- Unlockable Glider: 2500 coins;
- Unlockable Horn: 1000 coins;
- Unlockable Tire: 1000 coins;
- Pipe: 1000 coins;
- Sponsor Stamp: 500 coins;
- Item ticket: 100 coins;
Trophy Room[]
A new feature in the Mario Kart series is the Trophy Room, a giant round room that displays all the trophies earned by the player in Grand Prix mode. Trophies are rewards for completing cups in Grand Prix. When the player is among the top three of the Grand Prix in the final score, an award ceremony is held, with a trophy.
In this room, most trophies are arranged on fixed shelves on the wall, being divided according to the classes in which the player competes (100cc, 150cc, Mirror, Reverse, Weather, Trick, Hazard, Crazy and 200cc) and, from each class, the trophies are distributed on the shelves, with each shelf containing the trophies of a championship, totaling 13 shelves per class (11 shelves for each of the Retro Championships, 1 shelf for Nitro Championship Cups and an additional shelf for the Crossover Championship Cups, for players who purchased the Crossover DLC Pack). The Super Championship Trophies are displayed in the center of the room, with 150cc Trophies more to the left and 200cc Trophies more to the light, further below the All-Cup Tour Trophy duo, located on the center pedestal of the room.
Each trophy won by the player is unique, with its particularities on its composition (bronze, silver, or gold), depending on the classification at the end of the cup and particularities in its appearance. The particularities of each trophy can be analyzed:
- Composition: depends on the classification at the end of the cup, with Bronze for third place, Silver for second place and Gold for first place;
- Shape: depends on the cup contested, with each trophy's shape based on the icon that represents the determined cup (for example, the shape of Mushroom Cup's trophy is based on a mushroom);
- Size: depends on the Engine Speed class contested, with each trophy’s size changing between Engine Speed classes (100cc class trophies are smaller, 150cc class trophies have normal sizes and 200cc mode trophies are bigger), while all the Course Variant classes trophies have the same size as 150cc mode trophies;
- Base: Many particularities can be seen in the bases of the trophy, depending on:
- Championship related to the contested cup: at the base of the trophy, to the left, it is possible to see an icon related to the championship in which the cup is related (for example, the Mushroom Cup's trophy has at the trophy’s base, more to the left, a miniature of a SNES);
- OBS: Super Championship Cups have at their base, more to the left, the symbol of the championship they are related to (for example, the Super SNES Cup's trophy has at the trophy’s base, more to the left, a miniature of a SNES);
- Engine Speed/Course Variant class contested: at the base of the trophy, to the right, it is possible to see an icon related to the class contested by the player:
- 100cc class trophies: Two mushrooms icon;
- 150cc class trophies: Three mushrooms icon;
- 200cc class trophies: Golden Dash Mushroom icon;
- Mirror class trophies: Mirror icon;
- Reverse class trophies: Reversed Arrow icon;
- Weather class trophies: Fog Cloud icon;
- Trick class trophies: Super Hammer icon;
- Hazard class trophies: Super Pickax icon;
- Crazy class trophies: Classic Crown icon;
- Cup ranking earned: Gold Trophies also have at their base (under the other icons), the Grand Star ranking earned on that cup; Silver and Bronze Trophies have a blank space:
- 0-GS: the symbol will have all the Grand Stars with only the outline showing, that must be filled;
- 1-GS: the symbol will have the central Grand Star filled in, while the side ones with only the outline showing, that must be filled;
- 2-GS: the symbol will have the side Grand Stars filled in, while the central one with only the outline showing, that must be filled;
- 3-GS: the symbol will have all the Grand Stars filled in;
- Championship related to the contested cup: at the base of the trophy, to the left, it is possible to see an icon related to the championship in which the cup is related (for example, the Mushroom Cup's trophy has at the trophy’s base, more to the left, a miniature of a SNES);
Melody Jukebox[]
A new feature in the Mario Kart series, already seen in games from other Mario series, is the Melody Jukebox, the game's song selection feature. The player is directed to a music gallery, where he can select and listen to the game's soundtracks.
In this gallery, the player's Mii sits in their Standard Kart while music plays from the speakers, two Music Bashes jump around, and an album cover is shown, representing the current song that is displayed. For each sound played for the first time in the game, a record with the same sound or music is added to the Melody Jukebox.
Racers[]
Racers are broken up into five weight classes: Feather, Light, Medium, Cruiser and Heavy, with differences on their stats to further categorize them. The jump height and the force to knock away vehicles change with the weight classes: Feather and Light racers have increased jump heigh and decreased force to knock away vehicles, while Cruiser and Heavy racers have decreased jump heigh and increased force to knock away vehicles;
There are currently 155 playable racers (146 if including Mii), without considering Alternate costumes as racers themselves, in Mario Kart: Ultimate Challenge, the most number of playable characters in a Mario game. All playable racers from all previous mainline instalments return, alongside new exclusive racers, however, only the first six players (that appeared on all main Mario Kart series games), and the Mii, are available from the starts. To unlock the other races, the player must complete some standard criteria, mostly at Adventure Mode. Since races hold 16 positions, multiple Robo-Mario racers will appear as CPUs until the player starts to unlock other racers.
Much like Super Smash Bros. Ultimate, now the racers are organized with numbers, that signifies the order in which they were announced to be playable in the Mario Kart series. After the last returning racer, the newcomers appear on the list, keeping the counting; their numbering is based on the order in which they were announced for the game.
Echo Racers[]
Echo Racers are special racers that have its archetype analogous to a racer that already appears on the roaster (considered as “original racer”), like Echo Fighters from SSBU. They are even marked with an epsilon (ε) next to their fighter numbers, which they share with the character they are based on. Most of Echo racers are characters that can coexist with its original racer at the same time, being:
- Unique characters, completely different from the originals, but with great similarities to them in terms of appearance (like Rex and Yoshi);
- OBS: Metal Mario, Dr. Mario, Paper Mario, Metal Luigi, Dr. Luigi, Paper Luigi, Pink Gold Peach and Yellow Bronze Daisy were considered separated characters from Mario, Luigi, Peach and Daisy, as well as any baby racer present in the game;
- Specials transformations of another character, that resemble the original racer of the echo racer (such as Peachette, a transformation of Toadette, that resemble Peach, or Shadow Mario, a transformation of Bowser Jr., that resemble Mario);
- In this case, the tertiary character does not participate in the same race with his transformated form (Peachette and Toadette do not appear at the same race);
- OBS: Dry Bowser is a transformation of its original racer (Bowser), a characteristic of most of Alternate Costumes, but is a exception to the above cases, being actually a Echo Racer; that happens due to the fact that Dry Bowser and Bowser have already appeared to coexist as separate entities in some games, however, in this case, Bowser and Dry Bowser do not appear at the same race;
Echo Racers behave like original racers, with unique animations, emblems and voices. Some of them differ from original racers at weight class and special item. Also, they have their own Stamp on the Stamp collection and have one Mii Racing Suit based on them. They also appear as CPU rivals on races when unlocked. Echo Racers are unlockable (even if their original counterpart is one starting racer), and the player must complete some standard criteria (like original unlockable racers), mostly at Adventure Mode.
At the racer selection screen, the Echo Racer icon appears under the original racer’s icon, smaller. When a player wants to select an Echo Racer, it must select first the original racer (ex. Luigi), then, a smaller box with the icons of the original character and the Echo Racer(s) appear, allowing the player to choose between them (ex. Luigi, Metal Luigi, Fury Shadow or Gooigi).
Starting Racers[]
00. Mii Any | |
01. Mario Medium |
02. Luigi Medium |
---|---|
03. Peach Light |
04. Yoshi Light |
05. Toad Feather |
06. Bowser Heavy |
Unlockable Racers[]
01ε1. Metal Mario Heavy |
01ε2. Dr. Mario Medium |
01ε3. Shadow Mario Medium |
01ε4. Cosmic Mario Medium |
01ε5. Robo-Mario Cruiser |
---|---|---|---|---|
02ε1. Dr. Luigi Medium |
02ε2. Metal Luigi Heavy |
02ε3. Fury Shadow Medium |
02ε4. Cosmic Luigi Medium |
02ε5. Gooigi Medium |
03ε1. Pink Gold Peach Heavy |
03ε2. Peachette Light |
04ε1. Rex Medium |
05ε1. Toadette Feather |
05ε2. Captain Toad Feather |
05ε3. Toadsworth Feather |
05ε4. Mummy-Me Feather |
06ε1. Dry Bowser Heavy |
06ε2. Dark Bowser Heavy |
07. Koopa Troopa Feather |
07ε1. Koopa Paratroopa Light |
07ε2. Dry Bones Feather |
07ε3. Roving Racer Feather |
07ε4. Parabones Light |
08. Donkey Kong Jr. Medium |
09. Donkey Kong Heavy |
09ε1. Funky Kong Heavy |
10. Wario Heavy |
11. Daisy Light |
11ε1. Yellow Bronze Daisy Heavy |
12. Birdo Medium |
13. Baby Mario Feather |
13ε1. Baby Luigi Feather |
13ε2. Baby Wario Light |
13ε3. Baby Waluigi Light |
14. Diddy Kong Medium |
14ε1. Dixie Kong Medium |
14ε2. Cranky Kong Medium |
15. Waluigi Cruiser |
16. Bowser Jr. Medium |
16ε1. Larry Koopa Light |
16ε2. Lemmy Koopa Feather |
16ε3. Roy Koopa Cruiser |
16ε4. Iggy Koopa Medium |
16ε5. Ludwig von Koopa Cruiser |
16ε6. Morton Koopa Jr. Heavy |
16ε7. Wendy O. Koopa Light |
16ε8. Koopa Kid Medium |
17. Petey Piranha Heavy |
17ε1. Dino Piranha Heavy |
18. King Boo Heavy |
18ε1. Boo Feather |
18ε2. Peepa Feather |
18ε3. Boohemoth Heavy |
19. Shy Guy Feather |
19ε1. Fly Guy Feather |
19ε2. Spear Guy Feather |
19ε3. Snifit Feather |
19ε4. Bandit Light |
20. Baby Peach Feather |
20ε1. Baby Daisy Feather |
20ε2. Baby Rosalina Feather |
21. Rosalina Cruiser |
21ε1. Cosmic Spirit Cruiser |
22. Honey Queen Heavy |
23. Wiggler Cruiser |
23ε1. Flutter Cruiser |
24. Lakitu Feather |
24ε1. Lakithunder Medium |
25. Pauline Cruiser |
26. Hammer Bro. Medium |
26ε1. Boomerang Bro. Medium |
26ε2. Fire Bro. Medium |
26ε3. Ice Bro. Medium |
26ε4. Army Hammer Bro. Medium |
27. Monty Mole Feather |
27ε1. Rocky Wrench Feather |
27ε2. Morty Mole Medium |
28. Nabbit Light |
29. King Bob-omb Heavy |
30. Kamek Medium |
30ε1. Kamella Cruiser |
30ε2. Toady Medium |
31. Chargin Chuck Cruiser |
32. Poochy Medium |
32ε1. Polterpup Feather |
33. E. Gadd Light |
34. Baby Yoshi Feather |
35. Baby Donkey Kong Light |
36. Penguin Light |
36. Paper Mario Feather |
34ε1. Paper Luigi Feather |
38. Pianta Cruiser |
39. Noki Light |
40. Raccoon Cruiser |
41. II Piantissimo Medium |
42. Luma Feather |
43. Lubba Cruiser |
44. Chimp Light |
45. Gearmo Medium |
46. Honeybee Feather |
47. Star Bunny Light |
48. Jibberjay Light |
49. Whittle Light |
50. Plessie Heavy |
51. Sprixie Princess Feather |
51ε1. Sprixie Feather |
52. Cappy Feather |
52ε1. Tiara Feather |
52ε2. Bonneter Feather |
53. Glydon Cruiser |
54. Tostarenan Medium |
55. Lochlady Medium |
56. Shiverian Cruiser |
57. Bubblainian Light |
58. Kitten Feather |
59. Tiny Kong Medium |
60. Kritter Cruiser |
61. King K. Rool Heavy |
62. Lord Fredrik Heavy |
63. Madame Broode Heavy |
64. Topper Medium |
65. Hariet Light |
66. Spewart Cruiser |
67. Rango Cruiser |
68. Hellen Gravely Cruiser |
69. Melody Pianissima Light |
70. Wingo Heavy |
71. Boom Boom Cruiser |
71ε1. Pom Pom Cruiser |
72. Motley Bossblob Light |
73. Spike Feather |
73ε1. Stone Spike Light |
74. Ninji Feather |
75. Waddlewing Feather |
76. Broozer Cruiser |
77. Mud Trooper Light |
78. Whomp Heavy |
79. Sumo Bro. Cruiser |
79ε1. Boss Sumo Bro. Heavy |
80. Sledge Bro. Cruiser |
81. Goomba Feather |
81ε1. Paragoomba Light |
81ε2. Goombrat Feather |
81ε3. Galoomba Feather |
82. Bullet Bill Light |
83. Blooper Light |
84. Virus Trio Feather |
85. Foreman Spike Cruiser |
- OBS: Yellow Bronze Daisy and Baby Waluigi make their debuts in the Mario series on Mario Kart: Ultimate Challenge, much like Toadette made hers in Mario Kart: Double Dash!!, Baby Daisy made hers in Mario Kart Wii and Baby Rosalina and Pink Gold Peach made theirs on Mario Kart 8.
Racer Unlocking Criteria[]
Coming Soon...
Alternate Costumes[]
Alternate Costumes also are special racers that have its archetype analogous to an original racer, however, they do not have one specific separation ot the original character, being:
- The original racers in specific costumes or transformations;
- Unique racers (or another subspecie of the original racer), however with lesser relevance in the context of the series;
Alternate Costumes behave exactly like original racers, having mostly the same voices, weight class and special item. Even some Echo Racers can have alternate costumes. Some of them have, although, unique animations, voices and emblems. Alternate Costumes do not appear as CPUs rivals on racers, do not have Special Stamps and do not have one Mii Racing Suit based on. They are unlocked when purchased on Coin Shop (being only available there when the original racer is unlocked). When the player wants to select one Alternate Costume, though, it must pass the selection between the original and the Echo Racer to, then, select which Alternate Costume it wants (ex. Luigi, Classic Luigi…).
01. Mario |
02. Luigi |
---|---|
02ε4. Gooigi | 03. Peach |
- More coming soon...
Mii Racing Suits[]
The Mii racer on the racer list is considered the player 00. It's also the main character on the Adventure Mode, being the only starting racer to appear at the roster that is not one of the first six players. Instead of having Alternate Costumes, Mii have special racing suits. The old racing outfit (based on Mii Outfit A from MKWii and Mii outfit from MK7), named Mii Outfit A, is already unlocked, whitle the new outfits (based on MK8(DX) and MKT outfits) need to be unlocked each, having their own unlocking criteria.
Race Suit | Description | Unlocking Criteria |
Mii Outfit A |
The first racing outfit of Miis, a plain racing suit, based on Mii Outfit A from MKWii and Mii Outfit from MK7 (it's colour changes according to Mii's favourtie colour); | Already unlocked |
Red Suit | The new racing outfit, with red being the predominant color; | |
Orange Suit | The new racing outfit, with orange being the predominant color; | |
Yellow Suit | The new racing outfit, with yellow being the predominant color; | |
Green Suit | The new racing outfit, with green being the predominant color; | |
Blue Suit | The new racing outfit, with blue being the predominant color; | |
Purple Suit | The new racing outfit, with purple being the predominant color; | |
Light Green Suit | The new racing outfit, with light green being the predominant color; | |
Light Blue Suit | The new racing outfit, with light blue being the predominant color; | |
Pink Suit | The new racing outfit, with pink being the predominant color; | |
Brown Suit | The new racing outfit, with brown being the predominant color; | |
Black Suit | The new racing outfit, with black being the predominant color; | |
White Suit | The new racing outfit, with white being the predominant color; | |
Bronze Suit | The new racing outfit, with bronze being the predominant color; | |
Silver Suit | The new racing outfit, with silver being the predominant color; | |
Mario Suit | The new racing outfit designed after Mario; | |
Gold Suit | The new racing outfit, with gold being the predominant color; | Unlock the Gold Pack. |
- More coming soon...
Other Characters and Features[]
Adventure Bosses[]
These characters appear at Boss Battles objectives at Adventure mode.
Boss | Attack Method | Way to Defeat |
Goomboss |
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Eyerok |
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Peewee Piranha |
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Gooper Blooper |
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Mummipokey |
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Snow King |
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Boss Brolder |
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Mollusque-Lanceur |
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Prince Bully |
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Mechawiggler |
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Major Burrows |
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Chief Chilly |
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King Kaliente |
||
Bouldergeist |
||
Reznor |
||
Boolossus |
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Glamdozer |
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Giga Lakitu |
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Whomp King |
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King Coin Coffer |
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Bull's-Eye Banzai |
|
|
Fury Bowser |
Background Characters and Elements[]
These characters and features appear as part of a crowd and world-building scenery and do not directly affect any participating racers.
- Coming Soon...
Hazards, Obstacles and Enemies[]
These characters and features act as obstacles and other interactable objects which impede racers if bumped into.
- Coming Soon...
Course Elements[]
These elements may aid the racer or changes the way the track presents itself:
- Coming Soon...
Race Tecniques[]
Race techniques returns to the game, with racers doing unique animations when executing them;
- Rocket Start: powerful burst of speed that occurs at the beginning of every race; executed by holding the acceleration button at the correct time in the starting countdown (after the 2); doing it too early will will backfire the player's vehicle and stall for a few seconds at the beginning of the course (Fail Start); doing it too late won't work, and the player will begin without the boost;
- Mini-Turbo: By doing a drift and holding it for long enough, the player's vehicle will build up sparks. Once releasing the button, the player will gain a speed boost. The longer your drift, the more powerful the Mini-Turbo will be, changing colors from blue (Mini-Turbo), to orange (Super Mini-Turbo), and to purple (Ultra Mini-Turbo); The Ultra Mini-Turbo achieved a significant improvement compared to previous games, however, if a player holds an Ultra Mini-Turbo for too long, it will backfire and stall for a few seconds (known as a Fail Turbo, much similar to Fail Start);
- Jump Boost: powerful boost after jumping off of a ramp; the racer will perform a trick and gain a brief speed boost once it lands;
- Glide Boost: similar to the jump boost, it's a powerful boost after jumping off of a glider ramp; the racer will perform a trick and gain a brief speed boost when the glider is activated;
- Spin Boost: a powerful boost when the player touches other player's karts or Spin Boost Pillars on anti-gravity surfaces;
- Slipstream: Race behind any other driver for long enough to gain a slipstream, increasing your speed for a short time;
- U-Turn: In Battle Mode, holding both A and B while steering will allow you to do a U-turn;
- Item Charge: With some Items, the player can charge the power of them before using, giving them a secondary use, such as shooting the entire item in one powerful shot;
- Slide Attack: Exclusive on Double Dash Versus mode, the player can spin out opposing racers and steal their items;
Items[]
During a race, racers can drive through Item Boxes to be granted an item through a roulette. As previously stated, these items are the focus of a race, as using them may hinder other racers and/or aid the player. These items vary in usefulness depending on the distance from the current frontrunner; with racers closer to the frontrunner receiving "less-powerful" items (like Bananas or Green Shells), while racers furthest from the frontrunner receiving the "most powerful" items in the game (like Bullet Bill Mask or Lightning Bolt). Depending on the item a runner has been hit with, different effects can occur, however, most of them results of stopping the racer momentum. Items that create explosions will launch the affected racer into the air.
A returning mechanic is the appearence of special items, that is a certain item that is obtainable only to a specific group of racers, that most other racers cannot get. If the player achieves a or higher in all Engine Classes Cups in Grand Prix, it is rewarded for having all special items available as normal items for every racer. Also, racers can carry up to two items at once, however, the player can not switch between them.
Exclusive item mechanics appear at Frenzy Chaos and Double Dash VS modes. At the Frenzy Chaos, the player receives 3 items per item box instead of two, and if it gets the three of the same item, it activates the Frenzy mode, granting the racer invincibility and an unlimited supply of that item for a period of time. At the Double Dash, the player can switch the two items it receives by changing the racers on the kart, allowing players to hold onto an item for later use.
A new mechanic introduced in the game is the ability to charge up some items. In this case the player can charge the power of an item before using it (however, items that have a protection function may leave the player unprotected). This usually uses up all or most of an item's ammo, but makes up for this by giving it a secondary use, such as shooting the entire item in one powerful shot.
Items found on the track[]
Item | Description | Item | Description |
Item Box |
Gives the player 1 random item, based on it's position; |
Double Item Box |
Gives the player 2 random items; |
Frenzy Item Box |
Immediately activates a Frenzy of a given item; only available on Frenzy Chaos Versus mode; |
Coin |
Gives the player a small boost when get; |
Red Coin |
They are worth two regular coins; |
Blue Coin |
They are worth five regular coins; when a Blue Coin is collected, all the regular coins around it are pulled towards the racer; |
Purple Coin |
They are worth ten regular coins; when a Purple Coin is collected, all the regular coins around it are pulled towards the racer; |
Silver Coin |
They are worth fifthy regular coins; |
Normal Items[]
Returning Items[]
Item | Description | Frenzy Action |
Fake Item Box |
This item imitates an Item Box, in which it is colored red and the “?” mark is flipped upside down. Now, when a player runs into one, rather than spinning out, it will appear as if they had an item, before a Bowser symbol appears and creates an electric explosion. It cannot block item attacks. | Six Fake Item Boxes will rotate around the vehicle. The player has unlimited supply of Fake Item Boxes while on the mode but can throw only one Fake Item Box at time. |
Mushroom |
Provides the player's kart with a small speed boost. | Six Mushrooms will rotate around the vehicle. The player has unlimited supply of Mushrooms while on the mode but can use only one Mushroom at time (this frenzy acts identically to the normal Golden Mushroom item). |
Triple Mushroom |
Orbits the player's kart, providing them with three separate speed boosts. If the player charges up this item, it becomes able to use them all at once for a longer-lasting speed boost. | Six Mushrooms will rotate around the vehicle. The player has unlimited supply of Mushrooms while on the mode, and can use three Mushrooms at time, getting the longer-lasting speed boost while on the mode (this frenzy acts identically to the normal Golden Mushroom item, however with a longer-lasting speed boost). |
Golden Dash Mushroom |
Provides the player's kart with continuous Mushroom-like speed boosts for a short time. If the player charges up this item, it becomes able to get longer-lasting speed boosts, however, it has a short break between one and the other longer-lasting speed boost. | Six Golden Mushrooms will rotate around the vehicle. The player has unlimited supply of Golden Mushrooms while on the mode, and they will continuously be boosting the kart automatically while on the mode, even faster than a Bullet Bill Mask (as fast as the Bullet Bill Mask on Frenzy mode). |
Mega Mushroom |
It makes the driver grow bigger, allowing it to squash other racers by running over them (making them lose their items and flattened them out for a moment). It let the user destroy items and course obstacles, however, does not make the player immune to Lightning Bolt and Spiny Shell (both only reducing the player to normal size, without damaging the player), Bullet Bill Mask, Star, and most of Special Items. It also makes the driver faster and amplifies any speed boost performed. In addition, the player can go off-road and drive on rough terrain without suffering any slowdown effect. The effect holds 9 seconds but will be finished earlier after getting hit by strong items. | Six Mega Mushrooms will rotate around the vehicle. The player, having unlimited supply of Mega Mushrooms while on the mode, will grow even more than normal. |
Green Shell |
Protects the player from incoming items. When thrown, travels in a straight line and knocks over a kart it hits. | Six Green Shells will rotate around the vehicle. The player has unlimited supply of Green Shells while on the mode but can throw only one Green Shell at time. |
Triple Green Shell |
Three Green Shells that orbit the player's kart, protecting them from incoming attacks. They can be thrown either forward or backward, one at time. If the player charges up this item, it becomes able to throw them all at once in a straight line. | Six Green Shells will rotate around the vehicle. The player has unlimited supply of Green Shells while on the mode, and can throw three Green Shells at time, that will travel all in a straight line. |
Red Shell |
Homes in on the closest kart in front of the player and knocks it over. If the player laid the Red Shell backwards, it acts as a land mine, chasing after the first kart that passes by, even the user, like how it works on MKSC. | Six Red Shells will rotate around the vehicle. The player has unlimited supply of Red Shells while on the mode but can throw only one Red Shell at time. |
Triple Red Shell |
Three Red Shells that orbit the player's kart, protecting them from incoming attacks. They can be thrown either forward or backward, one at time. If the player charges up this item, it becomes able to throw them all at once in a straight line; however, each Red Shell will home to one racer in front of the player, turning possible to hit 3 racers with one attack. | Six Red Shells will rotate around the vehicle. The player has unlimited supply of Red Shells while on the mode, and can throw three Red Shells at time, that will travel all in a straight line. |
Blue Spiny Shell |
This winged spiny shell targets the racer in first place, flying above the other racers. It throws the racer in first place upwards with a blue explosion, that can hit any racer near the first place one. | Six Blue Spiny Shells will rotate around the vehicle. The player has unlimited supply of Blue Spiny Shells while on the mode but can throw only one Blue Spiny Shell at time. |
Banana |
Protects the player from incoming items. When thrown, stays on the track and spins out other racers that hit it. It can be thrown either forwards or backwards. | Six Bananas will rotate around the vehicle. The player has unlimited supply of Bananas while on the mode but can throw only one Banana at time. |
Triple Banana |
Three bananas that orbit the player's kart, protecting them from incoming attacks. They can be thrown either forward or backward, one at time. If the player charges up this item, it becomes able to throw them all at once and they will land all lined up in a row. | Six Bananas will rotate around the vehicle. The player has unlimited supply of Bananas while on the mode, and can throw three Bananas at time, that will land all lined up in a row. |
Bob-omb |
A Bob-omb that can be throwed either forwards or backwards and explodes after a short time when thrown or dropped, knocking over any kart in its blast radius. Notably, if this bomb collides with an item or player while behind the user, they will explode, but will not harm the racer using them. If the player charges up this item, the bomb explodes just after touching the ground. | Six Bob-ombs will rotate around the vehicle. The player has unlimited supply of Bob-ombs while on the mode but can throw only one Bob-omb at time. |
Double Bob-omb |
Two Bob-ombs that revolve around the player's kart. They can be thrown either forward or backward, one at time. If the player charges up this item, it becomes able to throw them all at once in a straight line. Notably, if these bombs collide with an item or player while orbiting the user, they will explode, but will not harm the racer using them. If the player charges up this item, both bombs explode just after touching the ground. | Six Bob-ombs will rotate around the vehicle. The player has unlimited supply of Bob-ombs while on the mode and can throw two Bob-ombs at time, that will land all lined up in a row. |
Super Horn |
Although being one retro item, it has a improved gameplay: Allows the player to use the Super Horn up to three times, that emits a radial shockwave, destroying all obstacles and items (including Blue Spiny Shells), and hitting surrounding racers. If the player charges up this item, the player becomes able to play the Horn at one single attack, but the horn last longer and its radius is wider. | Six Super Horns will rotate around the vehicle. The player has unlimited supply of Super Horns while on the mode, being able to release a wider electrical wave at time. |
Lightning Bolt |
Causes all opponents to drop their items, shrink, and drive slowly for a short time. | Six Lightning Bolts will rotate around the vehicle. The player has unlimited supply of Lightning Bolts while on the mode but only one can be used at time. |
POW Block |
A POW block appears on screen and causes any racer on the ground ahead of the user to spin out and drop their items. Players who deploy the wheelie button get a milder version of the effect. They will not get affected if they are in the air. | Not available. |
Star |
Provides the player invincibility from all terrain and items, and also giving a speed boost. | Not available. |
Cape Feather |
Gives the player's kart a cape that can be used to roughly perform a Spin Jump twice as high as a regular driver can for a period. | Not available. Item only available on Battle. |
New Items[]
Item | Description | Frenzy Action |
Black Shell |
Black Shell can be thrown forward or backward. It will travel in a straight line and explode on impact, knocking over any drivers in the blast radius. The Black Shell previously appeared in the Mario Kart Arcade series, though as this is its first appearance in a main Mario Kart title, it is treated as a new item. | Six Black Shells will rotate around the vehicle. The player has unlimited supply of Black Shells while on the mode but can throw only one Black Shell at time. |
Triple Black Shell |
Three Black Shells that orbit the player's kart. They can be thrown either forward or backward, one at time. Notably, if they collide with an item or player while orbiting the user, they will not explode. If the player charges up this item, it becomes able to throw them all at once in a straight line. | Six Black Shells will rotate around the vehicle. The player has unlimited supply of Black Shells while on the mode, and can throw three Black Shells at time, that will travel all in a straight line. |
Double Cherry |
Creates a clone of the user; the duplicate follows the drivers speeds and commands, however their left and right directions are reversed. Clones remains for a duration or until struck by an obstacle or projectile. All targeting items will affect the clone instead of the user. The player can use other items, and the clone will mimic the item either, turning possible to the player to use the same item twice. | Six clones will rotate around the vehicle. Due to the Frenzy invincibility, all the clones will also be invincible, harming any racer who touches them. |
Thwomp |
A sleeping Thwomp hovers over the racer and smashes it after ten seconds, when it wakes up. Before this happens, the user has much higher speed and acceleration while not losing speed when driving off-road and may pass the Thwomp to an opponent by bumping into them. Each pass makes the total running time of the Thwomp about 1 second longer, working similar to Thunder Cloud at MKWii. If the player (or other racers) uses the kart’s horn, it can wake the Thwomp easier, losing 1 second of the total running time. | Six Thwomps will rotate around the vehicle. The player has unlimited supply of Thwomps while on the mode. Due to the invincibility, these Thwomps cannot smash the racer (they will try, moving horizontally). However, they can be passed to other racers while on the mode. When passed, they will crush the player instantly, since they will be already awaked. |
Blooper Nanny |
Due to Blooper’s appearance as a racer, Blooper Nanny replaces it as an item. Blooper Nanny and its babies are sent to all racers ahead to spray ink on and reduce their visibility. Racers on 4th place and back receives ink from a baby, that spits out a small amount of ink; the 3rd place racer receives ink from the Blooper Nanny, that spits out a greater amount of ink; finally, the 1st and 2nd place racers receives ink from the Nanny and all of its babies at the same time, having their visibility greatly reduced, alongside their handling, making it hard to them to turn at corners. | Six Blooper Nannies will rotate around the vehicle. The player has unlimited supply of Blooper Nannies while on the mode but can send only one Blooper Nanny at time. All racers ahead will receive the Blooper Nanny alongside its babies (regardless of their placement). If a player receives more than one Blooper Nanny at time, more ink will be accumulated, and more reduced will be its visibility. |
Bullet Bill Mask |
Due to Bullet Bill's appearance as a racer, Bullet Bill Mask replaces it as an new item. It is a mask the racer can wear to resemble a Bullet Bill and gain its abilities, rocketing through the track with auto-pilot, and providing invincibility from all terrain and items. The only difference is that, instead of the item turning the racer into a Bullet Bill, it wears the mask, staying with the vehicle used underneath. | Two Bullet Bills will follow the Rainbow Bullet Bill Mask that the player has transformed into. These Bills can be shot at other players, much like homing Bombs. The Rainbow Bullet Bill will rocket through the track even faster than the normal one. |
Gold Block |
Unlike the replaced Coin Box, the player wears the Gold Block over its head, thus producing coins from it if he keeps moving, instead of spitting coins in front of the player. If the player runs fast enough, without being hit, the number of coins produced from the block increases. If the player is damaged by any item, it loses all the coins it collected from the item. The player can get from 10 to 50 coins, depending on its performance during use. Each coin gives the player a small boost when get. Also, when a Gold Block is worn, the face side of it resembles the user's face. | Six Coins will rotate around the vehicle. While the player receives the rotating coins (the ones from a Coin item Frenzy), it receives even more coins from the Rainbow Gold Block, that, sometimes, launch some coins at the course. The player gets 75 coins on total. |
Special Items[]
Returning Items[]
Item | Description | Frenzy Action | Racer |
Fire Flower |
Allows the player to throw fireballs, forward or backward, that cause other karts to burn and spin out on impact. These fireballs are capable of ricocheting off walls. The racer can throw a total of 10 fireballs. If the player charges up this item, becomes able to throw 5 of them at once. | Six Fireballs will rotate around the vehicle. The player has unlimited supply of Fireballs while on the mode but can throw only one Fireball at time. |
|
Ice Flower |
Allows the player to throw fireballs, forward or backward, that cause other karts to freeze and slide forward for a small while. These iceballs are capable of ricocheting off walls. The racer can throw a total of 10 iceballs. If the player charges up this item, becomes able to throw 5 of them at once. | Six Iceballs will rotate around the vehicle. The player has unlimited supply of Iceballs while on the mode but can throw only one Iceball at time. |
|
Heart |
A double of hearts will surround the kart. These hearts will protect the kart from any item that tries to it the player (absorbing it). The player can then use the new item as it pleases. The player can accumulate Hearts if it gets another one on the item slot. | Six Hearts will rotate around the vehicle. The player has unlimited supply of Hearts while on the mode and can absorb items of any racers that touches and damages. After the time is finished, the racer gets the strongest item absorbed during the mode. |
|
(Yoshi/Birdo) Egg |
Works similarly to a Red Shell, chasing after a kart and knocking it out when collision occurs. After colliding, these eggs randomly let out three items. However, if an Egg takes too long to find a kart, the Egg will break apart but still let out three items. The items an Egg can let out are: Banana, Mushroom, Green Shell (that travels in a straight line), Red Shell (acts as a land mine, chasing after the first kart that passes by), Bob-omb (that explodes after some seconds) and Star. The Egg has green spots for Yoshi, pink spots and a red ribbon for Birdo, and is spotless for the other racers. The spots and the ribbon colors changes according to the alternate costume of Yoshi and Birdo. | Six Eggs will rotate around the vehicle. The player has unlimited supply of Eggs while on the mode but can throw only one Egg at time. |
|
Poison Mushroom |
The player can launch a Poison Mushroom on the course. Anyone who hits it becomes purple and sick for a long time, ending up moving slow and vulnerable to other karts that makes this racer spin upon contact (even at anti-gravity). | Six Poison Mushrooms will rotate around the vehicle. The player has unlimited supply of Poison Mushrooms while on the mode, and can throw three Poison Mushrooms at time, that will travel all in a straight line. Also, the player lays a trail of poison behind it. Any racers that drive in the poison trail will be slowed down. |
|
Mushroom Cannon |
A cannon fully loaded of Mushrooms. Allows the player to fire a total of 10 Mushrooms upward, that are fired when the player wants (pressing the button rather than automatically). The mushrooms are thrown up and forward, which will land right on top of the user who threw them, ensuring that it is the only one to benefit from using the mushrooms. If the player charges up this item, becomes able to throw 3 of them at once, getting a greater speed boost. | Six Mushrooms will rotate around the vehicle, alongside the Cannon. The player has unlimited supply of Mushrooms while on the mode and can use one Mushroom at time. The cannon will shoot out Mushrooms faster, enabling the player to use both mushrooms from the Frenzy and from the cannon. |
|
Bowser's Shell |
A humongous shell shaped like Bowser's shell that can be thrown forwards only. When released, it bounces around the track like a normal Green Shell (though it tends to curve its trajectory towards nearby drivers), toppling any kart that it hits, making the racers drop their items. After Bowser's Shell hits the walls of a course roughly fifteen times, the shell breaks apart. | Six Bowser's Shells will rotate around the vehicle. The player has unlimited supply of Bowser's Shells while on the mode but can throw only one Bowser's Shell at time. |
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Giant Banana |
An enormous banana that protects the racer from incoming items and spins out other racers that hit it. While the drivers lose control, the Giant Banana splits into five normal Bananas scattered into a pentagon in that area. It can be throwed either forwards or backwards. | Six Giant Bananas will rotate around the vehicle. The player has unlimited supply of Giant Bananas while on the mode but can throw only one Giant Banana at time. |
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Banana Barrels |
A pair of barrels fully loaded of Bananas. Allows the player to throw these bananas forward or backward (the barrels can be rotated). The racer can throw a total of 7 bananas per barrel, that are fired when the player wants (pressing the button rather than automatically). If the player charges up this item, becomes able to throw 3 of them at once. | Six Bananas will rotate around the vehicle. The player has unlimited supply of Bananas via the barrels on the mode; it continually shoots out a line of three bananas per attack. |
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Giga Bob-omb |
An enormous Bob-omb that can be throwed either forwards or backwards, and explodes after bouncing three times on the ground, knocking over any kart in its larger blast radius. | Six Giga Bob-ombs will rotate around the vehicle. The player has unlimited supply of Giga Bob-ombs while on the mode but can throw only one Giga Bob-omb at time. |
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Bob-omb Cannon |
A cannon fully loaded of Bob-ombs. Allows the player to throw these bombs forward or backward (the cannon can be rotated), that explodes when touches the ground on impact. The racer can throw a total of 10 Bob-ombs, that are fired when the player wants (pressing the button rather than automatically). If the player charges up this item, becomes able to throw 3 of them at once. | Six Bob-ombs will rotate around the vehicle. The player has unlimited supply of Bob-ombs by the (rainbow) Cannon on the mode; it continually shoots out a line of three Bob-ombs per attack. |
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Boomerang Flower |
Allows the player to throw a boomerang up to three times, hitting racers forward (or backward) and when it returns. It can also steal the item the racer was holding and give back to the launcher, as like as items and coins on the course. If the player charges up this item, the player becomes able to throw the Boomerang at one single attack, but this Boomerang, instead of hitting racers forward and returning, moves orbiting the player's kart three times before flying away. | Six Boomerangs will rotate around the vehicle. The player has unlimited supply of Boomerangs while on the mode but can throw only one Boomerang at time, that moves orbiting the player's kart three times before flying away. |
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Super Leaf |
Gives the player's kart a raccoon tail that, when it is wagged, can be used to deflect items, knock over opponents and collect coins. Also, when the kart jumps and do tricks, it provides the player to float in the air for some more seconds (also allowing the player to pass through rough terrains). The tail also allows the player to run faster at underwater sections, charging the kart’s propeller. The player can wag it up to 10 times. If the player charges up this item, the player becomes able to wag a bigger tail with a wider radius and that floats higher, but it costs 3 normal tail wags. | Six Super Leaves will rotate around the vehicle, alongside the Racoon tail. The Racoon Tail turns bigger and provides an unlimited supply of wags of the tail while on the mode, that have a wider radius. The player is also able to float in the air even without jumping while on the mode. |
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Super Bell |
Although being one retro item, it has one new gameplay: Gives the player's kart cat claws that, when scratch, can be used to deflect items, knock over opponents and collect coins. Also, when the kart jumps and do tricks, it provides the player to use the claw dive to attack players and run faster to the ground. The claws also allow the player to run faster at anti-gravity sections. The player can scratch up to 10 times. If the player charges up this item, the player becomes able to scratch with a wider radius and that floats higher, but it costs 3 normal cat scratches. | Six Super Bells will rotate around the vehicle. The player has unlimited supply of cat scratches while on the mode, with the wider radius. Also, the new rainbow cat claws appear in front of the kart, allowing the racer to climb walls, which are not part of the circuit's trajectory, and reach new shortcuts. |
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(Star) Dash Ring |
This speeding-boosted object, when used, follows the track to produce six rings that the player can use to gain temporary speed boosts forwards. When the player passes through a ring, it turns from blue/yellow to purple, making the other racers that drive into them be bounced around backwards, with this purple ring disappearing after bouncing one racer. Only the summoner racer can pass through the rings gaining a speed boost; if the racer does not pass though, the ring changes its coloration to grey and will be dysfunctional (other racers can pass through them, but will not receive neither the speed boost non the bouncing). The Dash Ring is Star-shaped for Cosmic Mario and Luma (and for Cosmic Luigi, Baby Rosalina, Rosalina, Cosmic Spirit and Lubba when all the special items available as normal items), and is normal shaped for other racers. If the player charges up this item, the player becomes able to produce a bigger dash ring with a wider radius and that produces a longer-lasting speed boost (and also a wider bouncing power when turned into purple), but it costs 3 normal dash rings. | Six Dash Rings will rotate around the vehicle. The player has unlimited supply of Dash Rings while on the mode but can throw only one Dash Ring at time. |
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Bubble |
Although being one retro item, it has one new gameplay: two bubbles will rotate around the vehicle, protecting the player from any hazards. When a bubble touches one other racer, it imprisons the racer inside the bubble, floating it backwards for 3 seconds. Also, the player will be covered on a giant bubble, floating, making possible to pass though rough terrains (the player controls the giant bubble at will, making easier drive with it). | Six Bubbles will rotate around the vehicle. The player has unlimited supply of Bubbles while on the mode; these bubbles can now be sent forwards or backwards to trap other races and float them backwards for 4 seconds. |
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Hammer |
Allows the player to throw hammers, forward or backward, that bounce twice and crash other karts on their way. The racer can throw a total of 10 hammers. If the player charges up this item, becomes able to throw 5 of them at once. | Six Hammers will rotate around the vehicle. The player has unlimited supply of Hammers while on the mode but can throw only three Hammers at time. |
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Capsule |
Although being one retro item, it has one new gameplay: the racer can throw up to three capsules foward or backward, that bounce on the course. When a capsule touches one other racer, it releases randomly a group of viruses that will cling onto the affected racer and will cause a specific effect for 7 seconds, until they disappear. If the player charges up this item, it becomes able to throw all the Capsules at once. There are 7 different groups of viruses (based on the virus types from Dr. Mario World), and each type has a differente effect:
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Six Capsules will rotate around the vehicle. The player has unlimited supply of Capsules while on the mode but can throw only one Capsule at time. |
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Thunder Cloud |
Although being one retro item, it has one new gameplay: Allows the player to use the Thunder Cloud twice, that emits a radial electric wave, destroying all obstacles and some items (does not include Blue Spiny Shells), and hitting surrounding racers, that shrinks upon contact with the lightning. If the player charges up this item, the player becomes able to play the Cloud at one single attack, but with a wider radius. | Six Thunder Clouds will rotate around the vehicle. The player has unlimited supply of Thunder Clouds while on the mode, being able to release a wider electrical wave at time. |
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Potted Piranha Plant |
A Piranha Plant will start to chomp on obstacles and other racers, giving a short speed boost for each bite (and a greater boost for each racer/obstacle hit). The plant can chomp up to 10 times. If the player charges up this item, the plant becomes able to grant a greater boost and to bite further obstacles and other racers, but it costs 3 normal chomps. | Six Potted Piranha Plants will rotate around the vehicle. The player has unlimited supply of Piranha Plants while on the mode. These Piranha Plants will chomp on obstacles and other racers, giving a greater speed boost for each bite. Curiously, the Potted Piranha Plants are connected by some spiked vines, that can also harm other racers. |
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Chain Chomp/Chompkins |
A huge Chain Chomp is summoned and boosts the kart's speed frantically for a short period of time, while the Chain Chomp knocks out other karts and drops their items onto the ground. After use, the Chain Chomp leaves the kart and goes following the path forwards until it disappears. It apeears as Chain Chompkins for Madame Broode (and for the other Broodals when all the special items available as normal items), and as an ordinary Chain Chomp for other racers. | Two smaller Chomps will follow the Rainbow Chain Chomp summoned by the player. These Chomps will help the player move even faster, however, they can leave the kart earlier and follow the path backwards, while the Rainbow Chomp goes following the path forwards. |
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New Items[]
Item | Description | Frenzy Action | Racer |
Poltergust G-00 |
The poltergust creates a tornado above the player, sucking every racer and item up in a circle around him. The racer, then, carries them for a while, and spits them out behind him. When sucking up items, the player can use them immediately. | Two smaller Poltergusts will place at the sides of the racer, alongside the Rainbow Poltergust G-00 by the player. The player has unlimited supply of Poltergust tornados by the (rainbow) Poltergust on the mode; while the player can continuously sucking and spitting racers and items, the other Poltergusts creates a powerful gust of wind that can push other racers backwards, as well speeding up the racer. |
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Smiling Flower |
A double of flowers will surround the kart. These flowers will protect the kart from any item that tries to it the player, similar to the Heart item. However, instead of absorving items, the flowers spits an orange gas that makes anyone that passes near to get sleepy, nauseating their screen and making it hard for them to drive. | Six Smiling Flowers will rotate around the vehicle. The player has unlimited supply of Smiling Flowers while on the mode. These Smiling Flowers spits an orange gas all at the same time, and anyone that passes near gets sleepy, nauseating its screen and making it hard to drive. Also, the player lays a trail of nectar behind it. Any racers that drive in the poison trail will be slowed down. |
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Shell Cannon |
A cannon fully loaded of Green Shells. Allows the player to throw these shells forward or backward (the cannon can be rotated), that explodes when touches the ground on impact. The racer can throw a total of 10 Green Shells, that are fired when the player wants (pressing the button rather than automatically). If the player charges up this item, becomes able to throw 3 of them at once. | Six Green Shells will rotate around the vehicle. The player has unlimited supply of Green Shells by the (rainbow) Cannon on the mode; it continually shoots out a line of three Green Shells per attack. |
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Super Acorn |
It gives the kart squirrel membranes and activates the glider (without the glider pad), making it hover in the air faster. The player can use the jump button to jump higher, like the Cape Feather, and to glide for a longer distance once, making the membranes disappear. | Six Super Acorns will rotate around the vehicle, alongside the squirrel membranes. The player has unlimited supply of Super Acorns, giving him the ability to jump and glide an unlimited number of times for the entire Frenzy mode (much like the P-Acorn). |
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Propeller Mushroom |
It gives the kart a propeller and allows the player to fly up vertically, evading items and obstacles. The player can then use the propeller to descend slow to the course. | Six Propeller Mushrooms will rotate around the vehicle. The player has unlimited supply of propeller spins, giving him the ability to jump even higher and descend for the entire Frenzy mode. |
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Rock Mushroom |
The user transforms into a giant rock ball for a few seconds. The giant rock runs faster, defends the racer from oponents items (except the Star, POW Block and Mega Mushroom) and can smash players. | Six small rock balls will follow the Rainbow giant rock ball that the player has transformed into. These boulders can leave the circle, as if they were being thrown, and can hit other racers, much like Bowser's Shell. |
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Clock |
When the clock is activated, the driver has its top speed increased for a certain time (determinated by the clock), while a blue aura covers it. Enemy drivers who are touched by this aura will received a sudden reduced top speed for a duration, being covered by a green aura. The player, however, after touching two racers, will lose the item effect sooner. | Six Clocks will rotate around the vehicle. The player has unlimited supply of clocks while on the mode, and on frenzy mode, the clocks will slow down the flow of time for all other players for a short time, while the background turns purple and players that are slowed down are surrounded by a green aura. |
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Pineapple |
A large Pineapple that can be thrown forwards or backwards. When released, it bounces around the track like a normal Green Shell (though it tends to curve its trajectory towards nearby drivers). When it collides with any driver or obstacle, it will break apart in half, spilling a large amount of juice over the track, which will cause drivers to spin-out and lose control. Also, the pineapple halves stay on the circuit, serving as an obstacle for the racers. | Six Pineapples will rotate around the vehicle. The player has unlimited supply of Pineapples while on the mode but can throw only one Pineapple at time. |
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Dash Pepper |
A pepper that, whem used, will burst the user forward in a burst of speed for 5 seconds, faster than a mushroom, like a Bullet Bill Mask but turns the kart control harder. It also leaves a trail of fire that can harm other racers behind the user. | Six Dash Peppers will rotate around the vehicle. The player has unlimited supply of Dash Peppers while on the mode, and they will continuously be boosting the kart automatically while on the mode. The peppers help increasing the trail of fire. |
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Magic Paintbrush |
Allows the player to throw 10 paint puddles on the floor that can make anyone who go across the paint slip. If the player charges up this item, it allows the player to lay a trail of paint behind the player for 3 seconds, but it costs 3 puddles. Any racers that drive in the paint trail will be slowed down. Also, leave its screen covered in Blooper ink-like paint. | Six Magic Paintbrushes will rotate around the vehicle. The player has unlimited supply of Magic Paintbrushes while on the mode, and they will continuously be boosting the kart automatically while on the mode, but can throw only one Paint puddle at time. However, the player lays a trail of paint behind it. |
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Magnet |
A magnet that can be used forward or backward. When used forward, the magnet will attract coins and beneficial items like Mushrooms to the driver, as well as give a speed boost when a foward racer is near (therefore the runner ahead will slow down). When used backward, repels objects and obstacles back in the direction them came, as well as repel backward racers. | Six Magnets will rotate around the vehicle. The player has unlimited supply of Magnets while on the mode, and they will work with both functions, and the Frenzy increases the range of pull or push of the Magnet. |
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Light Box |
A box with a strobe light that produces a headlight which can be carried in front or behind the driver, blaring a beam of light. This beam of light repel closer items homing on the player. When the racer drives up close behind a driver (or when a driver comes close behind the racer), the item will temporarily obscure their vision. If the player charges up this item, becomes able to launch a strong flash of light, that can stun racers, but spend all the light of the item. | Six Light Boxes will rotate around the vehicle. The player has the the unlimited supply of Light Boxes, that produces the light in all of directions, with a larger radius. Sometimes, these Light Boxes will launch the flash of lights, stunning all racers closer to the player. |
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Spin Drill |
Allows the player to use a drill, that can be used downward, allowing the racer to dig and race underground for 10 seconds (but the player can rise before the time finishes). On the ground, the player avoid any items, and creates a trail on the ground, that may produce small rock boulders that can damage other players. When the player return to the gound, it rises in front of the closest racer, damaging it. If the player charges up this item, becomes able to launch the drill foward or backward, that fly horizontally and hit anyone before it falls on the ground, instead of digging. | Six Spin Drills will rotate around the vehicle. The player has unlimited supply of Spin Drills while on the mode, and the player can stay drilling on the ground and rising on the surface at will, being able to launch one Spin Drill foward and/or backward at time. |
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Giant Bone |
Allows the player to launch up to 3 giant bones forwards or backwards that fly horizontally and can hit 2 racers before it breaks. | Six Giant Bones will rotate around the vehicle. The player has unlimited supply of Giant Bones while on the mode, but can throw only one Giant Bone at time. |
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Cannon Box |
A cannon fully loaded of cannonballs, that continually fires cannonballs, when put in the player's head, in a straight line for a set time, and explodes at the hit racer. | Six Cannon Boxes will rotate around the vehicle, alongside the rainbow one putted on the player's head. The player has the the unlimited supply of Cannon Boxes. These normal cannon boxes continually fire cannonballs, while the rainbow one will fire rainbow cannonballs, that are bigger and faster. |
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Music Block |
The Music Block emits a sound that makes anyone that passes near to have covers all opponents screens in Music Notes as well as nauseating their screen making it hard for them to drive. Also, some Music Notes appear on the ground, and each one that the player gets increases its acceleration, as well as increasing the music's volume. | Six Music Blocks will rotate around the vehicle. The player has unlimited supply of Music Blocks while on the mode. These Music Blocks plays all at the same time, and covers all opponents screens in Music Notes as well as nauseating their screen making it hard for them to drive. |
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Thieving Bag |
The user carries a large knapsack behind their vehicle, any hazards and items that make contact with the user become pocketed in the knapsack. After the time is finished, the racer gets the strongest item absorbed during the mode and lays the bag on the ground. If a racer drives over it, they will get trapped in the bag for a few seconds before being released. | Six Thieving Bags will rotate around the vehicle. The player has unlimited supply of Thieving Bags while on the mode and can absorb items of any racers that touches and damages. After the time is finished, the racer gets the strongest item absorbed during the mode. Also, it lays some bags on the course while on the mode, trapping any racer that drives near it. |
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Magic Wand |
The user gets one Magic Wand that can launch up to 3 magic blasts forwards or backwards. These magic blasts fly horizontally until hit a racer. The racer affected will be covered in magic and will lose control of its kart, having its steering commands reversed (trying to turn left will make the racer to turn right, and vice versa). If the magic ball hits an item found on the racetrack or held by the racer, it will turn the item into a coin. | Six Magic Wands will rotate around the vehicle. The player has unlimited supply of wands while on the mode but can throw only one magic blast at time. The player, while on the frenzy action, will also be covered in magic, and will be teleported (much like a Magikoopa) a little bit forward automatically at the beginning and near the end of the frenzy action. |
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Circus Ball |
Allows the player to throw a humongous, circus ball, that can be launch forwards or backwards, and bounces at the direction thrown. Any player hit by it will launch a great distance the opposite direction they are hit from, mostly, backwards. Sometimes, the ball bounces very high and slams on the ground, and it can flatten any racer beneath it at the moment. | Six Circus Balls will rotate around the vehicle. The player has unlimited supply of Circus Balls while on the mode, but can throw only one Circus Ball at time. The player, while on the frenzy action, will also be atop of a giant Circus Ball, that can harm players and push them backwards. It also gives the player jump boosts, as the player appears bumping and jumping during the mode. |
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Star Wand |
Allows the racer to swing the Star Wand 5 times. When doing so, the racer perform a "star spin" that will attract nearby opponents into the user's vehicle and leave them split uncontrollably. If the player charges up this item, becomes able to do a star spin with a wider radius, but it costs 3 normal star spins. | Six Star Wands will rotate around the vehicle. The player has unlimited supply of star spins while on the mode, that have a wider radius. |
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Star Bits |
Allows the player to throw Star Bits, forward or backward. After hitting a racer, they'll slip uncontrollably and will give the user a small boost. The racer can throw a total of 15 Star Bits. If the player charges up this item, becomes able to throw 5 of them at once, like a rain of Star Bits. An aiming blue star will determine the direction to throw them. | Six Star Bits will rotate around the vehicle. The player has unlimited supply of Star Bits while on the mode, and can throw five starbits at time in rain mode. |
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Sledge Hammer |
The Sedge Hammer is held by the player, and can be used to slam the ground in front, beside, or behind themselves. It will destroy items and flatten other players and can slam on the ground 5 times. If the player charges up this item, the player becomes able to slam down constantly the hammer in front of the kart all five times at once, gattering a greater speed boost. | Six Sledge Hammers will rotate around the vehicle. Each one of them will slam on the ground automatically (like Ledge Hammers from SMG2) while the whole Frenzy action. |
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Tornado |
Allows the player to spin clockwise around like a top in his vehicle, releasing a tornado forward and another backwards. Racers caught in it will be flipped in the air and launched backwards. If the player charges up this item, becomes able to spin counterclockwise, releasing one single tornado at one single attack, but this tornado, instead of going fowards or backwards, moves orbiting the player's kart three times before staying on the course. | Six Tornados will rotate around the vehicle. The player has unlimited supply of Tornados while on the mode but can throw only one Tornado at time, that can follow foward, backwards or orbit the racer's kart before staying on the course. |
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(Stone) Spiked Ball |
Allows the player to throw a humongous, spiked ball, that can be launch forwards or backwards, and goes in a straight line, bouncing once at a wall around the track, destroying obstacles and items and flattening other karts and dropping racer’ items onto the ground. The Spiked Ball is metallic for every racer, except for Stone Spike, that have a stone spiked ball. | Six Spiked Balls will rotate around the vehicle. The player has unlimited supply of Spiked Balls while on the mode, but can throw only one Spiked Ball at time. |
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Shuriken |
Allows the player to throw shuriken, forward or backward, that at fly horizontally until hit a racer on their way. The racer can throw a total of 10 shuriken. If the player charges up this item, becomes able to throw 5 of them at once. | Six Shurikens will rotate around the vehicle. The player has unlimited supply of Hammers while on the mode but can throw only three Shurikens at time. |
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Boo Buddies |
Due to Boo’s appearance as a racer, Boo Buddies replaces it as an item. With this item, 5 Boos appear, three with a typical facial expression, one with an angry facial expression and one with a crazy facial expression. The angry one makes the racer invisible, that will disappear from the map and from the screen. The crazy one allows the racer to pass through other racers and rough terrains (negating off-road slowdowns), as well as dodge items (homing items like Red and Blue Spiny Shells will ignore the racer and go through opponents). The remaining Boos will also search for another random racer, one slowing it down and two stealing its item (if the robbed racer has 2 items, the two Boos will steal both), giving the item to the summoner racer. | Six Boo Buddies (the five ones from the original formation and one new typical Boo) will rotate around the vehicle. The player has unlimited supply of Boo Buddiess while on the mode but can send only one group of Boo Buddies at time. These Boo Buddiess slow down the other racers longer, stealing their items. After the time is finished, the racer gets one random special item stolen from a Boo Buddy during the mode. |
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Bomb Boo |
The user get one Bomb Boo that rolls arround the racer for a period of time. Any player affected by the explosion will have it's items stolen by the Bomb Boo's user. If the Bomb Boo doesn't hit any other racer or thing, and if the player keeps the Bomb Boo for too long, it will explode at the user. | Six Bomb Boos will rotate around the vehicle. The player has unlimited supply of Bomb Boos while on the mode, and any player or thing that touches any of them will explode. Unlike the solo Bomb Boo, these Bomb Boos will leave in a striaght line if not hit any racer in a period of time, instead of exploding on the racer (much like the Black Shell). |
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Scuttlebug |
The user gets one Scuttlebug, that lauches spiderwebs, forward or backward, that traps other karts onto them for a small while. The Scuttlebug can throw a total of 10 spiderwebs. If the player charges up this item, it becomes able to throw 5 of them at once. | Six Scuttlebugs will rotate around the vehicle. The player has unlimited supply of Scuttlebugs' spiderwebs while on the mode, and each Scuttlebug can throw one spiderweb at time, at any directions. |
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Amp |
An Amp that orbits the player's kart, creating an electric shield that blocks any attack against the racer for 10 seconds, making the player invincible. Also, anyone that touch the shield will be electrocuted and paralyzed for a few seconds. The item protects the player against any item (stronger items will break the shield and destroy the Amp but will not affect the player, weaker items will not affect the barrier). Curiously, items based on electricity (Lightning Bolt and Thunder Cloud), when hit the barrier will expand its radius. | Six Amps will rotate around the vehicle. The player has unlimited supply of Amps while on the mode. The electric shield will have a wider radius. Some electric balls can escape the shield and run though the circuit, until it hits any racer or object. |
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Foo |
An item that drags behind the user's vehicle and creates a fog trail, that obscure the view of the racers behind him, but it only stays for 7 seconds. If the player charges up this item, becomes able to breath out strong gusts of winds (much like a Ty-Foo), blowing away obstacles, drivers and projectiles, as well as giving the player a speed boost, however, the Foo disappears sooner. | Six Foos will drag behind the user's vehicle and creates a strong rainbow fog trail, that obscure the view of the racers behind him. Also, these Foos, together, blow strong gusts of winds, that push away players and items behind the player, and gives the player a speed boost. |
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Fan-Ten-Stic |
The sucessor of Lucky 7, Crazy 8 (and lots of fan-made 9 ones, like Divine Nine or Nifty Nine). When used, ten normal items appear surrounding the racer's kart rotating. The racer can then use them one by one and, if the player charges up this item, it becomes able to use them in rapid succession in a specific order (Red Shell, Green Shell, Fake Item Box, Banana, Black Shell, Bob-omb, Super Horn, Mushroom, Coin and Blooper Nanny), in a move named Fan-Ten-Stic attack. | All the items will rotate arround the vehicle. The player has unlimited supply of all of the items, and is able to make one Fan-Ten-Stic attack at time. |
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? Block |
The ? Block allows the user to get any other special item (much like King Boo and Petey on MKDD). It has the same design of Coin Box from MKT. | The player gets the other special item before activating its Frenzy Action. | Mii |
- OBS: The Coin Box from MKT was replaced for the Gold Block (from NSMB2), since its appearance is identical to the ? Block (that now is one actual new special item), making one of the only items to do not return from other main Mario Kart games.
- Bubble, Super Horn, Super Bell and Thunder cloud are old items that have gotten new and/or improved features. Thwomp, Blooper Nanny, Boo Buddies and Gold Block are new items that mimic old items features.
- Items that only appeared before on Mario Kart Arcade series games, but didn't appeared on the main games, are considered new items to the series, like Black Shell.
Vehicle Customization[]
Kart customization is a returning feature, in where it lets the player to customize its vehicle acording to the available vehicle parts. Each combination sets a certain amount of stats, which are split into Speed, Acceleration, Weight, Handling and Traction. The player can customize the vehicle body, alongside its tires, glider and horn, The massive amount of vehicle bodies are composed by karts, however, bikes and ATVs are also included on the game.
For the Double Dash Versus mode, the design of some vehicle bodies change, regarding the concept "two racers in one vehicle" within the game. The karts have a seat on the front where a character drives the kart and a platform in the rear of the vehicle where the second character is able to use an item, taken from the Item Boxes.
All playable vehicle parts from all previous mainline instalments return, with standard vehicle parts being the only group of vehicle parts available from the start. The unlockable vehicle parts can be purchased in the Coin Shop with the coins gathered in the races.
Karts[]
Standard Retro Karts[]
standard kart flying mode | ultimate challenge standard kart | |||||
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mario movie 2023.standard kart | Mario movie vehicles |
Unlockable Retro Karts[]
GCN Karts | ||||
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DS Karts | ||||
Wii Karts | ||||
3DS Karts | ||||
WiiU Karts | ||||
Tour Karts | ||||
GP Karts | ||||
Live Karts | ||||
- OBS: This game introduces a beta kart from MKDS known in-game as Wario Beta, which, despite being a kart (made for MKDS that went unused) new to this game, is categorized as a retro MKDS kart in-game.
New Karts[]
New Variants of Retro Karts:
- Standard Karts:
- Pipe Frame:
- Paper Frame: a Pipe Frame variant made of cardboard;
- Pipe Frame:
- GCN Karts:
- Heart Coach:
- Star Coach: a Heart Coach variant based on Rosalina, with a sky-blue color scheme;
- Moon Coach: a Heart Coach variant based on Pauline, with a rosey-red color scheme;
- Turbo Yoshi:
- Purple Turbo Yoshi: a Turbo Yoshi variant that uses Purple Yoshi's color scheme;
- Brown Turbo Yoshi: a Turbo Yoshi variant that uses Brown Yoshi's color scheme;
- Turbo Sphinx Yoshi: a Turbo Yoshi variant based on Yoshi Sphinx from GBA Yoshi Desert;
- Turbo Birdo:
- Purple Turbo Birdo: a Turbo Birdo variant that uses Purple Birdo's color scheme;
- Brown Turbo Birdo: a Turbo Birdo variant that uses Brown Birdo's color scheme;
- Turbo Robo Birdo: a Turbo Birdo variant based on Robirdo from Super Mario Advance;
- Goo-Goo Buggy:
- Goo-Goo Orange: an orange variant of Goo-Goo Buggy;
- Koopa Dasher/Para-Wing:
- Egyptian Dasher: a Koopa Dasher variant based on Egyptian Koopa;
- Blue Dasher: a Koopa Dahser variant based on a Blue Shell;
- Spiny Crasher: a Para-Wing variant based on a Blue Spiny Shell;
- DK Jumbo:
- Gold DK Jumbo: a golden variant of DK Jumbo, based on the golden barrels from MKL:HC;
- Oil DK Drum: a DK Jumbo variant based on a Oil Drum from Donkey Kong games;
- Barrel Train:
- Boo Barrel Train, a Barrel Train variant based on Boo Barrel from DKC3;
- Bowser Barrel: a Barrel Train variant based on Barrel Bombs from MKT;
- Koopa King:
- Meow King: a Koopa King variant based on Meowser;
- Fury King: a Koopa King variant based on Fury Bowser;
- Bullet Blaster:
- Bullet Bouncer: a green variant of Bullet Blaster, based on Bouncing Bullet Bill from YNI;
- Woollet Yarner: a white variant of Bullet Blaster, based on Woollet Bill from YWW, remade with wool;
- Torpedo Trasher: a Bullet Blaster variant based on Torpedo Ted;
- Cat Bullet Blaster: a Bullet Blaster variant based on Cat Banzai Bill;
- Waluigi Racer:
- Waluigi Richer: a Waluigi Racer variant, with money, diamond and gold details;
- Piranha Pipes:
- Clear Pipes: a Piranha Pipes variant with Clear Pipes instead of normal pipes;
- Bob-omb Pipes: a black variant of Piranha Pipes, with a Bob-omb emblem on the rear pipe's cover;
- Heart Coach:
- DS Karts:
- B Dasher:
- Green B Dasher: a green variant of B Dasher;
- Shooting Star:
- Comet Star: a Shooting Star variant that uses Comet Tail's color scheme;
- Poltergust 4000:
- Fire-orange Poltergust: a fiery-orange variant of Poltergust 4000;
- Gooeygust 4000: a gooey variant of Poltergust 4000, based on Gooigi;
- Streamliner:
- Green Streamliner: a green variant of Streamliner;
- Royale:
- Orange Royale: an orange variant of Royale;
- Egg 1:
- Egg Emu: an Egg 1 variant based on a emu egg;
- Mushmellow:
- Rottenmellow: a Mushmellow variant based on a Rotten Mushroom;
- Wildlife:
- Wildjungle Junker: a brown variant of Wildlife, based on Jungle Junker from MP9;
- Hurricane:
- Dark Hurricane: a Hurricane variant that uses Dark Clown's color scheme;
- Banisher:
- Dark Banisher: a Banisher variant based on Dark Bones;
- Gold Mantis:
- Waluigi Mantis: a purple variant of Gold Mantis;
- B Dasher:
- Wii Karts:
- Super Blooper:
- Poison Blooper: a Super Blooper variant based on Poison Blooper from PM:SS;
- Daytripper:
- Nightripper: a purple, black and red variant of Daytipper;
- Cheep Charger:
- Mecha Cheep Charger: a Cheep Charger variant based on Mecha Cheep-Cheep;
- Spiny Cheep Charger: a Cheep Charger variant based on Spiny Cheep Cheep;
- Piranha Prowler:
- Proto Piranha Prowler: a Piranha Prowler based on a brown Proto Piranha;
- Speeder/Jetsetter:
- Frozen Speeder/Frozen Jetsetter: a Speeder/Jetsetter variant with a icy-blue body, several snowflake markings and purple stripes;
- Honeycoupe:
- Honeybeecoupe: a Honeycoupe variant based on a bee, with interspersed yellow and brown stripes, brown cable and yellow tip antennas;
- Super Blooper:
- 3DS Karts:
- Birthday Girl:
- Birthday Girl Honey Queen: an purple variant of Birthday Girl;
- Birthday Girl Pauline: an rose-red variant of Birthday Girl;
- Bumble V:
- Bumble Γ: a Bumble V variant that uses Waluigi's color scheme;
- Mosqui-Ton: a gray Bumble V variant based on Urban Stingby, with the stinger replaced for the blue probocis and its lanterns, both front and rear, resemble the eyes of the enemy;
- Koopa Clown:
- Clown Clown: a Koopa Clown variant with a red nose, red mouth and a yellow clown wig;
- Cloud 9:
- Cloud 6: a Cloud 9 variant that uses an inverted color scheme;
- Birthday Girl:
- WiiU Karts:
- Steel Driver:
- Bowser Sub: a Steel Driver variant based on Bowser's Submarine from SM64;
- Cat Cruiser:
- Dark Pink Cat Cruiser: a dark pink variant of Cat Cruiser;
- Dark Blue Cat Cruiser: a dark blue variant of Cat Cruiser;
- Meowser Cruiser: a Cat Cruiser variant based on Meowser, with interspersed yellow and orange stripes;
- Prancer:
- Horse Chariot: a Prancer variant based on roman Chariots, with brown horses;
- Landship:
- Sandship: a sandy variant of Landship;
- Tanooki Kart:
- Kitsune Kart: a Tanooki Kart variant that uses Kitsune Luigi's color scheme;
- Statue Tanooki: a Tanooki Kart variant that uses Statue Tanooki Mario's color scheme;
- P-Wing:
- Flame Wing: a P-Wing variant with a orange and red body, as well as several flame markings, metal accents, and black steering wheel;
- Steel Driver:
- Tour Karts:
- Red/Green Kiddie Kart:
- Classic Red Kiddie: a Red Kiddie Kart variant that uses Mario (Classic)'s color scheme;
- Classic Green Kiddie: a Green Kiddie Kart variant that uses Luigi (Classic)'s color scheme;
- Comet Tail:
- Luma Tail: a light-blue variant of Comet Tail with a yellow stripe in the middle;
- Dozer Dahser:
- Fire Dozer: a fiery-orange variant of Dozer Dasher;
- Crawly Kart:
- Scuttlebug Dasher: a Crawly Kart variant that uses the Scuttlebug's actual color scheme;
- Sprangler Kart: a Crawly Kart variant that uses the Sprangler's color scheme;
- Jet Cruiser:
- Daisy Cruiser Mini: a Jet Cruiser variant based on Daisy Cruiser;
- Roaring Racer:
- Jaxi Racer: a Roaring Racer variant based on Jaxi;
- Red/Green Kiddie Kart:
- GP Karts:
- L-Train:
- Toy Train: a woody variant of L-Train variation, based on Toy Train from MP10;
- Mach Pegasus
- Green Pegasus: a green variant of Mach Pegasus variation, with white wings, based on Winged Yoshi;
- L-Train:
- Live Karts:
- Rescue Wagon:
- Black Rescue Wagon: a black variant of Rescue Wagon;
- Poltergust G-00:
- Poltergust Type-G: a Poltergust G-00 variant based on the Poltergust Type-G from LM3;
- Rescue Wagon:
- more coming soon...
New Karts:
- Turbo Dorrie: a kart themed after Dorrie, similar to Turbo Yoshi;
- Beetle Buzzer: a kart themed after a Buzzy Beetle's shell, similar to Koopa Dasher;
- Beetle-Wing: a kart themed after a Para-Beetle's shell, similar to Para-Wing;
- Beetle Bonner: a kart themed after a Bony Beetle's shell, similar to Dry Bones Dasher;
- Spike Topper: a kart themed after a Spike Top's shell, similar to Koopa Dasher;
- Blue Spike Topper: a kart themed after a Blue Spike Top's shell, similar to Koopa Dasher;
- Bullet Express: a kart themed after the Bullet Bill express from SM3DW, very similar to Bullet Blaster in bronze;
- Roller Coaster: a kart based on Roller Coasters from DKC2:DDQ;
- Mole Train: based on the Mole Miner Max's train from DKCR;
- Marine Whale: a kart variation of Whale Submarine from MP10;
- Supermarket Trolley: based on a real life shopping cart;
- Starship Mario: based on Starship Mario from SMG2;
- Mecha Odyssey: based on The Odyssey from SMO;
- Chomp Coupe: a kart variation of Chain Chomp Coupe from MP9;
- Brick Blocker: a kart made of Brick Blocks;
- Autobomber: based on Autobomb enemie from SMB2;
- Sphynyx: based on the Sphynx from SMO;
- Bowser Mobile: a replica of Bowser Mobile from SM3DW;
- Bowser Tank: a replica of Bowser Tank from MP10;
- King Bob-omb Bus: a kart variation of King Bob-omb Bus from MP9;
- Cheep Chomper: a kart based on Cheep Chomp;
- Coliseum Mobile: a kart based on Rome's Coliseum;
- more coming soon...
Bikes[]
Much like Mario Kart Wii and Mario Kart 8, bikes can be subdivided into standard bikes (bikes that are able to drift) and sport bikes (bikes that commit to the turn instead of actually "drifting"). However, instead of having exclusive bikes for a subtype, the style of operation of the bike will be defined after choosing the bike, at the vehicle costumization, making any bike possible to be a standard bike or a sport bike.
Standard Retro Bikes[]
Unlockable Retro Bikes[]
Wii Bikes | ||||
---|---|---|---|---|
WiiU Bikes | ||||
New Bikes[]
New Variant Bikes:
- Wii Bikes:
- Kamellakruiser: a variation of Magikruiser, however based on Kamella;
- WiiU Bikes:
- Frozen Rider: a variation of Flame Rider, however with frozen dusts on it;
- more coming soon...
New Bikes:
- Maw-Ray: based on the enemie Maw-Ray;
- Mini Rocket: based on the Mini Rocket from SMO;
- Motor Scooter: a replica of Motor Scooter from SMO;
- more coming soon...
ATVs[]
Much like Mario Kart 8, the group of ATVs includes both quadricycles and tricycles, with some other karts from other Mario Kart games being adapted into tricycles and included into this group.
Standard Retro ATVs[]
Unlockable Retro ATVs[]
WiiU ATVs | ||
---|---|---|
Other MK (series) ATVs | ||
New Variant ATVs:
- WiiU ATVs:
- Mad Wiggler: a variation of Wild Wiggler, however based on angry Wiggler;
- Furious Wiggler: a variation of Wild Wiggler, however based on Sunshine Wiggler;
- Other MK (series) ATVs:
- Hunter Fly: a Hunter Bee variation, however based on a Fly;
- more coming soon...
New ATVs:
- Great Kong ATV: a replica of Cranky Kong's ATV from The Super Mario Bros. Movie;
- BAATV: based on sheeps from SMO;
- Ghost Clasher: based on the enemie Broozer;
- Papercraft: based on Papercraft Mario from M&L:PJ;
- Ice Creamer: based on an cone Ice Cream;
- Lava Monster: based on the enemie Charvaargh;
- Spine Coaster: based on the Spine Coaster and on the Bone Marrow from MP9;
- more coming soon...
Gliders[]
Standard Glider[]
Unlockable Retro Gliders[]
3DS Gliders | ||||
---|---|---|---|---|
WiiU Gliders | ||||
Tour Gliders | ||||
New Gliders[]
New Variants of Retro Gliders:
- 3DS Gliders:
- Daisy Glider:
- Purple Flower Glider: a purple variant of Daisy Glider;
- Swooper:
- Swampire: a Swooper variant with a green body and red wings and feet, similar to its debut appearence and to Swampires from PMTTYD;
- Beast Swooper: a Swooper variant that uses Ghastly Glider's color scheme (black body, orange wings, yellow feet and red eyes);
- Daisy Glider:
- WiiU Gliders:
- Cloud Glider:
- Thunder Cloud Glider: a Cloud Glider variant based on the Thunder Cloud item;
- Sandy Balloons: a sandy variant of Cloud Glider;
- Paper Glider:
- Paper Mario Glider: a Paper Glider variant based on Paper Mario, folded into an airplane, similar to Trio Glider from M&L:PJ;
- Mr. L Glider: a Paper Glider variant based on Mr. L, folded into an airplane, similar to Paper Mario Glider;
- Cloud Glider:
- Tour Gliders:
- Fare Flier:
- Rose Flier: a Fare Flier variant based on Rose Taxi;
- Starchute:
- Cosmic Starchute: a Starchute variant based on Cosmic Spirit;
- Green Starchute: a green variant of Starchute;
- Bronze Starchute: a bronze variant of Starchute;
- Glitter Glider:
- Wendy's Bow: a Glitter Glider variant based on Wendy O. Koopa's pink bow, with white polka-dots;
- Baby Mario Hanafuda:
- Toady Hanafuda: a Hanafuda variant based on the second illustration of January cards from Mario Hanafuda;
- Shy Guy Hanafuda: a Hanafuda variant based on the third illustration of January cards from Mario Hanafuda;
- Kamek Hanafuda: a Hanafuda variant based on the fourth illustration of January cards from Mario Hanafuda;
- Yoshi Hanafuda: a Hanafuda variant based on the first illustration of February cards from Mario Hanafuda;
- Birdo Hanafuda: a Hanafuda variant based on the second illustration of February cards from Mario Hanafuda;
- Baby Yoshi Hanafuda: a Hanafuda variant based on the third illustration of February cards from Mario Hanafuda;
- Rosalina & Luma Hanafuda: a Hanafuda variant based on the second illustration of March cards from Mario Hanafuda;
- Daisy Hanafuda: a Hanafuda variant based on the third illustration of March cards from Mario Hanafuda;
- Toadette Hanafuda: a Hanafuda variant based on the fourth illustration of March cards from Mario Hanafuda;
- Donkey Kong Hanafuda: a Hanafuda variant based on the first illustration of April cards from Mario Hanafuda;
- Diddy Kong Hanafuda: a Hanafuda variant based on the second illustration of April cards from Mario Hanafuda;
- Banana Bunch Hanafuda: a Hanafuda variant based on the third illustration of April cards from Mario Hanafuda;
- Frog Mario Hanafuda: a Hanafuda variant based on the second illustration of May cards from Mario Hanafuda;
- Pipe Hanafuda: a Hanafuda variant based on the third illustration of May cards from Mario Hanafuda;
- Cheep-Cheep Hanafuda: a Hanafuda variant based on the fourth illustration of May cards from Mario Hanafuda;
- Beach Koopa Hanafuda: a Hanafuda variant based on the second illustration of June cards from Mario Hanafuda;
- Bob-ombs Hanafuda: a Hanafuda variant based on the third illustration of June cards from Mario Hanafuda;
- Super Mushroom Hanafuda: a Hanafuda variant based on the fourth illustration of June cards from Mario Hanafuda;
- Tanooki Mario Hanafuda: a Hanafuda variant based on the first illustration of July cards from Mario Hanafuda;
- Kitsune Luigi Hanafuda: a Hanafuda variant based on the second illustration of July cards from Mario Hanafuda;
- Fire Flower Hanafuda: a Hanafuda variant based on the fourth illustration of July cards from Mario Hanafuda;
- Luigi's Mansion Hanafuda: a Hanafuda variant based on the second illustration of August cards from Mario Hanafuda;
- Polterpup Hanafuda: a Hanafuda variant based on the third illustration of August cards from Mario Hanafuda;
- Spider Web Hanafuda: a Hanafuda variant based on the fourth illustration of August cards from Mario Hanafuda;
- Lakitu Hanafuda: a Hanafuda variant based on the second illustration of September cards from Mario Hanafuda;
- Spiny Hanafuda:: a Hanafuda variant based on the third illustration of Spetember cards from Mario Hanafuda;
- Koopa Paratroopa Hanafuda: a Hanafuda variant based on the fourth illustration of November cards from Mario Hanafuda;
- Cat Mario Hanafuda: a Hanafuda variant based on the first illustration of October cards from Mario Hanafuda;
- Chain Chomp Hanafuda: a Hanafuda variant based on the second illustration of October cards from Mario Hanafuda;
- Super Star Hanafuda: a Hanafuda variant based on the fourth illustration of October cards from Mario Hanafuda;
- Jumping Toad Hanafuda: a Hanafuda variant based on the second illustration of November cards from Mario Hanafuda;
- Spike Hanafuda: a Hanafuda variant based on the third illustration of November cards from Mario Hanafuda;
- Thwomp Hanafuda: a Hanafuda variant based on the fourth illustration of November cards from Mario Hanafuda;
- Bowser Jr. Hanafuda: a Hanafuda variant based on the second illustration of December cards from Mario Hanafuda;
- Koopalings Hanafuda #1: a Hanafuda variant based on the third illustration of December cards from Mario Hanafuda;
- Koopalings Hanafuda #2: a Hanafuda variant based on the fourth illustration of December cards from Mario Hanafuda;
- Eggshell Glider:
- Ribbon Eggshell Glider: a Eggshell Glider variant based on Birdo's Egg, with pink spots and a red ribbon;
- Great Sail:
- Shy Galleon Sail: a Great Sail variant based on Shy Guy Galleon from GBA Shy Guy Beach;
- Toe-Bean Balloons:
- Green Toe-Bean Balloons: a green variant of Toe-Bean Balloons;
- Dark Pink Toe-Bean Balloons: a dark pink variant of Toe-Bean Balloons;
- Dark Blue Toe-Bean Balloons: a dark blue variant of Toe-Bean Balloons;
- Red Toe-Bean Balloons: a red variant of Toe-Bean Balloons;
- Cat Parafoil:
- Yellow Cat Parafoil: a yellow variant of Cat Parafoil;
- Dark Pink Cat Parafoil: a dark pink variant of Cat Parafoil;
- Dark Blue Cat Parafoil: a dark blue variant of Cat Parafoil;
- Red Cat Parafoil: a red variant of Cat Parafoil;
- Tiger Parafoil: a Cat Parafoil variant based on Meowser;
- Surf Master:
- Surf Funky: a Surf Master variant based on Funky Kong's surfboard;
- Flying Easel:
- Canvas Swampland: a Flying Easel variant based on Painted Swampland level from NSMBU, with a dark purple easel;
- Tanooki Parafoil:
- Kitsune Parafoil: a Tanooki Parafoil variant based on Kitsune Luigi;
- Mario's Hat Balloon:
- Wario's Hat Balloon: a Mario's Hat Balloon variant based on Wario's Hat;
- Waluigi's Hat Balloon: a Mario's Hat Balloon variant based on Waluigi's Hat;
- 8-Bit Jumping Mario:
- 8-Bit Jumping Invincible Mario: a 8-bit Jumping Mario variant based on Invincible Mario;
- 8-Bit Fire Flower:
- 8-Bit Ice Flower: a 8-bit Fire Flower variant based on Ice Flower;
- 8-Bit Super Mushroom:
- 8-Bit Rotten Mushroom: a 8-bit Super Mushroom variant based on Rotten Mushroom;
- Fare Flier:
- More coming soon...
New Gliders:
- Shy Guy Balloon: a replica of the balloon in the shape of a Shy Guy's hood from The Super Mario Bros. Movie;
- Rocket Barrel Balloons: a pair of hot-air balloons in the shape of Rocket Barrels from DKC:TF;
- Balloon-per: a hot-air balloon in the shape of one giant Blooper;
- Shurikoons: a pair of hot-air balloons in the shape of shurikens;
- Coin Boxes: a pair of hot-air balloons in the shape of Coin Boxes;
- Poochy Puppies: a trio of hot-air balloons in the shape of each Poochy Pup;
- Donkey Kong Balloons: a trio of hot-air balloons in the shape of each Donkey Kong Balloon from DKC;
- Star Bitloons: a set of multicolored balloons in the shape of Star Bits;
- Goonie Glider: a glider that takes the shape and look of a Goonie;
- Pizza Flyer: a glider that takes the shape and look of a pizza;
- Aerial Pyramid: a glider that takes the shape and look of an egyptian pyramid;
- Shinechute: a parachute that resembles a Shine Sprite, similar to how Starchute resembles a Super Star;
- Moonchute: a parachute that resembles a Power Moon, similar to how Starchute resembles a Super Star;
- Shadow Mario Balloon: based on Shadow Mario's logo in black graffiti;
Horns[]
Coming Soon...
Tires[]
Coming Soon...
Courses[]
Mario Kart: Ultimate Challenge features more detail on the courses, particularly the retro tracks, which appear with a vast improvement in design compared to their original appearances (and retro appearances that some already made on other games).
In this game, all tracks and battle arenas from previous games are back, along with new ones. Cups appear in a new organization, under Championships. Also, instead of each retro cup having the same names (like Mushroom, Flower, and Star Cups), each cup has specific symbols in order to differentiate each cup.
Some championships with retro tracks have their courses in the same order as they are in their respective games, but some have changes in the distribution of courses. All championships that have at least one Bowser's Castle and/or Rainbow Road will have them as their penultimate and last course respectively. Tracks that appear chronologically after Bowser's Castle and Rainbow Road (such as tracks that were DLC in their original games) will also be redistributed earlier.
SNES Championship[]
The SNES Championship incorporates cups with all the courses of the Super Mario Kart game. Instead of having 5 courses, each cup have only 4 courses, much like the extra cups from Mario Kart: Super Circuit. Also, the order of the courses changes from its origin game, as SNES Bowser's Caslte 3 appeas only before SNES Rainbow Road.
N64 Championship[]
The N64 Championship incorporates cups with all the courses of the Mario Kart 64 game. The order of the courses changes from its origin game, as N64 Bowser's Caslte appears only before N64 Rainbow Road. Kalimari Desert combine both layouts of the original course and its reroute (Tour N64 Kalimari Desert 2) into one race, much like its appearence on Mario Kart 8 Deluxe, justifying the absence of the reroute as a separated course.
GBA Championship[]
The GBA Championship incorporates cups with all the courses of the Mario Kart: Super Circuit game.
GCN Championship[]
The GCN Championship incorporates cups with all the courses of the Mario Kart: Double Dash!! game.
DS Championship[]
The DS Championship incorporates cups with all the courses of the Mario Kart DS game.
Wii Championship[]
The Wii Championship incorporates cups with all the courses of the Mario Kart Wii game.
3DS Championship[]
The 3DS Championship incorporates cups with all the courses of the Mario Kart 7 game. Although Wuhu Loop and Maka Wuhu are retro Mario Kart tracks based on a non-Mario game (Wii Sports Resort), these are the only tracks of their kind that do not appear in the Crossover DLC, but as an integral part of the original game.
WiiU Championship[]
The WiiU Championship incorporates cups with all the courses of the Mario Kart 8 game, however, courses that debuted on Mario Kart 8 Deluxe are included on a championship with Mario Kart Tour's courses. The non-crossover WiiU DLC courses appear integrated into a single cup, placed before the championship's final cup.
Tour/8DX Championship[]
The Tour/8DX Championship incorporates cups with all the new courses of the Mario Kart Tour and Mario Kart 8 Deluxe games. The circuits are organized into cups, most with 4 tracks each. The course distribution does not follow a chronological order of their first appearance in the original game; however, it follows this order: city based courses appear first, then non-city based courses, and, finally, remixed Courses. Each city-based course will appear similar to its appearence in the MK8DX BCP, based on a mix of all the different variations of the course in Mario Kart Tour.
GP Championship[]
The GP Championship incorporates cups with all the Mario (series) based courses of the Mario Kart Arcade games, such as Mario Kart Arcade GP, Mario Kart Arcade GP 2 and Mario Kart Arcade GP DX. Similar to what happened with city-based courses in MK8X BCP, the tracks that are located in the same locations were integrated into a single course, with variations in each lap. Their names were also changed, in order to integrate the old names into one. The order of the tracks also doesn't exactly follow the chronological order of appearance in the games, with some DX tracks appearing before others from GP and GP2.
- DX Kingdom Way: an expanded and combined version of DX Peach Castle and DX Kingdom Way, however, this version dedicates separated laps to each variation: the first lap is based exclusively on DX Peach Castle, the second lap is based exclusively on DX Kingdom Way, and the third lap is a new route, which includes parts of the routes from the two previously mentioned tracks, with each lap visiting the respective landmarks of those stages;
- GP Yoshi Park: an expanded and combined version of GP2 Yoshi Park 1 and GP2 Yoshi Park 2, however, this version dedicates separated laps to each variation: the first lap is based exclusively on GP2 Yoshi Park 1, the second lap is based exclusively on GP2 Yoshi Park 2, and the third lap is a new route, which includes parts of the routes from the two previously mentioned tracks, with each lap visiting the respective landmarks of those stages;
- GP Mario Highway: an expanded and combined version of GP Mario Highway and GP Mario Beach, however, this version dedicates separated laps to each variation: the first lap is based exclusively on GP Mario Highway, and the second and third laps are based exclusively on GP Mario Beach, with each lap visiting the respective landmarks of those stages;
- DX Tropical Coast: an expanded and combined version of DX Splash Circuit and DX Tropical Coast, however, this version dedicates separated laps to each variation: the first lap is based exclusively on DX Splash Circuit, and the second and third laps are based exclusively on DX Tropical Coast, with each lap visiting the respective landmarks of those stages;
- GP Bananan Ruins: an expanded and combined version of GP DK Jungle and GP Bananan Ruins, however, this version dedicates separated laps to each variation: the second lap is based exclusively on GP DK Jungle, and the first and third laps are based exclusively on GP Bananan Ruins, with each lap visiting the respective landmarks of those stages;
- GP Diamond City: an expanded and combined version of GP Diamond City and GP Snow Panic, however, this version dedicates separated laps to each variation: the first lap is based exclusively on GP Diamond City, and the second and third laps are based exclusively on GP Snow Panic, with each lap visiting the respective landmarks of those stages;
- DX Bananan Labyrinth: an expanded and combined version of DX Bananan Labyrinth and DX DK Jungle, however, this version dedicates an one-lap route, that combine both routes of DX Bananan Labyrinth and DX DK Jungle, and split it into 3 sections, with each section visiting the respective landmarks of those stages;
- GP Stadium Arena: an expanded and combined version of GP2 Stadium Arena and GP2 Waluigi Stadium, however, this version dedicates separated laps to each variation: the first lap is based exclusively on GP2 Stadium Arena, the second lap is based exclusively on GP2 Waluigi Stadium, and the third lap is a new route, which includes parts of the routes from the two previously mentioned tracks, with each lap visiting the respective landmarks of those stages;
- DX Sky Arena: an expanded and combined version of DX Aerial Road and DX Sky Arena, however, this version dedicates an one-lap route, that combine both routes of DX Aerial Road and DX Sky Arena, and split it into 3 sections, with each section visiting the respective landmarks of those stages;
- GP Bowser's Castle: an expanded and combined version of GP Bowser's Castle and GP Castle Wall, however, this version dedicates separated laps to each variation: the first lap is based exclusively on GP Bowser's Castle, the second lap is based exclusively on GP Castle Wall, and the third lap is a new route, which includes parts of the routes from the two previously mentioned tracks, with each lap visiting the respective landmarks of those stages;
- DX Bowser's Factory: an expanded and combined version of DX Bowser's Factory and DX Bowser's Castle, however, this version dedicates separated laps to each variation: the first lap is based exclusively on DX Bowser's Factory, the second lap is based exclusively on DX Bowser's Castle, and the third lap is a new route, which includes parts of the routes from the two previously mentioned tracks, with each lap visiting the respective landmarks of those stages;
- GP Rainbow Coaster: an expanded and combined version of GP Rainbow Coaster and GP Rainbow Downhill, however, this version dedicates an one-lap route, splitted into 3 sections, with each section visiting the respective landmarks of those stages, which is presented as follows: the first section includes the initial route portion common to the two tracks, and the portion exclusive to Rainbow Coaster with the sky environment; the second section includes a new route, that merges the Rainbow Downhill and the Rainbow Coaster routes into one, in the underwater environment; the third section includes the portion exclusive to Rainbow Downhill with the sky environment and the final route portion common to the two tracks;
Live Championship[]
The Live Championship incorporates cups with all the courses of the Mario Kart Live: Home Circuit game. On MKLHC, these tracks are just creations of players (whose layout and background changes from player to player); however, on MKUC, they were remade as new courses, with unique features, layouts, and backgrounds (although it is possible to see real world scenarios on the background as holograms), based on the courses' icons from the original game. Consequently, these are new circuits inspired by the circuits of the game mentioned above, organized into cups, most of them with 4 tracks each. Live DLC courses appear before the championship's Bowser's Castle (that was relocated to the final championship) and Rainbow Road.
Nitro Championship[]
The Nitro Championship incorporates cups with all the exclusive new courses of the game. Each cup has the term “Special” before its name, indicating that is one nitro cup: Special Mushroom, Special Flower, Special Shell, Special Banana, Special Leaf, Special Egg, Special Bell, Special Lightning and Special Star Cups, and Special Cup.
Grand Championship[]
The Grand Championship is a exclusive group of special grand cups, exclusive to Engine Speed 150cc and 200cc classes: Mario Grand Cup, Bowser Grand Cup and Rainbow Grand Cup; these cups are only available on a separated selection screen after the Nitro Championship selection screen.
All-Cup Tour[]
Returning from Mario Kart: Double Dash!!, the All-Cup Tour is considered one of the hardest challenge of the game, coming back as the conglomeration of all the courses in the game. All the tracks are played through one after another in random order, with the exceptions of WiiU Mario Kart Stadium always appearing first and Mario Kart Generations always appearing last. This championship/cup is only available on Grand Prix Engine Speed 150cc mode, on a separated selection screen after the Grand Championship selection screen. It is unlocked after the player beats all the cups of Grand Championship on both 150cc and 200cc classes.
All-Track Mega Cup | ||
---|---|---|
Wii U Mario Kart Stadium | Every other track in the game, played one after another, randomized; | Mario Kart Generations |
Battle Courses[]
As like as the race courses, all prevoius battle courses return to the game, alognside new ones. The arenas are also split according to its original game.
SNES Battle Courses | |||
---|---|---|---|
SNES Battle Course 1 | SNES Battle Course 2 | SNES Battle Course 3 | SNES Battle Course 4 |
N64 Battle Courses | |||
---|---|---|---|
N64 Big Donut | N64 Block Fort | N64 Double Deck | N64 Skyscraper |
GBA Battle Courses | |||
---|---|---|---|
GBA Battle Course 1 | GBA Battle Course 2 | GBA Battle Course 3 | GBA Battle Course 4 |
GCN Battle Courses | ||||
---|---|---|---|---|
GCN Cookie Land | GCN Block City | GCN Pipe Plaza | GCN Luigi's Mansion | GCN Tilt-a-Kart |
DS Battle Courses | ||
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DS Twilight House | DS Palm Shore | DS Tart Top |
Wii Battle Courses | ||
---|---|---|
Wii Block Plaza | Wii Delfino Pier | Wii Funky Stadium |
Wii Chain Chomp Wheel
Wii Chain Chomp Roulette |
Wii Thwomp Desert | Wii Galaxy Colosseum
Wii Galaxy Arena |
3DS Battle Courses | ||
---|---|---|
3DS Honeybee Hive
3DS Honeybee House |
3DS Sherbet Rink | 3DS Wuhu Town |
8DX Battle Courses | |||
---|---|---|---|
8DX Battle Stadium | 8DX Sweet Sweet Kingdom | 8DX Dragon Palace | 8DX Lunar Colony |
- OBS (*): This Battle Course includes the GCN Nintendo Game Cube and DS Nintendo DS Battle Arenas on it;
Boss Arenas[]
The Mission Mode uses several locations for its Boss Battles, that were created for the Mission Mode and are not found anywhere else.
Downloadble Content: Crossover DLC Pack[]
Mario Kart: Ultimate Challenge, like Mario Kart 8, includes at the Coin Shop a feature through which players can purchase and pre-order a downloadable content pack, know as Crossover DLC Pack, which includes all previous Mario Kart content themed after other games rather than Mario (series). This pack includes 20 additional racers, retro (9 Karts, 3 Bikes, 2 ATVs and 3 Gliders) and new vehicle parts, 5 battle courses, 20 courses organized in five cups at the Crossover Championship and a exclusive Crossover expansion at the Adventure mode.
Crossover Racers[]
CX 01. Pac-Man Medium |
CX 02. Ms. Pac-Man Medium |
CX 03. Blinky Medium |
CX 04. R.O.B. Medium |
CX 05. Mametchi Feather |
---|---|---|---|---|
CX 06. Don-Chan Cruiser |
CX 07. Villager Light |
CX 08. Isabelle Light |
CX 09. Link Cruiser |
CX 10. Inkling Girl Medium |
CX 11. Inklinkg Boy Medium |
CX 12. Excitebiker Cruiser |
CX 13. Pikachu Feather |
CX 14. Captain Olimar Feather |
CX 15. Kirby Feather |
CX 16. Fox McCloud Medium |
CX 17. Sonic the Hedgehog Medium |
CX 18. Samus Aran Heavy |
CX 19. Zero Suit Samus Cruiser |
CX 20. Captain Falcon Heavy |
Crossover Adventure Bosses[]
These characters appear at the ending of the DLC expansion of the Adventure mode, being necessary to defeat them to finish the pack.
Boss | Attack Method | Way to Defeat |
Master Hand & Crazy Hand |
Crossover Vehicle Parts[]
Crossover Retro Karts | Crossover Retro Bikes | Crossover Retro ATVs | Crossover Retro Gliders |
---|---|---|---|
ROB-BLS | Master Cycle | Splat Buggy | Hylian Glider |
ROB-LGS | Master Cycle Zero | Inkstriker | The Legend of Zelda's Paraglider |
Blue Falcon | City Tripper | Animal Crossing's Paper Glder | |
Soul Varoon | |||
Mametchi's Kart | |||
Blinky's Kart | |||
Don Doko Drive | |||
X Racer | |||
Streetle |
Crossover Championship[]
The Crossover Championship incorporates cups with all the retro Mario Kart tracks that are themed after other games rather than Mario (series), mainly from Arcade games and Mario Kart 8. Also, alongside some new tracks. The circuits are organized into cups with 4 tracks each.
Crossover Battle Courses[]
The Crossover Tour 5 battle courses, one from Mario Kart 8 Deluxe, based on the game series Splatoon, and 4 new battle courses that are themed after other games rather than Mario (series).
Crossover Battle Courses | ||||
---|---|---|---|---|
8DX Urchin Underpass | Great Plateau Tower | Norfair | Windy Hill Zone | Final Destination |
Adventure mode DLC Expansion: Other Universes Challenges[]
Coming soon...
Gold Pack[]
The Gold Pack is a pack that contain the golden Echo Racer of Mario, Gold Mario, the Gold Mii Racing Suit, and the gold standard vehicle parts: Gold Kart, Gold Bike, Gold ATV, Gold Tires, Gold Horn and Gold Glider. When the player uses the Gold Pack on a race, it can use the Coin Magnet ability (the same one from Coin Rush Mode from MKT), drawing in nearby Coins. That Gold Pack has a kind of unlocking criterias to be unlocked. If the player achieve all the following rules, it will receive all the awards of the Gold Pack:
- Adventure: Complete 100% of Adventure mode;
- Grand Prix: Rank or higher at all cups of all tours on every Grand Prix mode, completing the Trophy Room;
- Time Trials: Unlock and beat all 200cc Expert Staff ghost data records, turning all the circuits outlines on the selection screen on gold;
- Versus: Win in all courses on Classic Versus, Double Dash, Frenzy Chaos, Team Mania and Elimination at least once;
- Battle: Win all battle modes on every battle arena at least once;
- Online: Win 100 online races, 50 online battles, 10 online Ghost races and 1 online Tournament;
- Mario Kart Channel: Unlock all Stamps at the Stamp Album found on Mario Kart TV;
- Mario Kart Channel: Listen to all musics of Mario Kart Junkebox;
- Mario Kart Channel: Create at least one track and one battle arena on Mario Kart Creator;
- Racers: Unlock all Racers and all Alternate Costumes (except for Gold Mario) and win at least one race and one battle with each one of them;
- Items: Activate Frenzy mode with all items on Frenzy Chaos Versus mode at least once;
- Vehicle pieces: Unlock all karts, bikes, ATVs, tires, horns and gliders (except the Gold Standard ones);
References[]
- Super Mario Kart:
- Mario Kart 64:
- Mario Kart: Super Circuit:
- Mario Kart: Double Dash!!:
- Mario Kart DS:
- Mario Kart Wii:
- Mario Kart 7:
- Mario Kart 8:
- Mario Kart 8 Deluxe:
- Mario Kart Tour:
- Mario Kart Live: Home Circuit