| Mario Kart | |
|---|---|
Logo used since 2025 | |
| Genre | Kart racing |
| Developers |
|
| Publisher | Nintendo |
| Creators | |
| Platforms | |
| First release | Super Mario Kart August 27, 1992 |
| Latest release | Mario Kart World June 5, 2025 |
| Spin-offs | |
Mario Kart is a series of kart racing games developed and published by Nintendo as a spin-off of the Mario franchise. Players compete in go-kart races while using various power-up items, controlling characters from the Mario series along tracks themed around Mario universe locations. Several installments have also featured crossover characters and courses from other franchises, including Pac-Man, Tamagotchi, Taiko no Tatsujin, The Legend of Zelda, Animal Crossing, F-Zero, and Splatoon.
The series launched in 1992 with Super Mario Kart on the Super Nintendo Entertainment System (SNES) to critical and commercial success. Spanning 16 major installments across home consoles, handheld consoles, arcades (co-developed with Namco), and mobile devices, Mario Kart is the best-selling racing game franchise of all time, with over 208 million copies sold worldwide as of June 2026.
Mario Kart 8, released for the Wii U in 2014 and ported to the Nintendo Switch as Mario Kart 8 Deluxe in 2017, is one of the best-selling video games of all time, with nearly 80 million copies sold across both versions. Later spin-offs include the free-to-play mobile title Mario Kart Tour (which operated from 2019 until September 2026) and the mixed reality game Mario Kart Live: Home Circuit (2020) for the Switch. The latest mainline installment, Mario Kart World, was released as a launch title for the Nintendo Switch 2 on June 5, 2025.

In the Mario Kart series, players compete in go-kart races across single-player and multiplayer modes while controlling one of a selection of Mario franchise characters. Depending on the installment, between eight and 24 racers compete in each race, expanding from eight drivers in Super Mario Kart (1992) to 12 in Mario Kart Wii (2008) and 24 in Mario Kart World (2025). In most installments, the character Lakitu acts as the race referee, hovering above the starting grid to signal the countdown at the beginning of each race, warning players who drive in the wrong direction, and using a fishing line to rescue racers who fall out of bounds into pits or deep water before returning them to the track. Players view the race from a third-person camera positioned behind their vehicle by default, with a rear-view camera and, in select entries, a first-person perspective also available. During races, players can execute specialized driving maneuvers including rocket starts timed to Lakitu's countdown, hopping to tighten turns or clear minor hazards, slipstreaming behind rival vehicles, and drifting (or powersliding) around corners to build up temporary speed boosts known as mini-turbos.
Gameplay is centered on power-up items obtained by driving through question-mark Item Boxes laid out across the course. These power-ups vary across entries in the series, but consistently include Mushrooms that grant a burst of speed, Green Shells and homing Red Shells thrown as projectiles at opponents, Banana Peels and Fake Item Boxes dropped on the road as hazards, Lightning bolts that shrink and slow rival drivers, and Super Stars that temporarily render the user invulnerable while increasing speed. The game selects items based on the player's current position in the race. Players lagging far behind receive powerful catch-up items such as Bullet Bills, which transform the vehicle into an invincible projectile that auto-pilots forward along the track at high speed, whereas the race leader typically receives small defensive items such as single Shells, Bananas, or Coins. This position-based distribution provides trailing racers with a realistic chance to overtake the leader. In most installments, players also collect Coins scattered along the track to incrementally increase their kart's top speed and unlock vehicle parts, losing Coins whenever they collide with hazards or fall out of bounds.
Since Mario Kart 64 (1996), playable characters have been divided into three weight classifications that govern vehicle handling and physics. Lightweight drivers feature high acceleration and minimal speed loss when driving off-road, but have lower top speeds and are easily knocked aside in collisions. Middleweight drivers possess balanced weight, top speed, and acceleration with moderate off-road speed loss. Heavyweight drivers have slow acceleration and lose substantial speed on off-road terrain such as mud, grass, or shallow water, but achieve the highest top speeds and can knock lighter opponents aside upon impact. Courses are organized into four-race tournaments called Cups, with recurring original cups comprising the Mushroom Cup, Flower Cup, Star Cup, and Special Cup, alongside four classic ("retro") cups—the Shell Cup, Banana Cup, Leaf Cup, and Lightning Cup—that feature remastered tracks from earlier installments. Most courses are completed over three laps, though several tracks introduced from Mario Kart 7 (2011) onward consist of a single continuous point-to-point lap divided into three checkpoints, and recurring course themes include beginner-friendly Mario Circuits, hazard-filled Bowser's Castles featuring Thwomps and lava, and Rainbow Road as the final course of the Special Cup.
In the original Super Mario Kart (1992), which uses the Super NES's Mode 7 texture-scaling hardware, players choose from eight characters across four five-race cups totaling 20 five-lap tracks over three engine classes (50cc, 100cc, and 150cc), alongside Time Trial, a two-player one-on-one Match Race mode, and Battle Mode. Each subsequent installment has introduced new gameplay mechanics, circuits, items, and modes. Mario Kart 64 introduced 3D polygonal track graphics with pre-rendered 2D character sprites, four-player simultaneous racing, mini-turbos to execute drift boosts, slipstreaming, and item trailing, which allows players to hold bananas and shells behind their kart to block incoming projectiles while freeing their item slot to collect a second reserve item. It removed coins from races while introducing the Fake Item Box, the Golden Mushroom, and the leader-targeting Spiny Shell. It also added Extra Mode (known in later games as Mirror Mode), which flips all tracks laterally, and a mechanic in three- and four-player Battle Mode whereby eliminated players transform into a mobile "Mini Bomb Kart" capable of driving into surviving players to pop their balloons. Mario Kart: Super Circuit (2001) returned to the Mode 7 graphical style of Super Mario Kart and supported multiplayer via the Game Boy Advance Link Cable, allowing up to four players to compete using a single Game Pak with a restricted selection of four SNES Mushroom Cup courses and color-coded Yoshi drivers, or full access with multiple cartridges. Super Circuit also introduced a letter- and star-based performance rating system in Grand Prix, the ability to unlock all 20 tracks from Super Mario Kart, and a revised Battle Mode in which eliminated players turn into stationary Bob-ombs.
Mario Kart: Double Dash (2003) introduced full 3D polygonal character models, karts occupied by two riders, a two-player co-op mode in which one player drives while the second manages items and attacks, and LAN play supporting up to 16 players across eight GameCube systems. It also introduced character-exclusive Special Items, a wingless Spiny Shell that detonates in an area-of-effect explosion, a 16-track All-Cup Tour, and two additional battle modes alongside standard Balloon Battle: "Shine Thief", in which players fight to hold a Shine Sprite from Super Mario Sunshine until a timer expires, and "Bob-omb Blast", in which players throw Bob-ombs to accumulate points. Mario Kart DS (2005) returned to single-occupant karts and utilized the handheld's dual screens to display the race on the top screen and a real-time overhead track map and item radar on the touch screen. It introduced custom player emblems, online multiplayer via Nintendo Wi-Fi Connection, an objective-based Mission Mode featuring boss battles adapted from Super Mario 64 DS, the Bullet Bill and ink-spraying Blooper items, 16 returning retro courses as a standard feature alongside 16 new courses, the playable characters Dry Bones, R.O.B., and Shy Guy (the latter exclusive to single-card DS Download Play), and the elimination-based "Shine Runners" battle mode.
Mario Kart Wii (2008) introduced motion-sensing steering via the bundled Wii Wheel shell, the ability to perform mid-air tricks off ramps and wheelies for speed boosts, bikes as a second vehicle class, and 12-player racing. It added playable Mii avatars and three new items—the Mega Mushroom, the Thunder Cloud, and the POW Block—while introducing the "Coin Runners" battle mode and reworking Balloon Battle into a timed, point-based scoring format in which players respawn after losing their balloons. Mario Kart 7 (2011) featured stereoscopic 3D graphics, optional first-person gyroscope steering, deployable hang gliders for aerial routing, submersible propeller-driven karts for underwater driving, modular vehicle customization combining chassis frames, tires, and gliders, and the return of trackside Coins to boost top speed and unlock parts. Mario Kart 8 (2014) introduced high-definition graphics, anti-gravity sections allowing vehicles to drive along vertical walls and ceilings while colliding with rivals for "Spin Boosts", all-terrain vehicles (ATVs) as a third vehicle class, amiibo-unlocked Mii racing suits, paid downloadable content (DLC) incorporating crossover tracks and drivers from The Legend of Zelda and Animal Crossing, and the 200cc engine class. It also featured Mario Kart TV (MKTV), which allowed players to customize and upload highlight replays to YouTube via Miiverse, though its Battle Mode restricted Balloon Battle to modified segments of standard race courses rather than dedicated arenas.
Mario Kart 8 Deluxe (2017) restored dedicated battle arenas and added the "Renegade Roundup" battle mode alongside returning modes, reintroduced the ability to carry two items simultaneously, added a third mini-turbo charge tier and optional "Smart Steering" assistance, and brought back the Boo and Feather items (with the Feather exclusive to Battle Mode). It also added six playable characters absent from the Wii U version—King Boo, Dry Bones, Gold Mario, Bowser Jr., and the male and female Inklings from Splatoon—while giving the female Villager a separate character slot. From 2022 to 2023, the six-wave "Booster Course Pass" DLC expansion doubled the game's track count from 48 to 96 courses, added eight returning characters, and accompanied free game updates that introduced customizable item rulesets in December 2022 and an in-game music player in November 2023. Mario Kart Tour (2019), the first entry for mobile devices, introduced a combo-based scoring system for racing actions, biweekly rotating "Tours" featuring courses modeled after real-world cities (such as New York, Tokyo, Paris, and London), "Frenzy Mode" invincibility bursts when matching three identical items, character-specific Special Items such as the Ice Flower, Coin Box, and Dash Ring, and gacha pipe mechanics that were later removed in September 2022, with its original city and non-city tracks subsequently remastered for Mario Kart 8 Deluxe via the Booster Course Pass. Mario Kart World (2025) introduced 24-player races, off-roading mechanics, and an interconnected open-world format in which players drive seamlessly along highway routes between courses during Grand Prix cups. It replaced anti-gravity driving with wall-riding, rail-grinding, and Charge Jump maneuvers, introduced the Dash Food and Kamek items alongside playable course-hazard characters, and added the 24-player elimination mode "Knockout Tour" and an open-world "Free Roam" exploration mode featuring P-Switch missions and collectible Peach Medallions. Although World launched without a 200cc speed class, post-launch updates such as Version 1.4.0 in December 2025 added Custom Items and music track displays.
Each installment features several single-player and multiplayer modes, with five core modes recurring throughout the series alongside specialized modes introduced in later entries. In Grand Prix, one to four human players compete against computer-controlled drivers across four-course cups (five courses per cup in Super Mario Kart) divided by engine displacement classes that govern vehicle speed. Prior to Mario Kart 8, games featured four classes: 50cc, 100cc, 150cc, and Mirror Mode (titled Extra Class in Mario Kart 64), which horizontally inverts all track layouts, while Mario Kart 8 introduced a fifth 200cc class. Drivers earn points based on their finishing position in each race, with the finishing order determining the starting grid for the next course and the top three cumulative scorers receiving bronze, silver, and gold trophies. In Mario Kart: Super Circuit and every installment from Mario Kart DS onward, players also receive a letter or star performance grade ranging from E to three stars based on driving execution.
In Time Trials, a single player races alone with three Mushrooms in reserve to record the fastest lap and total course time without opponent vehicles or item boxes. The player's best run is saved as a ghost replay that can be raced against in subsequent attempts, alongside pre-recorded "Staff Ghosts" set by members of the Nintendo development team, a feature introduced in Mario Kart: Double Dash. In VS Race (originally called Match Race in Super Mario Kart), players race on courses of their choice using customizable rules such as team racing, engine class, and item frequency. In Battle Mode, players use offensive and defensive items to score points or eliminate opponents within enclosed battle arenas. In the signature "Balloon Battle" ruleset, each racer begins with three balloons attached to their kart and loses one per hit, with variations across the series including Shine Thief, Bob-omb Blast, Shine Runners, Coin Runners, and Renegade Roundup.
In Online Multiplayer, introduced in Mario Kart DS, players compete in races, battles, and tournaments and exchange Time Trial ghost data through Nintendo Wi-Fi Connection, Nintendo Network, and Nintendo Switch Online. Since Mario Kart Wii, online matchmaking assigns players numeric skill ratings—VS Rating (VR) for races and Battle Rating (BR) for battles, capped at 9,999 in Mario Kart Wii and 99,999 in Mario Kart 8 and Mario Kart 8 Deluxe—that increase or decrease based on finishing placement to pair players of comparable skill. Specialized modes in recent entries include Mario Kart World's Knockout Tour, a continuous transcontinental rally in which 24 players race across six open-world checkpoints while the bottom four racers are eliminated at each gate until a winner is crowned, and Free Roam, which allows players to freely explore the interconnected world map, complete P-Switch challenges, and take in-game photographs.


The Mario Kart series traces its spiritual origins to Famicom Grand Prix: F1 Race (1987) and Famicom Grand Prix II: 3D Hot Rally (1988) for the Famicom Disk System, which were the first Nintendo racing games to feature Mario as a driver. Following the 1990 launch of the single-player Super NES racing game F-Zero, Nintendo Entertainment Analysis & Development (EAD) set out to create a two-player split-screen racing game overseen by producer Shigeru Miyamoto and co-directed by Tadashi Sugiyama and Hideki Konno. Because rendering two simultaneous Mode 7 perspectives restricted the viewing distance and hardware resources, the tracks had to be made much more compact than those in F-Zero, shifting the design focus from high-speed straightaways to tight cornering and item-based interaction (initially prototyped as throwing oil cans). Early prototypes featured a generic driver wearing overalls until the team placed Mario into one of the karts to evaluate how the character model looked in motion, prompting the decision to theme the project around the Mario cast and release it as Super Mario Kart in August 1992.
Konno and Sugiyama returned to direct Mario Kart 64 (1996) for the Nintendo 64, which transitioned course geometry to three-dimensional polygons while retaining pre-rendered character sprites to support four-player split-screen racing. After Intelligent Systems developed the first portable entry, Mario Kart: Super Circuit (2001), for the Game Boy Advance under Konno and Miyamoto's supervision, EAD expanded the series' leadership for the GameCube installment Mario Kart: Double Dash (2003), which was directed by Kiyoshi Mizuki, Yasuyuki Oyagi, Futoshi Shirai, and Daiji Imai with Sugiyama and Shinya Takahashi serving as producers. Beginning with Mario Kart DS (2005) and continuing through Mario Kart Wii (2008), Konno served as the series' primary producer, establishing wireless local and online multiplayer as franchise pillars. When development of Mario Kart 7 (2011) for the Nintendo 3DS began in early 2010, Konno's EAD Software Development Group No. 1 was concurrently finishing Nintendogs + Cats (2011), leaving only eight internal staff members available. To meet the 2011 holiday launch window, EAD partnered with American subsidiary Retro Studios—which had just completed Donkey Kong Country Returns (2010)—to co-develop the game and design the majority of its classic retro courses under director Kosuke Yabuki.
Yabuki subsequently directed Mario Kart 8 (2014) for the Wii U and served as producer on Mario Kart 8 Deluxe (2017) for the Nintendo Switch, while Konno led Nintendo's smart-device division to produce Mario Kart Tour (2019) before retiring from Nintendo in July 2025 after nearly four decades with the company. Pre-production on Mario Kart World (2025) began at Nintendo Entertainment Planning & Development (EPD) in late 2017 as a Nintendo Switch project. Seeking a departure from the traditional course-by-course format perfected in Mario Kart 8, producer Yabuki and his team designed an interconnected open world supporting 24 simultaneous racers, choosing the title Mario Kart World over Mario Kart 9 early in development to reflect the structural shift. Because rendering 24 drivers across a continuous world at 60 frames per second exceeded the hardware capabilities of the original Switch without visual compromises, development was transferred in 2020 to the Nintendo Switch 2, while EPD released the Booster Course Pass expansion for Mario Kart 8 Deluxe between 2022 and 2023 before launching Mario Kart World alongside the Switch 2 on June 5, 2025.
| 1992 | Super Mario Kart |
|---|---|
| 1993 | |
| 1994 | |
| 1995 | |
| 1996 | Mario Kart 64 |
| 1997 | |
| 1998 | |
| 1999 | |
| 2000 | |
| 2001 | Mario Kart: Super Circuit |
| 2002 | |
| 2003 | Mario Kart: Double Dash!! |
| 2004 | |
| 2005 | Mario Kart Arcade GP |
| Mario Kart DS | |
| 2006 | |
| 2007 | Mario Kart Arcade GP 2 |
| 2008 | Mario Kart Wii |
| 2009 | |
| 2010 | |
| 2011 | Mario Kart 7 |
| 2012 | |
| 2013 | Mario Kart Arcade GP DX |
| 2014 | Mario Kart 8 |
| 2015 | |
| 2016 | |
| 2017 | Mario Kart 8 Deluxe |
| Mario Kart Arcade GP VR | |
| 2018 | |
| 2019 | Mario Kart Tour |
| 2020 | Mario Kart Live: Home Circuit |
| 2021 | |
| 2022 | |
| 2023 | |
| 2024 | |
| 2025 | Mario Kart World |
| Game | Details |
|---|---|
Original release dates: |
Release years by system: 1992 – Super Nintendo Entertainment System 2009 – Wii |
Original release dates: |
Release years by system: 1996 – Nintendo 64 2003 – iQue Player |
Original release dates: |
Release years by system: 2001 – Game Boy Advance 2011 – Nintendo 3DS |
Original release dates: |
Release years by system: 2003 – GameCube |
Original release dates: |
Release years by system: 2005 – Nintendo DS 2015 – Wii U |
Original release dates: |
Release years by system: 2008 – Wii |
Original release dates: |
Release years by system: 2011 – Nintendo 3DS |
Original release dates: |
Release years by system: 2014 – Wii U |
Original release dates:
|
Release years by system: 2017 – Nintendo Switch |
Original release date:
|
Release years by system: 2020 – Nintendo Switch |
Original release date:
|
Release years by system: 2025 – Nintendo Switch 2 |

Several Mario Kart titles and licensed coin-operated machines have been produced for arcades. Early licensed adaptations include Super Mario Kart: Doki Doki Race (1994), a Japanese redemption and medal game created by Atlus and distributed by Banpresto, and the Mario Kart 64 Slot Machine (1996), a European fruit machine developed by Maygay Machines. Beginning in 2005, Nintendo partnered with Namco (later Namco Bandai Games and Bandai Namco Studios) to co-develop the Mario Kart Arcade GP sub-series. Mario Kart Arcade GP (2005) and Mario Kart Arcade GP 2 (2007) were built for the Triforce arcade board, featuring cabinet cameras to photograph players' faces, arcade-exclusive items, and crossover characters from Namco's Pac-Man series (Pac-Man, Ms. Pac-Man, and Blinky) as well as Mametchi from Tamagotchi in Arcade GP 2. A third installment, Mario Kart Arcade GP DX (2013), added the gliders and submersible karts from Mario Kart 7, a two-player cooperative mode in which partners fuse their karts into an armored tank, and the crossover character Don-chan from Taiko no Tatsujin. A fourth arcade entry, Mario Kart Arcade GP VR (2017), was developed by Bandai Namco Studios for VR Zone Shinjuku in Tokyo, utilizing HTC Vive virtual reality headsets and motion-tracked hand straps so players could physically reach out to grab item balloons and throw shells.
Mario Kart Tour was released as a free-to-play mobile title for iOS and Android devices on September 25, 2019. Organized around biweekly rotating "Tours", the game introduced courses modeled on 14 real-world cities—including New York, Tokyo, Paris, London, Vancouver, Los Angeles, Berlin, Sydney, Singapore, Amsterdam, Bangkok, Athens, Rome, and Madrid—alongside remixed "RMX" SNES courses and reverse/trick layout variants. Following four years of biweekly content updates that concluded after October 2023, Nintendo permanently shut down the game's online servers at the end of September 2026 after seven years of service.
Several Mario Kart projects and pitches have gone unreleased. VB Mario Kart was scheduled for the Virtual Boy in 1995 and was later disclosed in a 2000 issue of the German gaming magazine The Big N, having been canceled early in development prior to an official announcement due to the Virtual Boy's commercial failure. Mario Kart XXL is an unreleased Game Boy Advance technical demonstration developed by Manfred Trenz at Denaris Entertainment Software as a pitch to Nintendo in 2004, originally created as a non-Mario engine test titled R3D-Demo before being repurposed with Mario assets, with a playable ROM image of the prototype surfacing online in October 2022. Mario Motors was a planned spin-off for the Nintendo DS co-developed with Yoot Saito that was first revealed at the 2018 Reboot Develop conference, centered on allowing players to sculpt and assemble custom kart engines by blowing into the console's microphone. In November 2018, Tesla CEO Elon Musk stated that Tesla had sought to license Mario Kart for its in-car infotainment systems, but Nintendo declined the proposal.
| Mario Kart | |
|---|---|
| Mario Kart location | |
| First appearance | Mario Kart: Double Dash (2003) |
| Last appearance | Mario Kart Tour (2022) |
| Created by | Nintendo EAD |
| Genre | Kart racing |
| In-universe information | |
| Type | Kart circuit / amusement park |
| Location | Mushroom Kingdom |
Baby Park is a race track that made its first appearance in the 2003 video game Mario Kart: Double Dash, an entry in the Mario Kart series of kart racing games. The race track is a simple oval shape set within an amusement park, with a typical race on the track consisting of seven laps compared to the series average of three. The design was inspired by short-track speed skating and indoor kart racing. The track has since made an appearance in multiple subsequent installments within the series. Baby Park received praise from critics and has been described as one of the best in the series's history due to its simplistic design meshing well with Mario Kart's items, making gameplay chaotic and unpredictable.

Baby Park is a race track located inside of a baby-themed amusement park, with key landmarks of the park being a roller coaster, merry-go-round, and Ferris wheel. The track itself is in the shape of an oval with two sharp hairpin turns on either side, allowing the player to perform drifts. In Mario Kart 8, Baby Park was redesigned to be placed at an angle to make the track accessible for anti-gravity racing, 8's signature game mechanic that allows racers to drive on uneven sections of track and collide with other racers for speed boosts. Additionally, 8's version of Baby Park has the item boxes in constant motion, meaning a player is much more likely to get an item quickly. The track is one of the shortest in the Mario Kart series, taking only ten to twenty seconds to clear a lap normally, and only eight seconds in Mario Kart 8's fastest driving speed. To balance out Baby Park's short size, the track takes seven laps to complete in Double Dash and 8, and five laps in DS and Tour, compared to the usual three laps for most tracks in the series. Another feature unique to Baby Park is that, in Mario Kart 8, the music speeds up each time the player completes a lap instead of only on the final lap.
Due to its short size, the track became notorious for its close-proximity racing and item attacks. Items such as green shells, banana peels and Bowser shells can ricochet off the walls multiple times, making the track become a lot trickier to navigate. Additionally, the length often causes players to lap others who are far behind, meaning no matter the player's position they are susceptible to every player's item attack in their proximity.

In an interview with Nintendo Dream, Double Dash producers Shinya Takahashi and Tadashi Sugiyama as well as chief director Kiyoshi Mizuki discussed how Baby Park was designed after initially creating more complex tracks such as DK Mountain, with the developers believing they should design "a simple course suitable for time trials". They further added it was designed for players to use their items aggressively. Mizuki stated that the track was inspired by those in short-track speed skating after having seen them at the 2002 Winter Olympics (held at the Delta Center in Salt Lake City). Covering the interview, GamesRadar+ extended the comparison by noting Steven Bradbury's 1000m gold medal win that year, describing it as "the most Mario Kart thing you'll ever see in a real-life race". Sugiyama went on to say that Baby Park was also inspired by indoor kart racing, which was experiencing short-lived popularity in Japan around the time of development. When creating the track, developers designed a "quick little test track" which they ended up leaving as is due to them finding it fun.
Baby Park made its debut in the 2003 installment Mario Kart: Double Dash, which was directed by Yasuyuki Oyagi, Futoshi Shirai, and Daiji Imai with course design by Tsuyoshi Watanabe. Depicted as being the signature track for characters Baby Mario and Baby Luigi, it is the third track of the Mushroom Cup, the first of multiple Cups each containing four tracks. Baby Park reappeared in the subsequent entry in the Mario Kart series, Mario Kart DS (2005), as one of the game's retro tracks. Baby Park did not make a follow-up appearance until the second wave of downloadable content for Mario Kart 8 in 2015, alongside other new and returning tracks. Its most recent appearance was in 2022 in the "Cat Tour" update for Mario Kart Tour. A remixed version of the track, called "Baby Park R/T", was later added to the game's "New Year's Tour" later the same year.
Baby Park has gained generally positive reception, topping lists of Mario Kart tracks and many publications declaring it as one of the best the series has to offer. Screen Rant's Scott Baird commented that what made the track work well was its simplistic and cramped layout, which meant that no position was safe from any other player's barrage of items. He stated that Baby Park "[encapsulates] what makes Mario Kart fun in only a tiny arena". CJ Andriessen from Destructoid commented that Baby Park was like no other track, describing it as a "baby-themed thunder dome". He likened it more to the Battle Mode commonly featured in Mario Kart installments, adding that he preferred the Double Dash version because of that game's character exclusive items making it a lot more hectic. GamesRadar+'s David Roberts felt Baby Park is the best track for item-based races, adding that it is the source for consistent chaos and madness but does not get old thanks to its short length. When correcting mistakes in their Double Dash review, Edge recounted Baby Park as being the series at its "brilliant, chaotic best", feeling this was as mad as the series got. Red Bull listed the track as one of the best circuits in video games, citing that despite its unassuming appearance, it was home to the most chaotic battles in the series.
Vice's Kate Gray wrote about how she commended the track for combining the concepts of chaos and tight, incentivizing turns requiring a good understanding of drifting, stating that the combination made Baby Park the series' "one true track". Gray further equated the track to a battle of survival, describing it as the "perfect microcosm of equality". Later writing for Nintendo Life, she continued to praise the track as being a combination of what she believes makes the series great, describing it as being like "a sprint, a hurdle race, and an obstacle course". Gray further asked that the series include more tracks like Baby Park, believing Mario Kart lacks fast, simple courses. Conversely, Mike Diver of Waypoint disputed Gray's praise when comparing the track to those featured in Mario Kart 8's Star Cup, marking it as being repetitive and lacking memorable moments, though he stated it was still great in isolation of the comparison. The Shacknews staff ranked Baby Park as their least favorite track in Mario Kart 8 Deluxe, rhetorically asking why it even returned. They ascribed the negative placement due to believing its layout was boring and small, causing items to lack strategy or reason. Zachary Miller from Nintendo World Report praised Baby Park for its chaotic nature thanks to the combination of items and a simple layout, commenting that it makes the track more about luck rather than skill. Miller also praised 8's version, describing it as being magical. Game Rant's Kirsten Moreton similarly agreed, believing that the track's reliance on items embraced what made the series stand out among other titles in the genre. Moreton continued that the track coupled with items made Baby Park unpredictable and unique among the series.
| Game | Year | Units sold (in millions) |
GameRankings | Metacritic | OpenCritic |
|---|---|---|---|---|---|
| Super Mario Kart (SNES) | 1992 | 8.76 | 94% | — | — |
| Mario Kart 64 (N64) | 1996 | 9.87 | 87% | 83/100 | — |
| Mario Kart: Super Circuit (GBA) | 2001 | 5.91 | 92% | 93/100 | — |
| Mario Kart: Double Dash (GCN) | 2003 | 6.96 | 87% | 87/100 | — |
| Mario Kart DS (DS) | 2005 | 23.60 | 91% | 91/100 | — |
| Mario Kart Wii (Wii) | 2008 | 37.38 | 82% | 82/100 | — |
| Mario Kart 7 (3DS) | 2011 | 18.99 | 85% | 85/100 | — |
| Mario Kart 8 (Wii U) | 2014 | 8.46 | 88% | 88/100 | 88% |
| Mario Kart 8 Deluxe (NS) | 2017 | 71.53 | 92% | 92/100 | 92% |
| Mario Kart Live: Home Circuit (NS) | 2020 | 1.73 | — | 75/100 | 44% |
| Mario Kart World (NS2) | 2025 | 15.39 | — | 86/100 | 97% |
The Mario Kart series has received widespread critical acclaim. Nintendo Power named it one of the greatest multiplayer experiences in video game history, citing the diversity in game modes and overall entertainment value. The inaugural game, Super Mario Kart, received critical acclaim and proved to be a commercial success, receiving a Player's Choice budget release after selling one million copies and going on to sell 8.76 million copies worldwide to become the fourth-best-selling game for the SNES. In Japan, it was the top-selling game in September 1992 and became a multi-million seller that year, eventually selling 3.82 million units in the country. In Europe, it was the top-selling game during the first quarter of 1993, ahead of the Sega Mega Drive titles Sonic the Hedgehog 2 and Streets of Rage 2. In the United Kingdom, Super Mario Kart was the top-selling Super NES game in February 1993 and the seventh-best-selling game of 1993 overall with more than 250,000 units sold. Darran Jones of NowGamer attributed the original success of Super Mario Kart to its use of the Super Mario cast and its creation of a new subgenre of racing game.
The second installment, Mario Kart 64 (1996), received "generally favorable" reviews according to the review aggregator Metacritic and sold 9.87 million copies worldwide to become the second-best-selling game on the Nintendo 64. It was the highest-selling game in the United States during the first three months of 1997, surpassing one million units within two months of its North American release, and by 1999 had sold 6.23 million copies in the United States and 2.06 million in Japan. Although Mario Kart: Super Circuit (2001) received widespread critical praise upon launch and frequently ranks among the best Game Boy Advance titles, retrospective rankings often place it lower than its console counterparts, with Nintendo World Report characterizing it as the entry with the fewest mechanical innovations and GamesRadar+ noting that the requirement for a Game Boy Advance Link Cable limited its multiplayer reach. The fourth installment, Mario Kart: Double Dash (2003), earned a perfect score from Nintendo Power, which praised its visuals and handling, though Ryan Davis of GameSpot expressed disappointment with its limited scope following the seven-year gap since Mario Kart 64, Fran Mirabella III of IGN called it a "mediocre effort" for not progressing further beyond its predecessor, and GameRevolution criticized its single-player mode.
Subsequent portable and console entries continued to draw strong reviews. Mario Kart DS (2005) achieved a 91/100 score on Metacritic, with Craig Harris of IGN lauding its tight drift physics, Mission Mode, and debut of Nintendo Wi-Fi Connection online play. Mario Kart Wii (2008) was praised by Mark Bozon of IGN and GameSpot for its expansive 12-player online matchmaking, roster size, and accessible Wii Wheel motion controls, though some reviewers criticized its aggressive item balancing and rubber-banding computer opponents. Mario Kart 7 (2011) received acclaim for introducing hang gliders, underwater driving, and modular kart customization, though critics noted the omission of a single-player VS mode. Mario Kart 8 (2014) was hailed by Jose Otero of IGN and Tom McShea of GameSpot as a visual and mechanical peak for the series due to its 60-frames-per-second high-definition presentation, anti-gravity track design, and live-orchestrated score, while drawing criticism solely for its lack of dedicated Battle Mode arenas. Its Nintendo Switch port, Mario Kart 8 Deluxe (2017), earned a 92/100 Metacritic rating after restoring dedicated battle arenas and expanding to 96 courses via the Booster Course Pass. Conversely, Mario Kart Tour (2019) received mixed reviews (holding a 59/100 on Metacritic), with Kyle Hilliard of IGN criticizing its initial gacha monetization and touch steering, while the mixed-reality spin-off Mario Kart Live: Home Circuit (2020) was praised for its augmented-reality camera technology and physical remote-controlled karts but noted as constrained by indoor floor space requirements. Mario Kart World (2025) received widespread acclaim upon its Switch 2 launch, with Logan Plant of IGN and Matt Miller of Game Informer praising its seamless interconnected world, 24-player Knockout Tour mode, and rail- and wall-riding mechanics.
Guinness World Records has recognized six records set by the Mario Kart series, including "First Console Kart Racing Game", "Best Selling Racing Game", and "Longest Running Kart Racing Franchise", and ranked Super Mario Kart number one on its 2009 list of the top 50 console games of all time based on initial impact and lasting legacy. Super Mario Kart was also inducted into the World Video Game Hall of Fame in 2019. Critics credit Super Mario Kart with establishing the mascot kart racing game subgenre, prompting numerous publishers to release competing titles from the 16-bit era onward, including Sega's Sonic Drift (1994), Ubisoft's Street Racer (1994), Sony Computer Entertainment's Crash Team Racing (1999), and Konami's Konami Krazy Racers (2001). As the first non-platforming game to feature multiple playable characters from the Super Mario universe, Super Mario Kart also paved the way for Nintendo's broader Mario sports and party spin-offs, including the Mario Tennis, Mario Golf, Mario Baseball, Mario Strikers, and Mario Party series. Beyond its own installments, Mario Kart courses and vehicles have been featured as playable stages in the Super Smash Bros. series (Brawl, for Nintendo 3DS and Wii U, and Ultimate), F-Zero X, Fortune Street, and the Mario & Sonic at the Olympic Games series, and the franchise's karts and Rainbow Road course served as a major narrative centerpiece in the 2023 animated film The Super Mario Bros. Movie.
Like the Super Mario series, the Mario Kart series has achieved major commercial success, with over 208 million copies sold worldwide as of June 30, 2026, making it the best-selling racing game franchise of all time. Nintendo has re-released several installments under its budget Player's Choice and Nintendo Selects labels. Super Mario Kart is the fourth-best-selling Super Nintendo Entertainment System game with 8.76 million copies sold. Mario Kart 64 is the second-best-selling game for the Nintendo 64 (behind Super Mario 64) at 9.87 million copies. Mario Kart: Double Dash is the second-best-selling GameCube game (behind Super Smash Bros. Melee) with 6.96 million copies sold. Mario Kart Wii is the second-best-selling standalone entry in the series and the second-best-selling Wii game (behind Wii Sports) at 37.38 million copies. Mario Kart 8 is the best-selling Wii U game at 8.46 million total copies sold, having become the fastest-selling Wii U title at launch with 1.2 million copies shipped across North America and Europe in its opening weekend before being surpassed by Super Smash Bros. for Wii U.
The enhanced port for the Nintendo Switch, Mario Kart 8 Deluxe, sold 459,000 units in the United States on its launch day. As of June 30, 2026, Mario Kart 8 Deluxe is the highest-selling Nintendo Switch game at 71.53 million copies worldwide. Both versions of Mario Kart 8 have a combined total of 79.99 million copies sold, making it the best-selling game in the Mario franchise as a whole and the highest-selling standalone Nintendo game excluding the bundled Wii Sports. In Japan, Mario Kart World became the fastest-selling Mario Kart title and the best-selling Nintendo Switch 2 game at launch, selling 782,566 physical copies within its first four days, and reached 15.39 million copies sold worldwide as of June 30, 2026. Among handheld entries, Mario Kart: Super Circuit is the fourth-best-selling GBA game at 5.91 million copies, Mario Kart DS is the third-best-selling Nintendo DS game and the best-selling dedicated portable title in the series at 23.60 million copies, and Mario Kart 7 is the best-selling Nintendo 3DS game at 18.99 million copies. On mobile platforms, Mario Kart Tour accumulated over 274 million downloads across the Google Play Store and Apple App Store and generated $268.4 million in player spending prior to its 2026 shutdown.
The Mario Kart series has spawned a wide range of licensed merchandise and promotional tie-ins. Early releases included a Mario Kart 64 action figure line produced by Toy Biz featuring Mario, Luigi, Yoshi, Donkey Kong, Wario, and Bowser, a mail-order Mario Kart 64 soundtrack album, and a Scalextric slot-car racing set based on Mario Kart DS packaged with Mario and Donkey Kong figures alongside separately sold Wario and Luigi karts. Radio-controlled karts have been produced with Game Boy Advance- and GameCube-shaped transmitters, alongside Mario Kart Wii "Sound Drops" keychains featuring eight sound effects (including the Spiny Shell siren and race countdown) and a landline telephone sculpted as Mario holding a lightning bolt in his kart. K'Nex released buildable track and vehicle sets for Mario Kart Wii, Mario Kart 7, and Mario Kart 8, while Line released a 24-piece animated sticker set based on Mario Kart 8 and Mario Kart 8 Deluxe. Through its Club Nintendo loyalty program, Nintendo distributed a Mario Kart 8 soundtrack CD, a Mario Kart Wii stopwatch, and replica gold cup trophies modeled after those in Mario Kart 7.
In 2014, McDonald's distributed customizable Mario Kart 8 toys in Happy Meals. To commemorate MAR10 Day in March 2018, Nintendo partnered with Google to add an interactive Mario Kart navigation reskin to Google Maps, allowing users to click a question-mark block icon to replace the standard navigation arrow with Mario driving his classic Pipe Frame kart. Later in 2018, Hasbro released a Monopoly Gamer: Mario Kart board game featuring Mario Kart 8 courses as properties, ten playable character tokens (Mario, Luigi, Peach, Toad, Donkey Kong, Shy Guy, Metal Mario, Rosalina, Bowser, and Yoshi), and a power-up die. In 2019, Hot Wheels launched a line of die-cast Mario Kart vehicles and track sets, followed on June 24, 2021, by a modular track set modeled after Rainbow Road. From September 30 to December 15, 2020, Cold Stone Creamery promoted the Super Mario Bros. 35th Anniversary with Mario-themed desserts, including a Rainbow Road ice cream cake.

In September 2016, Nintendo filed an objection against the Japanese company MariCar, which rents go-karts modified for use on public roads in Tokyo along with costumes resembling Nintendo characters. MariCar's English website warned customers not to throw "banana peels" or "red turtle shells". The service is popular with tourists.
Nintendo argued that the MariCar name was "intended to be mistaken for or confused with" Mario Kart, citing games commonly known by abbreviations in Japan, such as Pokémon (for Pocket Monsters) and Sumabura (Super Smash Bros.). In January 2017, the Japan Patent Office dismissed the objection, ruling that MariCar was not widely recognized as an abbreviation of Mario Kart.
In February 2017, Nintendo sued MariCar over copyright infringement for renting unauthorized costumes of Nintendo characters and using their images to promote its business. In September 2018, MariCar was ordered to stop using the characters and pay Nintendo ¥10 million in damages.
Universal Destinations & Experiences' immersive Super Nintendo World areas in Universal Studios Japan, Universal Studios Hollywood, and Universal Epic Universe feature the Mario Kart: Bowser's Challenge ride as their primary "anchor" attraction. Utilizing augmented reality technology and dark ride set design, guests travel through several environments from Mario Kart 8, including Rainbow Road. The Japan version of the attraction includes a Mario Kart themed shop called "Mario Motors", and a nearby "Pit Stop Popcorn" food stand.
Starting with its 2018–19 season, electric open-wheel racing series Formula E added a so-called "attack mode", which allows a driver to gain a temporary speed boost if they take an alternate lane (highlighted on television via augmented reality computer graphics). The concept has been described by members of the press and by series CEO Alejandro Agag as inspired by Mario Kart.
Although the Mario Kart series is primarily marketed as an accessible party game, online matchmaking, time trials, and organized tournaments have fostered a dedicated competitive scene, particularly around Mario Kart Wii, Mario Kart 8 Deluxe, and Mario Kart World. Competitive players analyze underlying vehicle and character statistics—including hidden mini-turbo, traction, and surface-specific speed modifiers—to optimize kart combinations, such as the prominent "Waluigi Wiggler" (Waluigi paired with the Wild Wiggler ATV and Roller tires) and Yoshi Teddy Buggy metagame builds in Mario Kart 8 Deluxe, which Nintendo directly rebalanced via performance patches during the Booster Course Pass rollout in March 2023.
Following the launch of the Nintendo Switch Online service in 2018, Nintendo began hosting recurring regional online competitions, such as the Mario Kart 8 Deluxe North American and European Open tournaments, alongside in-person championship events under the NintendoVS brand, including the Mario Kart 8 Deluxe Championship Cup at PAX West 2022, the Mario Kart 8 Deluxe Championship 2023 at Nintendo Live in Seattle, and the Mario Kart 8 Deluxe World Championship in Tokyo in April 2024. Outside of official Nintendo tournaments, grassroots online communities, time-trial leaderboards, and livestreaming platforms such as Twitch and YouTube have sustained competitive leagues and multi-wave tournament play. Multi-year post-release expansions such as the Booster Course Pass (2022–2023) and the introduction of 24-player Knockout Tour rallies in Mario Kart World (2025) have further extended competitive engagement across the franchise.
Directors: Yasuyuki Oyagi, Futoshi Shirai, Daiji Imai Designer: Tsuyoshi Watanabe
nb sales level at number 5 = 400,000 units, at number 9 = 250,000 units, at number 10 = 200,000 units
Source: Gallup-ELSPA/Electronic Arts/CTW