Mario Kart World launched with Nintendo Switch 2 on June 5, 2025, and immediately tried to do more with the familiar formula than just a new set of tracks.Nintendo connected the world into a single map, increased the races to 24 participants and added a mode where the race does not end after three laps.
A year later, strengths and weaknesses are more visible. Mario Kart World works great when the larger world becomes part of the racing itself. And when the game asks you to just ride around without a goal, Free Roam quickly loses momentum.

Knockout Tour best explains why World needs one world
The best new solution is the Knockout Tour.Twenty-four riders start together and ride a long route without stopping.At each checkpoint, some participants drop out until four remain at the finish line.
On paper, it's just a knockout mode.In fact, this is where the idea of a connected world starts to work as intended: the roads between regular tracks no longer look like transitions between levels, but become part of one long race.
In regular Mario Kart, a bad item in the last turn can ruin the entire race.Here the tension is distributed differently.You don't have to be first every second - it's enough not to be over the line at the next checkpoint.Because of this, the middle of the peloton constantly lives several positions away from relegation.
GameSpot in its launch review called Knockout Tour the main new mode and specifically noted that with a full online roster of 24 participants, it works better than with bots.A year later, Nintendo continues to develop this particular part of the game: Propeller Rally and Turnip Rally appeared in the September update 1.8.0, and new routes are promised in the future.

Grand Prix now includes roads between tracks
The Grand Prix still consists of four races, but now the road to the next track can be part of the race itself.After finishing at one circuit, the next stage sometimes begins before the drivers even reach the other.
This makes the world whole.City, desert, coast and mountains no longer exist as separate settings on the menu.The weather and time of day change as the trip progresses, and familiar places begin to be perceived as parts of one map.
However, transitions between locations are not always as interesting as the tracks themselves.On circuit routes, the series constantly tests trajectory, drift timing and knowledge of shortcuts.On a long road, sometimes all you have to do is keep your speed and fight with objects.Such segments connect the world well, but work less well as an independent part of the race.
24 participants make the races tighter - sometimes too tight
Previously, Mario Kart was limited to twelve participants.World doubles the number of cars, so at the start the racers are in a very dense group: collisions, shells and bananas follow one after another, and you can lose several positions in a couple of seconds.
Online, this scale works especially well in Knockout Tour: there is always someone fighting for position around you, and one item can change several places at once.In a single-player game, the effect is weaker - some of the bots quickly spread out along the route and cease to influence the fight ahead.
The main thing is that Nintendo did not try to make racing “more serious” for the sake of the larger world.Mario Kart World remains a vibrant arcade game where the ability to choose a trajectory is combined with banana peels, red shells and the sudden loss of five positions.

The controls have become deeper, although a beginner may not notice this
The most successful change is hidden not in the size of the map, but in the set of moves.Charge Jump allows you to jump without a springboard, Rail Ride allows you to ride along railings and wires, Wall Ride allows you to stay short on walls.
These techniques can be linked to each other.Where a beginner simply takes a turn on the asphalt, an experienced player looks for a wall, then a railing and a shorter line.It's a nice depth: it doesn't get in the way of someone picking up a controller for the first time, but it gives space to those who want to squeeze in seconds.
Rewind also fits into this philosophy.In single-player modes, you can roll back only your car and repeat the unsuccessful maneuver while the rest of the world continues to move.This is not a win button, but a convenient way to learn new routes.

Free Roam is fun to explore, but there aren't enough things to do
In Free Roam, Nintendo scattered P-Switch challenges, medallions, panels, Yoshi's food, and other small finds throughout the map.Here you can take pictures, meet friends and just go wherever you want.
But as a standalone mode, Free Roam quickly shows its limits.For many tasks you are given stickers, and between interesting points you have to travel longer than you would like.If you expect a rich, open racing game from it, there won't be enough to do.
Free Roam works best as a testing ground for new techniques.You can calmly learn to jump on rails, look for unusual routes and deal with Wall Ride without the pressure of a timer.This is enough for a leisurely trip, but not for a separate large game inside Mario Kart.
Even within the press, attitudes towards the regime were divided.GameSpot's initial review criticized it for its emptiness and weak rewards, and a separate article from the same publication later defended Free Roam as a quiet mode without a map littered with hundreds of mandatory activities.Both assessments are fair: it all depends on whether you expect progress from free riding or just a place where it’s nice to ride.

Updates are gradually filling the map
Nintendo didn't leave Mario Kart World in its launch state.The updates added Knockout Tour routes, new Battle Mode options, tweaks and fixes, and version 1.8.0 brought back ten tracks based on the original Super Mario Kart.
These include Mario Circuit 1–3, Ghost Valley 1–3, Choco Island 1–2, Vanilla Lake 1 and Koopa Beach 1. They use old panels with items instead of the usual boxes.We separately analyzed update 1.8.0 and two new Knockout Tour routes.
For Mario Kart World, this support is especially relevant: new routes use the existing map and provide additional reasons to return to familiar areas.

What worked best
- Knockout Tour. The most convincing explanation why Mario Kart needed a single world.
- New techniques. They add depth to the controls without turning the series into a simulator.
- Online for 24 participants. In the right modes, a large cast creates excellent controlled chaos.
- Visual integrity. The world truly feels like one place, rather than a collection of unrelated settings.
- Post-release support. New routes and tracks are gradually correcting the main problem - the lack of reasons to return to certain parts of the map.
What's stopping you?
- Free Roam quickly loses its meaning, if you want rewards and ongoing challenges.
- Traveling between tracks is sometimes too easy. There are fewer complex turns, shortcuts and situations where the exact trajectory is decisive.
- 24 riders enhance the randomness. For a party this is a plus, for those who like to control every outcome - not always.
- Some of the collectible rewards are too small for a world this size.
More about racing and Switch 2
- Amigo appeared for free in Sonic Racing: CrossWorlds
- Kirby and the World Beyond on Switch 2: How Abilities Change Exploration
Verdict
Mario Kart World didn't replace Mario Kart 8 Deluxe with a simple "same old, but bigger" formula.Nintendo has truly restructured the series around a single space and given players more ways to move around the track.
Not everything turned out equally well.Free Roam is still more of an additional mode than an independent reason to buy the game, and some journeys between tracks are noticeably simpler than classic circuit races.
But when World puts 24 cars into the Knockout Tour, forces them to look for a rail above the track, and throws out half the peloton at the next checkpoint, there's little doubt left. This is one of the boldest Mario Karts in years - and its best ideas actually work.
Mario Kart World feels best not as an open world with racing, but as a huge race track that has learned to connect modes with each other.
Which Mario Kart World mode do you like best: Grand Prix, Knockout Tour or Free Roam?
🎮 SNBK Games
News • Reviews • Retro





Sign in or create an account to leave a comment.
Be the first to share your thoughts.