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All 30 Mario Kart World racetracks ranked from worst to best

All 30 Mario Kart World racetracks ranked from worst to best

Metro17-06-2025

GameCentral determines which of Mario Kart World's racetracks are its best and worst, in the record-breaking Nintendo Switch 2 launch title.
While freely roaming through Mario Kart World's open world can be a little underwhelming, it doesn't change how fun and frantic the actual racing is – something that definitely does make good use of the giant, interconnected map.
Mario Kart 8 Deluxe has far more tracks to choose from thanks to all its DLC, but World is no slouch in terms of quality, with even courses from older games almost unrecognisable thanks to a graphical glow-up and some major design alterations.
Now that the game's been out for over a week, we've decided to make a sequel to our previous Mario Kart track ranking and go through each of World's tracks to determine which are the best of the bunch.
This ranking is a lot trickier to do this time round, since tracks can connect to one another in different ways, with multiple iterations possible in multiplayer.
So, for the sake of making things easier for ourselves, we're looking at each track based on how it's depicted in the standard Grand Prix mode, as well as how they fare as traditional multi-lap tracks.
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The introductory track of the Shell Cup, this is a reimagining of a track from the original Super Mario Kart on the SNES, which means it has an incredibly basic layout.
We enjoy the Koopa Troopa DJ atop the finish line gate and the beach party vibes do liven things up, but you are just driving in a circle for five laps and given how wide it is, it lacks the sort of madcap chaos from something like the iconic Baby Park from Mario Kart: Double Dash.
We honestly forgot this originally appeared in Mario Kart DS, which probably tells you everything you need to know about this simplistic desert themed track.
As the first track in the Flower Cup, this doesn't have a lot going for it outside of the dunes you can jump off. Although the new Super Mario Land theming is appreciated, with the Tokotoko and Batadon maoi head enemies from that game making a very rare appearance as obstacles.
We feel bad putting Mario Bros. Circuit this low for its simplicity, since it is designed to be the introductory track and thus needs to ease new players in, offering instances for you to practice rail grinding, wall riding, and gliding.
It does have more character than other introductory tracks form previous games though, thanks to its American desert inspirations. Although for a track called Mario Bros. Circuit, it barely feels like it has anything to do with Mario or Luigi.
Aesthetically, Whistlestop Summit feels almost too similar to Mario Bros. Circuit, which is all the more noticeable since they're both in the Mushroom Cup.
However, we like it a smidge more thanks to the train theme allowing for fun opportunities to jump back and forth between rails. The drive from Crown City in the Mushroom Cup is enjoyable too, as you exit the city and make your way up the desert mountain and go through a train yard.
Toad's Factory feels almost unchanged from how it was in Mario Kart Wii, which isn't necessarily a bad thing, but a lot more could probably have been done for a track set in a large factory.
Its tight design, combined with there now being 24 racers does make for an excitingly hectic time and there are some neat and tricky shortcuts to be found. The drive from Choco Mountain in the Lightning Cup is enjoyably winding too, taking you through the grasslands and over a raised bridge with the factory visible in the distance.
This Mario Kart 64 track has been substantially overhauled, becoming more industrialised. While the original was very simplistic (being a literal chocolate mountain), this revision muddies the water a bit, with the chocolate being pumped out through huge pipes and slowing you down if you drive through it.
The American football themed Chargin' Chuck enemies feel a bit randomthough and the trek from Moo Moo Meadows in the Lightning Cup, while offering a lot of close quarters chaos, isn't particularly interesting.
Faraway Oasis may seem a little basic at first, but it manages to strike that sweet spot between forcing everyone to race close to one another while offering enough branching paths to spread out across.
Despite the safari theme, it's a tad disappointing the cute animals are just spectators, though the Shell Cup version lets you surf away from Koopa Troopa Beach and drive alongside the roaming zebras and elephants, making it feel like you've hopped the fence and gone where you're not supposed to.
If it weren't for the name, you'd probably never guess this snowy track was themed after Donkey Kong. Although originally from Mario Kart DS, this version incorporates elements from a similar track, DK Summit, from Mario Kart Wii.
While we enjoy racing up the mountain before zooming down a ski slope, dodging snowboarding Shy Guys along the way, we wish there were more Donkey Kong elements to help liven things up. We'll give it points for letting you grind across the ski lift during free roam mode though.
Shy Guy's Bazaar is another example of an older track being mostly unchanged from its original iteration, but that actually benefits it in World. Racing through the cramped bazaar is more chaotic than ever, given how many players there are, even with the option to race over the stalls.
Despite its short length, there are some tricky shortcuts for skilled players to take advantage of. And the transition from Desert Hills in the Flower Cup feels like an adventure across the sands once you reach the open area with the giant sand dragons bursting from the ground.
Bowser's Castle is always a highlight, if only for its tense atmosphere and visuals. And though that remains the case in World, the track layout feels oddly tame and less cruel than in previous games.
Racing from Toad's Factory in the Lightning Cup though, is incredible, with the air itself growing darker as you climb up towards the traditional castle and then ascend a volcanic mountain, before being blasted into the air towards a mechanical fortress, swooping past a terrifying Bowser statue as you do.
Another Mario Kart Wii track, Moo Moo Meadows (a reimagining of the earlier Moo Moo Farm) has always been a fan favourite, and its inclusion makes sense now that you can play as one of the cows. The only problem is that the track was already perfect and, realising this, Nintendo has changed very little in this new version.
There aren't even any interesting new shortcuts or rail grinding opportunities beyond the metal fences. So it's great, but it isn't any greater than it already was, which is a shame. The big statue of a cow riding a motorcycle is cute though.
We honestly had more fun racing through this lava-themed track than the Bowser Castle one, thanks to its many alternate paths that see racers go high or low, plus its Day of the Dead themed visuals and music.
Its presence in the Leaf Cup is also one of the more interesting routes. You start by exiting Boo Cinema (which is thematically appropriate) and enjoy a callback to the Boo themed track from Super Mario Kart, take a detour through a pleasant forest, and are then thrown back into spooky territory with a stony ascent that feels like you're approaching a graveyard, complete with Dry Bones' emerging from the soil.
Peach Stadium is one of two tracks to appear twice in Grand Prix, meaning you get to experience it in two different ways. The drive from Crown City in the Shell Cup has you weaving through traffic as well as rival racers, but you get to experience more of Peach Stadium in the Special Cup after a mad, dramatic rally from Mario Circuit that cuts through Moo Moo Meadows.
It makes for a fantastic penultimate race in the Special Cup, especially with the confetti and cheering audience adding to the celebratory vibes. Strangely, doing a standard three lap race feels less special, possibly due to the lack of shortcuts and obstacles, besides other racers.
The more we played Dandelion Depths, the more we found ourselves liking the almost cylindrical drive down a construction site into a beautiful underground lake with dandelions floating around us, before riding a gushing waterfall upwards back to the start.
The Leaf Cup version has a great transition from Cheep Cheep Falls, since it starts with an autumnal feel, with orange and red leaves falling from the trees, before subtly shifting to summer as you drive up the winding road.
Had this been the original Double Dash!! track with little alteration, Peach Beach would have ranked much lower, for being a simple loop through a seaside town and a beach.
But, even as the introductory track for the Banana Cup, Peach Beach keeps things interesting by taking you through the nearby castle on the second lap, offering a narrow gliding area with multiple ramps before taking you down to the water for the final lap.
Starview Peak earns points for its Super Mario Galaxy inspirations alone, but it's also one of the prettiest tracks in the game and manages to capture that sense of racing through space despite being planted on terra firma.
We especially like the water section, which feels like you're surfing across a nebula, and the drive from DK Pass in the Star Cup is a treat since you ascend a snowy mountain, crossing into a ski slope on the way, all while Starview Peak hangs tantalisingly in the distance.
We love the feudal Japan inspired design and music of this track, with the best part being the jump off the waterfall and rushing rapids section that can see everyone fighting over the parts of the water that help push you forward.
There are also a couple of easily missable alternate pathways that experts can make use of. With a well-timed mushroom, you can cut across the final corner and steal first place at the cost of an enraged rival player.
At first glance, Acorn Heights looks deceptively pleasant and simple, but it quickly demonstrates why it's your first challenge in the Special Cup. The gliding section offers enough space for everyone to make their own way through, but you can so easily crash and be forced to take the bottom path rather than bounce on the leaves and mushrooms above.
There is an easy-to-miss shortcut that can save so much time on the final corner (so long as you have a mushroom) and if you know what you're doing, grinding across the vines on the final stretch can make all the difference.
Whereas Koopa Troopa Beach was a too faithful redo of a track from Super Mario Kart, Mario Circuit takes three tracks from that game and combines them into one and it's all the better for it.
While nothing overly complicated, its narrow roads demand you get up close and personal with other racers, making for delightfully hectic encounters, and it has some surprisingly tight corners that belie its simple appearance. The drive down from Acorn Heights in the Special Cup is fun too, since you get to see new areas of the forest beforehand.
Wario Stadium may not be complex or as long as its original N64 version, but it is perfect for Mario Kart World's specific brand of chaotic racing, with numerous hills and slopes to jump off and everyone scrunched together between the looming metallic walls. Although skilled players can escape the crowd by riding up certain walls to the hard-to-reach railing.
We love the grungy feel of this track, with it taking deliberate cues from dirt track motorsports, as well as how the Flower Cup transition from Shy Guy Bazaar takes you out of the quant village to a harsh sandy desert and then the imposing and dramatic entrance of the stadium itself.
Another fan favourite, many bemoaned this DS track's absence in Mario Kart 8 Deluxe's DLC, but it's back and perhaps better than ever in World. While mostly unchanged, this race across a battleship still holds up thanks to its dangerous obstacles and the intense energy of driving through a warzone.
In the Flower Cup, though, you get to enjoy exiting Wario Stadium into the steely backstreets, zip past Bowser's castle as specks of ash fill the air and ascend a broken castle wall to reach the airship in the sky.
With its sharp turns, risky shortcuts, and the ever present threat of falling off into the clouds below, Great ? Block Ruins feels like a skill gate that separates newbie players from the Mario Kart veterans.
Managing to successfully wall ride to the upper portions is very satisfying and the trek from Dino Dino Jungle in the Banana Cup truly feels like going on a jungle adventure in search of lost ruins, especially when you follow the giant geyser high into the sky.
This Venice inspired track wouldn't have been out of place in Mario Kart Tour, but we're glad it's here since we get to surf across the canals rather than drive underwater.
Aside from feeling like you're racing through an actual canal town inhabited by excited bystanders, there's some surprising depth to this track, with options to race alongside the paths next to the canals and a tricky but satisfying shortcut to make use of. The Banana Cup version, meanwhile, includes a lovely seaside drive from Peach Beach.
In Mario Kart 7, you originally had to drive underwater during this track, but we think the shift to surfing across the bumpy waves is a big improvement. Aside from offering trick jump opportunities, it lends to the overall atmosphere of a dangerous abandoned shipyard, especially at night time.
In the Star Cup, it makes for a fantastic juxtaposition to the preceding track, Sky-High Sundae. The cool and colourful ice cream themed landscape makes way for a harsh icy crevice before leading to the bumpy, windswept ocean, with the sun dipping behind the grey rain clouds.
Speaking of Sky-High Sundae, this track was already a visual feast in Mario Kart 8 Deluxe but despite being mostly untouched, it looks even more vibrant on Switch 2.
Although its layout looks basic enough, things get quickly chaotic with 24 players vying for the different paths and there's a risk versus reward element to attempts at rail grinding and wall driving to bypass your rivals lest you fall off the track. The icy slide down from Starview Peak in the Star Cup is also fun and a thematically fitting follow-up.
Easily the most inspired of all the Boo themed tracks in the series, this one has you drive into the cinema screen and enter a sepia tone world where you race across film reels, complete with old timey jazz music.
The trip inside the cinema screen doesn't last very long, but it makes for a killer final lap in the Leaf Cup. After descending from the top of Dandelion Depths, you race through the usual mountainside traffic before being funnelled into a spooky foggy forest and needing to cross the ominous swamp towards the cinema itself.
It may share a name with a track from Double Dash!!!, but this has seen so many alterations that it might as well be brand new. This time, the dinosaurs are as much as part of the track as they are obstacles, offering opportunities to ride up their backs or bounce off their heads.
We also dig the Jurassic Park-esque lab section, as well as the drive from Salty Salty Speedway in the Banana Cup, where the comforting Venetian town is left behind for a dense jungle, complete with an early glimpse at the dinos and a rampaging waterfall to race across.
Like Peach Stadium, this track gets two iterations in Grand Prix and is one of the best examples of how well the open world is crafted, with a standard three lap race taking you through the entire city from the traffic laden streets to the half-finished skyscrapers above, offering myriad opportunities to hone your driving techniques.
The two Grand Prix versions also have you approach it in very different ways. The Mushroom Cup sees you trawl through the arid desert to reach civilisation, while the Shell Cup has everyone spread out across a stand-in for the Golden Gate bridge. While the bridge is mostly a straight line, it still offers multiple pathways, from the traffic filled road to the side railings and even ramps to glide over the other racers.
A fantastic finale to the Mushroom Cup, this track sees you descend from the desert mountains towards a portside space station directly inspired by the original Donkey Kong arcade game's intro level, complete with a jazzy rendition of its theme music.
Even though you're just zigzagging up the track, each section has something unique to keep you engaged, be they giant barrels to bounce over or an enclosed space to practice jumping and wall driving on. It all culminates with a giant robotic DK chucking more barrels at you, which is easily one of the most memorable set pieces in the game.
As a series tradition and typically one of, if not the best track in each Mario Kart game, it almost feels unfair to stick Rainbow Road at the top. But not only does it feel warranted, it may just be the best version of Rainbow Road ever made. More Trending
The journey to it in Grand Prix is already fabulous since, for once, you start on the ground and need to race across the sea towards a golden star that launches you high above the clouds, almost as if you need to prove your worth to see it (fitting since you can't access Rainbow Road in free roam).
As for the track itself, aside from being absolutely gorgeous to look at, it's made of unique segments to help justify its long length, with each one feeling like callbacks to previous iterations. For instance, at one point you transition to a satellite, harkening back to the Mario Kart 8 Rainbow Road, but it's now coloured after the old Game & Watch handhelds as a delightful retro throwback.
Rainbow Road is meant to evoke a feeling of finality and a celebration of your skills. World's Rainbow Road not only achieves that but somehow goes beyond it, as if the last 33 years of games was building to this moment. How Nintendo will top this for Mario Kart World 2, we have no idea.
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MORE: How to unlock everything in Mario Kart World: all characters, costumes and more
MORE: Nintendo Switch 2 console review in progress – is it worth it?
MORE: Mario Kart World doesn't have 200cc but it is easier to dodge blue shells now

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