When people think of Mario Kart, certain images come to mind: friends huddled around a TV, most of whom are using those uncomfortable little half-JoyCon controllers, laughing and yelling as curses fly, Blue Shells soar, and somebody gets repeat visits from Lakitu because they keep messing up their drifts on Rainbow Road (me). Mario Kart is first and foremost a party game, one with relatively simple controls and generous comeback mechanics designed to keep everyone having fun with the frantic shenanigans.
Specifically, it’s built around “rubberbanding,” which means that if a player falls behind, they’ll receive powerful items, such as Bullet Bills and Blue Shells, that help them catch up. I’m not saying this as an insult: this element is the secret sauce that makes each lap a blast when you’re playing with friends, because it feels like anyone can come out on top.
There are three big new features when it comes to the game’s otherwise simple core controls. There’s the Charge Jump, where if you hold the acceleration and drift buttons at the same time while driving in a straight line, your car will squat low to the ground. When you release, you’ll jump in the direction your left stick is pointed. Next, there’s Rail Riding, which as the name suggests, means you can ride rails placed throughout tracks to get a speed boost. Lastly, there’s the Wall Ride, where if you Jump Boost or Charge Jump into a wall, you’ll drive along it for a short while.
At first glance, they don’t seem that game-changing: Charge Jumps make you move a bit slower and drive in a straight line to set them up. Rails are nice when you can find them, but they only shine if you’re also performing tricks off them, which can easily throw you off the stage if you mess up. And Wall Riding is very hard to do without an encyclopedic knowledge of each level. For casual players like myself and most of the rest of the game’s audience, these additions are cool when you pull them off, but are somewhat of an afterthought in the grand scheme of things.
Of course, this is very different for the people who live and breathe Mario Kart, who close their eyes and see a flying Wario bouncing from wall to wall before letting loose a sick grind that would have Tony Hawk jealous. These seemingly simple tools—jumping, grinding rails, and riding walls—have completely changed the game for top-level players, particularly speedrunners, who started ingeniously combining these techniques within days of the game’s release. Here’s an example of a particularly absurd shortcut from NMead’s world record run on Whistlestop Summit that demonstrates what I mean:
As for what’s going on here, NMead uses a drift to get a boost that lets them jump over a gap, and then does a series of grinds, wall rides, and tricks to position themself on top of a wall, where they perform tricks on the rail to get a final bit of speed. Somehow, this process is even harder than it looks.
The types of wall rides shown above, where the player just barely touches a surface before letting go, are part of many of the game’s biggest shortcuts, letting players trick and boost across massive chasms that would be inaccessible otherwise. Rail grinds look easy, but are anything but, in large part because getting the most out of them requires performing jumps in the correct direction, often necessitating perfectly timed side tricks that will send you off the stage if you’re even a little off. And the Charge Jump is what ties it all together, letting you leap onto rails and walls that would be inaccessible otherwise.
While it’s flashiest when these skills are combined to skip big chunks of the level, they’re also constantly utilized by skilled players to get small time savings here and there, either in the Time Trial mode shown above for speedrunning attempts, or when playing against other players online. And this isn’t all, because these techniques and some other additions set up several ways to avoid deadly items like Blue Shells and more, letting high-level players control the randomness to some extent. Basically, while competitive Mario Kart has existed for a long time, the new mechanics add even more room for top-level players to do incredible things, wallriding on every imaginable surface as they treat the actual stage like lava.
It all makes me curious how much of this was “intentional” and by design from Nintendo. As a company known for de-prioritizing e-sports and the more competitive side of their games in general, it’s hard to imagine its development team spent time brainstorming all the ways players could perform specific skips At the same time, though, they actively chose to make virtually every surface wall-ridable, and I imagine at least a few on the dev team discovered the implications of this firsthand.
The situation calls to mind that time Nintendo accidentally created one of the best fighting games ever made: Super Smash Bros. Melee. That game also shines thanks to emergent gameplay, with its player base developing a long list of advanced techniques that make it even faster. Unfortunately, Nintendo hasn’t been particularly supportive of these discoveries. On top of consistently undercutting that game’s ongoing competitive scene, the company backtracked as hard as humanly possible with Super Smash Bros. Brawl, removing all of its predecessor’s movement techniques and nuances that have kept players glued to their GameCubes (or emulators now, honestly) twenty-plus years after release.
And that same Nintendo-ish impulse was very much on display with the first big change to Mario Kart World, which made it so that players couldn’t consistently play regular online races anymore. Essentially, when playing online, there’s no option to only play regular three-lap courses instead of the new highway tracks that connect each stage. However, there was a workaround where if players voted for a “Random” map during course selection, this randomized course would always be a standard three-lap race. Because of this, random would almost always get voted for online as both competitive and casual players alike preferred the more exciting three-lap courses to the slower-paced interstitial ones from the game’s open world.
But instead of taking this as evidence that they should add a separate mode that would allow players to race the traditional tracks, Nintendo did the most Nintendo thing imaginable and changed the algebra around the random course selection so that three-lap races went from appearing 100% of the time, down to around 13% (there are 118 interstitial tracks and only 32 traditional ones). Even as someone who isn’t a remotely competitive Mario Kart player, it’s frustrating.
Because the thing is, while I will probably never personally learn how to do the kinds of crazy wall rides, grinds, and other tricks that let you cut through three laps at a breakneck speed, the presence of these outrageously cool moves doesn’t make my time as a casual player “worse.” Mario Kart World still entirely works as a party game, because the odds are very low that your particular gathering includes a world record holding speed demon who eats shortcuts for breakfast.
That’s the particularly cool thing about this game: it works for players of all levels, with an impressive range of techniques that introduce a massive skill ceiling for those willing to explore it, while still entirely working as a low-stakes, approachable group experience.
Games are organic things, often growing in directions their original creators couldn’t possibly imagine. Mario Kart World is an excellent example. And while it would be nice if Nintendo acknowledged this community of hyper-enthusiasts by offering better online features instead of rigidly sticking to their original vision, even without their support, players will still find a way to push these systems to their absolute limit, all to go a little faster. It may not be an impulse that I share, but I respect the hell out of it, and it makes Mario Kart World that much richer.
Elijah Gonzalez is an associate editor for Endless Mode. In addition to playing the latest, he also loves anime, movies, and dreaming of the day he finally gets through all the Like a Dragon games. You can follow him on Bluesky @elijahgonzalez.bsky.social.