Mario Kart World First Impressions

The forum for talking all about and playing video games. Here we study modern interactive culture to it's fullest extent, and perhaps engage in a few forum games of our own.
Post Reply
User avatar
Maypews Online
Webmaster, Otaking, Karter
Reactions: 799
Posts: 785
Joined: Mon Aug 04, 2025 10:12 am
Location: Dixieland
Website: https://maydb.net
Waifus: 27
Shion Sonozaki Chitoge Kirisaki IBN 5100

Mario Kart World First Impressions

Post by Maypews »

As of now I've 3 starred 5 of the 7 cups 150cc grand prix in Mario Kart World, up through the Banana cup. I haven't yet bothered with any of the other bells and whistles, such as the free roam or knockout tour or even the online play. I wanted to write this first so that I could evaluate it as a traditional Mario Kart before then focusing on the newer mechanics, then I'll probably come back and give my opinion on those later.

First things first, they removed inside drift. :usagicry:



I'm not kidding when I say that for me this is automatically -2 points off the final score if not more. I've always hated how outside drift feels in comparison to inside in both Wii and 8DX, once they created bikes for Wii it was no going back for me. It's really stupid how they have a lot of the vehicles being so clearly inspired by Mario Kart Wii bikes, like the Mach Rocket and Dolphin Dasher (watever the new name is) yet they drift outwardly. Just spitting on those vehicles' legacy man. Having no inside nukes the game's replayibility for me. WTF guys? :unamusedpepe: :evil:

My pet theory as to why is because trying to make the rail grinding with the different lines of outside drift and inside wasn't doable. I don't know if this is true or not but it'd make sense since they approach corners at totally different angles. To accomodate both you'd have to probably widen the rails to a point where it'd make them look odd and potentially lower the difficulty (though I'm not as sure about this part since you're just sticking to it anyway).

Idk. It sucks because if that's true it also kinda retroactively hurts railgrinding for me. I'm a big Jet Set Radio fan and the railgrinding gives off that vibe heavily. This game made actual changes to the core gameplay formula for the first time since Wii probably that isn't all aesthetic veneer and no substance which I like, though not if it cost me my inside drift lol. But the grinding adds a very interesting dimension to the tracks, I've enjoyed it a lot especially as the tracks get more complex.

The new physics engine is really nice. It adds a lot more player agency into the game because when you get hit or bumped a certain way it feels natural and you have to correct course yourself. Sometimes you won't be able to and you just end up hitting a wall too, especially if you get bumped/hit in the process of taking a sharp turn. It kinda gives off F-Zero GX vibes in that respect. If I'm to complain about anything I'd say that maybe they made it a bit too forgiving, sometimes you'll hit a car and just lose no speed which is ridiculous.

It's a huge upgrade over Mario Kart 8 Deluxe's "physics" if you can call them that, where getting bumped causes you to shoot in a random direction that has nothing to do with how you were bumped. Or how getting hit by a blooper on inward drift fucking nukes your ability to turn while barely affecting karters at all because the slidy physics make no sense. I could rag on about how on-rails 8 Deluxe feels, but I'll save that for my proper review whenever I write it.

The highway tracks are indeed as bad as I've heard. Just giant straight lines for the most part, some of them aren't awful but most are. I like the idea of having you lead into a course naturally, seeing the scenery slowly change is nice. But that's about all there is to do other than hold A and collect coins. If any of these become custom tracks in Mario Kart Wii it's gonna be automatic spear for days so I'm looking forward to that in 5-10 years.

Track-Specific Notes

----------------------------------------------------
-DK Spaceport is a fun idea and it plays pretty well. Always like seeing some retro titles being represented in the track selection.

-The Desert Hills remake felt like it had nothing to do with the original track. If it weren't for the music I'd have probably never known it was a remake and not just some generic desert track they included.

-Shy Guy Bazaar and Airship Fortress are both really nice remakes that take some creative liberties while preserving the spirit of the track. Recently Nintendo has had a habit of basically making original tracks while vaguely re-using the layout and the name (see: Desert Hills in this game and a bunch of stuff in 8 especially that butchering of Sky Garden) so I'm glad they didn't ruin two of the best maps that the series has to offer.

-Sky High Sundae is still irredeemable garbage. Why they would choose to remake that one is beyond me. This is a rare case where taking a lot of liberties would've actually been nice given how atrocious the source material is, but sadly they didn't do that.

-WARIOS SHIPYARD. DAMN. Okay this remake knocked my socks off, home run. I loved it to the end. Driving through the water and being able to trick on the waves, made the blowing pipes section a lot less obnoxious which was my biggest annoyance with the original while still maintaining the challenge, the visuals, phew. Legit maybe my favourite retro remake ever. A+

-Starview Peak was okay but it kinda just felt like a ripoff of Rosalina's Ice World.

-"Koopa Troopa Beach" (it's actually Koopa Beach 2) plays very well. You can chain so many miniturbos while staying in flow with the track, it's a blast. If I grind any track in time trials it will probably be this one.

-Crown City (2?) was absolutely excellent. I've felt for a while that Nintendo's original tracks declined a bit in 8 and the BCP didn't do much to alleviate my concerns with the Tour tracks mostly being unremarkable, but I think Crown City 2 is my favourite original Nintendo track since at least Maka Wuhu in Mario Kart 7 and it might be better & go back to Wii even. The rail grinding mixed with the skatepark scenery is absolutely chefs kiss and it has a very fun and rewarding layout. Might have to sweat this one in time trials too honestly.

-Peach Stadium was also a lot of fun and I'll have to replay it because it got kind of overshadowed by Crown City Jr in my mind, through no fault of the track's and more just due to it's placement as I'd say it's my 2nd favourite original so far. I'd probably rate it higher than all of the original tracks in 8.

-The Dino Dino Jungle remake was really interesting. They took a track that's not all that difficult and made it into a bit of a gauntlet, I hit a lot of things on my first playthrough. The Dinosaurs converging on the track the way they do is a lot more inventive than just the stomping feet in the original.

-Great Block Ruins was pretty cool. Not mindblowing or anything but I had a good time with it.

So far I like the track selection, a lot less stinkers than 8 had and much more solid overall. Most of the lower tier tracks are just forgettable. If only the highways weren't mostly trash, if not for that I'd say it exceeds 8 with regards to tracks.


Miscellaneous Notes

----------------------------------------------------

-Not only did they not remove the coin item but they added some item box item that gives you a bunch of them AND doubled your maximum limit. Dude. Why is Nintendo so obsessed with coins as a gameplay mechanic? It isn't fun to have to take worse lines to collect coins just to go faster later on. It SUCKS.

-Not only is it lame and unfun from a gameplay perspective but it's also completely unfair to the person in first place. For as much as people complain about the Thundercloud in Wii I genuinely believe the coins are almost as unfair, if not for the fact that you get the TC in a middle position I'd even say they are just as bad. You're still getting hit through no fault of your own.

-And yes, I know about the holding a coin and then hitting an item box meaning you're guaranteed to get protection trick. Except that doesn't even fucking work anymore because of the stupid item box item they added, you can just get no defense and be screwed. Then even if you do get defense, 2nd can just get 2 reds and you're done.

-Did I mention that I HATE COINS YET???? :middlefinger:

-I like the Mega Mushroom being back, it's a fun item that never should've been removed to begin with.

-The roster is interesting and experimental. I like adding in all of the enemies and costumes, but why did they cut the Koopalings? They're far more notable than like Monty Mole or whatever. This is sort of why I always disliked the hate they got in 8, which seemed to be more a consequence of the 8 vanilla roster being garbage than through the fault of the Koopalings themselves. The complaint was always that the Koopalings were put in over franchise staples, not them being in at all. Free my boy.
:lemmy:

I think that's all the thoughts I have as of now. I still have a few of the cups to complete, so I'll add further thoughts into the thread once I'm done. If you've played Mario Kart World, what do you think so far?
User avatar
Maypews Online
Webmaster, Otaking, Karter
Reactions: 799
Posts: 785
Joined: Mon Aug 04, 2025 10:12 am
Location: Dixieland
Website: https://maydb.net
Waifus: 27
Shion Sonozaki Chitoge Kirisaki IBN 5100

Re: Mario Kart World First Impressions

Post by Maypews »

Alright, finished up the rest of the cups. I'll start off with more general impressions, a few of which I had beforehand and forgot to add to my initial post.

Firstly as a weather nerd, I enjoy the weather effects. It's nothing mindblowing but it's certainly a nice touch. One more thing that I like is the fact that defense items automatically trail without you having to hold a button.I'd often find it difficult to focus on driving while also contorting my thumb in a way to hold the bumper in past entries, so I do like this change. I'm quite surprised that this wasn't implemented until now frankly as I find it much better.

The changes they made to the water and air travel clearly pull a lot from Sonic All-Stars Racing Transformed, but mostly for the better. While it certainly isn't as good as that game's equivalent system is, the previous gliding/underwater sections where almost nothing changed and you just kept driving as if nothing had happened was definitely worse. These mechanics were always very undercooked and felt tacked on just so that Nintendo could say they added a new feature and slap it on the box (same for the anti-grav in 8), but here it feels like they have some actual impact on gameplay rather than being basically nothing but visual changes.

Rest of this will mostly pertain to specific tracks.

-Cheep Cheep Falls was a lot of fun. No trying to re-invent the wheel here, just a nice simple layout set in a beautiful oriental setting. This one could be a grower for sure, always like a good old skill track.

-Boo Cinema is a solid 7.5/10 track but it has 10/10 aesthetics.

-Dry Bones Burnout is a bit of a letdown, god tier aesthetics but the track wasn't all that memorable or fun to drive. Not bad, but pretty firmly mediocre.

-Moo Moo Meadows is amazing as usual. The remake isn't' anything drastic but that's a good thing because the track is already perfect as is.

-When playing this I went into cups trying to avoid reading the names so I'd be able to go in blind, and when I finished the Lightning cup and saw that Choco Mountain in it I was genuinely shocked. Of all the tracks you could butcher, why this one? It's a fantastic track as is. My least favourite remake so far.

-Bowser's Castle had an entertaining highway portion that could pass as a real track, and the track itself was fun too. I'm not sure how I'd rank it among other BCs yet, but it was definitely a great time.

-Why is Mario Circuit the 2nd track in the final cup of the game? What a weird choice. Pretty bland and forgettable. Maybe my least favourite retro overall.

-Rainbow Road was really interesting. One thing I disliked about 8 is how it homogenized all the tracks into being of about the same length, but with Rainbow Road basically the entire thing, even the highway portions meshed so well that I couldn't tell you what is and what isn't the track. There's a real sense of grandeur here, something 8's failed abortion of a RR severely lacked. It also looked gorgeous. I could see the gliding parts that are meant to be more sight-seey growing off me in time, though. But great track overall.

TL;DR
So basically, here's my TL;DR for those who don't want to bother reading all I wrote in these two posts.

-Removing inside drift is lame and stupid
-Coins are back and worse than ever before.
-The overall track selection here far outclasses 8 deluxe, but the highway segments bring it down greatly.
-You generally have a lot more control over your vehicle in this game than in 7 or 8 in my opinion. Feels a lot less hand-holdy which is a good thing and I genuinely didn't expect this from modern day Nintendo, even if it still pails in comparison to the god tier controls of Wii.
-The roster is very large but there are a lot of glaring exclusions that seem odd when you consider all the randeezys they included.

I think that's about where I am now. Next time I post here it'll probably be about the online meta and the new modes they've added. If I were held at gunpoint and forced to give a preliminary rating I'd say it's a very good game and a solid 7.5 or 8/10 or so, about on par with 8 Deluxe to me.
Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest