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Worst Tracks In Each Mario Kart Game
On 2025-05-23 at 19:20:31
Super Mario Kart - Choco Island 1
The layout of the U or O of the tracks in this game are put too much for this Goldfish-like shape of the map. And the bumps are there to keep you and the other CPUs at an accurate acceleration level. Nothing else to say, but I keep on getting 2nd or 3rd.
Mario Kart 64 - Moo Moo Farm
This one is just boring. I can see how much Monty Moles they added, but the problem here is where you do a Mini Turbo. That's even what the game itself introduced!
Mario Kart: Super Circuit - Peach Circuit
Peach Circuit is another of those beginner or tutorial tracks, mostly with the signs you see at the top of your screen. And once you get 1st place for a while, some shells come and mess up your speed.
Mario Kart: Double Dash!! - Baby Park
I think I know what you're going to say. The 7 laps, the fact it's an oval, the annoying layout, but I'm choosing this specifically. Sometimes, having a small track with lots of laps just doesn't work. It can be fun finishing a less than a minute course. And this issue can be found with Baby Park.
Mario Kart DS - Figure-8 Circuit
This is a course that I despise, because this is way too far of a tutorial track. It looks too realistic for a Mario-themed circuit, and when I elevate up the U-turns, I see the pain of the GPU trying to blend the circuit shape. And someone please call this Luigi Circuit!
Mario Kart Wii - Mario Circuit
They just made this version of Mario Circuit a figure-8 with a slant. The part with the Chain Chomp. But the straightaway is good for wheeling, and bikes are the faster ones in the game. Anyways, the turns are too basic and don't really stand out.
Mario Kart 7 - Shy Guy Bazaar
Even though many alternate paths are in the bazaar, I don't think the part with the ramps is good for momentum with shells. The offroad isn't there to have the items away from the main road, and that's a mislead.
Mario Kart 8 - Sunshine Airport
Ok, I have lots of complaints for this. WHY DOES IT CRASH THE SWITCH WITH THE SHORCUT BEFORE THE GLIDER RAMP? It makes no sense, and with the many additions to the game's DLC, it kinda makes my brain lose it. Oh, and the U-turn after the 1st glide? Red shells can come and make you lose your MT. Something I'm always cautious about when playing though here.
The layout of the U or O of the tracks in this game are put too much for this Goldfish-like shape of the map. And the bumps are there to keep you and the other CPUs at an accurate acceleration level. Nothing else to say, but I keep on getting 2nd or 3rd.
Mario Kart 64 - Moo Moo Farm
This one is just boring. I can see how much Monty Moles they added, but the problem here is where you do a Mini Turbo. That's even what the game itself introduced!
Mario Kart: Super Circuit - Peach Circuit
Peach Circuit is another of those beginner or tutorial tracks, mostly with the signs you see at the top of your screen. And once you get 1st place for a while, some shells come and mess up your speed.
Mario Kart: Double Dash!! - Baby Park
I think I know what you're going to say. The 7 laps, the fact it's an oval, the annoying layout, but I'm choosing this specifically. Sometimes, having a small track with lots of laps just doesn't work. It can be fun finishing a less than a minute course. And this issue can be found with Baby Park.
Mario Kart DS - Figure-8 Circuit
This is a course that I despise, because this is way too far of a tutorial track. It looks too realistic for a Mario-themed circuit, and when I elevate up the U-turns, I see the pain of the GPU trying to blend the circuit shape. And someone please call this Luigi Circuit!
Mario Kart Wii - Mario Circuit
They just made this version of Mario Circuit a figure-8 with a slant. The part with the Chain Chomp. But the straightaway is good for wheeling, and bikes are the faster ones in the game. Anyways, the turns are too basic and don't really stand out.
Mario Kart 7 - Shy Guy Bazaar
Even though many alternate paths are in the bazaar, I don't think the part with the ramps is good for momentum with shells. The offroad isn't there to have the items away from the main road, and that's a mislead.
Mario Kart 8 - Sunshine Airport
Ok, I have lots of complaints for this. WHY DOES IT CRASH THE SWITCH WITH THE SHORCUT BEFORE THE GLIDER RAMP? It makes no sense, and with the many additions to the game's DLC, it kinda makes my brain lose it. Oh, and the U-turn after the 1st glide? Red shells can come and make you lose your MT. Something I'm always cautious about when playing though here.
sgb? Have you already played the game
Yes, that was a long time ago. Mario Kart 7 is hard to get these days
On 2025-05-23 at 03:02:11
Super Mario Kart - Choco Island 1
The layout of the U or O of the tracks in this game are put too much for this Goldfish-like shape of the map. And the bumps are there to keep you and the other CPUs at an accurate acceleration level. Nothing else to say, but I keep on getting 2nd or 3rd.
Mario Kart 64 - Moo Moo Farm
This one is just boring. I can see how much Monty Moles they added, but the problem here is where you do a Mini Turbo. That's even what the game itself introduced!
Mario Kart: Super Circuit - Peach Circuit
Peach Circuit is another of those beginner or tutorial tracks, mostly with the signs you see at the top of your screen. And once you get 1st place for a while, some shells come and mess up your speed.
Mario Kart: Double Dash!! - Baby Park
I think I know what you're going to say. The 7 laps, the fact it's an oval, the annoying layout, but I'm choosing this specifically. Sometimes, having a small track with lots of laps just doesn't work. It can be fun finishing a less than a minute course. And this issue can be found with Baby Park.
Mario Kart DS - Figure-8 Circuit
This is a course that I despise, because this is way too far of a tutorial track. It looks too realistic for a Mario-themed circuit, and when I elevate up the U-turns, I see the pain of the GPU trying to blend the circuit shape. And someone please call this Luigi Circuit!
Mario Kart Wii - Mario Circuit
They just made this version of Mario Circuit a figure-8 with a slant. The part with the Chain Chomp. But the straightaway is good for wheeling, and bikes are the faster ones in the game. Anyways, the turns are too basic and don't really stand out.
Mario Kart 7 - Shy Guy Bazaar
Even though many alternate paths are in the bazaar, I don't think the part with the ramps is good for momentum with shells. The offroad isn't there to have the items away from the main road, and that's a mislead.
Mario Kart 8 - Sunshine Airport
Ok, I have lots of complaints for this. WHY DOES IT CRASH THE SWITCH WITH THE SHORCUT BEFORE THE GLIDER RAMP? It makes no sense, and with the many additions to the game's DLC, it kinda makes my brain lose it. Oh, and the U-turn after the 1st glide? Red shells can come and make you lose your MT. Something I'm always cautious about when playing though here.
The layout of the U or O of the tracks in this game are put too much for this Goldfish-like shape of the map. And the bumps are there to keep you and the other CPUs at an accurate acceleration level. Nothing else to say, but I keep on getting 2nd or 3rd.
Mario Kart 64 - Moo Moo Farm
This one is just boring. I can see how much Monty Moles they added, but the problem here is where you do a Mini Turbo. That's even what the game itself introduced!
Mario Kart: Super Circuit - Peach Circuit
Peach Circuit is another of those beginner or tutorial tracks, mostly with the signs you see at the top of your screen. And once you get 1st place for a while, some shells come and mess up your speed.
Mario Kart: Double Dash!! - Baby Park
I think I know what you're going to say. The 7 laps, the fact it's an oval, the annoying layout, but I'm choosing this specifically. Sometimes, having a small track with lots of laps just doesn't work. It can be fun finishing a less than a minute course. And this issue can be found with Baby Park.
Mario Kart DS - Figure-8 Circuit
This is a course that I despise, because this is way too far of a tutorial track. It looks too realistic for a Mario-themed circuit, and when I elevate up the U-turns, I see the pain of the GPU trying to blend the circuit shape. And someone please call this Luigi Circuit!
Mario Kart Wii - Mario Circuit
They just made this version of Mario Circuit a figure-8 with a slant. The part with the Chain Chomp. But the straightaway is good for wheeling, and bikes are the faster ones in the game. Anyways, the turns are too basic and don't really stand out.
Mario Kart 7 - Shy Guy Bazaar
Even though many alternate paths are in the bazaar, I don't think the part with the ramps is good for momentum with shells. The offroad isn't there to have the items away from the main road, and that's a mislead.
Mario Kart 8 - Sunshine Airport
Ok, I have lots of complaints for this. WHY DOES IT CRASH THE SWITCH WITH THE SHORCUT BEFORE THE GLIDER RAMP? It makes no sense, and with the many additions to the game's DLC, it kinda makes my brain lose it. Oh, and the U-turn after the 1st glide? Red shells can come and make you lose your MT. Something I'm always cautious about when playing though here.
if Double Dash had a sequel, who could the new characters be?
On 2025-05-22 at 23:59:35
Shell Cup:
Peach Circuit
Goomba Mount
High Fields
Fire Derby
Banana Cup:
Choco Mountain
Daisy Circuit
Shy Guy Lake
Koopa Cavern
Leaf Cup:
Luigi Dirtway
Strand Isle
Mushroom Port
Forest Pass
Lightning Cup:
Mushroom Harbor
Retro Rally
Fiery Volcano
Star Road
Peach Circuit
Goomba Mount
High Fields
Fire Derby
Banana Cup:
Choco Mountain
Daisy Circuit
Shy Guy Lake
Koopa Cavern
Leaf Cup:
Luigi Dirtway
Strand Isle
Mushroom Port
Forest Pass
Lightning Cup:
Mushroom Harbor
Retro Rally
Fiery Volcano
Star Road
On 2025-05-20 at 23:17:32
That's a good question! If we had a sequel, we might have a hard time selecting tracks that are for certain characters. But it would be fun to plan out the ideas.
confusion
On 2025-05-02 at 03:30:57
I hope this has no relation to the Daisy Circuit jumpscare
Track Building Contest : Winter 2025 / Concours de création de circuits : Hiver 2025
On 2025-01-13 at 03:18:50
My Complete track is having problems in size...
Can I just use the Quick version please?

Can I just use the Quick version please?
Tox specifically said CM only, so you cant
But what if there's something wrong when playing it, and you can't fix it?
idk which version you're talking about so
as for the QM version, just put up with it. you cant change anything about your QM tracks (e.g. walls, offroad, checkpoints and holes (except for decor))
but as for the CM version, just find issues in the track and fix them (so like adjust a checkpoint, fix a hole's respawn point etc)
Ok then...
You know what? I'm quitting the contest. Making a CM Track is too much to handle right now, and I think it's better to lay it off.
1
3
1On 2025-01-13 at 00:32:02
My Complete track is having problems in size...
Can I just use the Quick version please?

Can I just use the Quick version please?
Tox specifically said CM only, so you cant
But what if there's something wrong when playing it, and you can't fix it?
idk which version you're talking about so
as for the QM version, just put up with it. you cant change anything about your QM tracks (e.g. walls, offroad, checkpoints and holes (except for decor))
but as for the CM version, just find issues in the track and fix them (so like adjust a checkpoint, fix a hole's respawn point etc)
Ok then...
On 2025-01-13 at 00:18:14
My Complete track is having problems in size...
Can I just use the Quick version please?

Can I just use the Quick version please?
Tox specifically said CM only, so you cant
But what if there's something wrong when playing it, and you can't fix it?
On 2025-01-12 at 22:55:44
My Complete track is having problems in size...
Can I just use the Quick version please?

Can I just use the Quick version please?
3On 2025-01-12 at 19:16:24
On 2025-01-12 at 07:25:07
Has to be made in Complete Mode not Quick Mode
Making complete tracks are hard.
8On 2025-01-12 at 04:44:46
Happy Birthday --T--
On 2025-04-29 at 23:24:37
Happy Birthday --T--!
I Have a Wiimmfi Problem
On 2025-05-17 at 01:38:02
In 2014, the online tournaments of Mario Kart Wii had to stop, and that means Galaxy Colosseum had to go. But with Wiimmfi, you can play online again with others. But I tried and don't know how to get a BootMii NAND backup. I folowed this tutorial:
https://wii.hacks.guide/bootmii
I'm motivated to see more stuff of the game.
https://wii.hacks.guide/bootmii
I'm motivated to see more stuff of the game.
What do you use to make your complete tracks?
On 2025-05-16 at 03:51:04
I use the Scratch website
The worst MKPC track
On 2025-02-18 at 04:37:31
GBA Luigi Circuit is too long
Toad's Factory Retrospective
On 2025-05-11 at 19:32:00
On 2025-05-11 at 19:19:10
The factory is wild. The factory gives Item Boxes. Toad's Factory must stand out. And with that, here it is, T'sF fans: The perspective of Toad's Factory!!
(P.S. I dislike any other Wii track now)
Just because it is a square, doesn't mean it's plain. Look around you! There's toiling everywhere! Well, in Mario Kart World the gears got blocked off by walls now, but for driving on them. Mostly, people pay attention to that part with the conveyor belts and boxes that you have to dodge. I think they should be there, because Mushroom City is a demonstration of chaos. Hence, my icon from that game is seen on the front of the factory!
To start off, you are met with crushers that don't really get any drivers nowadays, but did you notice that they have Item Box juice in them? Neat, right? Yeah, the factory has mud near, it, be careful slowing down. If my factory were to be in Mario Kart: Double Dash, there's more space to do A-tech and all, and R-tech at the conveyor belts on the turn. But there's still the alarm going, us Toads haven't figured out what happened with the producing. And yeah, you go out into the mud piles, and finish it off. In Mario Kart World, the rails have been there for more air time and mini turbos. Even the stiffest mini map could have a lot of boosts!
And, I hope it isn't obscure, but the factory is near Toad Lake, the part after the second turn. Underground, the Item Boxes start to get their color. It has relation to that one mod of Night Factory, which did a good job of referencing what happens down there. You may have been wondering why the Item Boxes reach the lake? Because underwater courses have been here before, but now that you don't really go underwater anymore in Mario Kart World, it's there for the fact this track hasn't been remade since 2008. Nostalgia part of the course. Near the end, the bulldozers kind of finished their job of clearing the lane. And we decided to shorten the ramp to not cause any problems when finishing the race. That's mostly all the stuff to review for Toad's Factory! And why it's being overlooked in the game itself! The crushers, the conveyor belts, the big turn, everything is said. Hankering for a retrospective like this one is finished.
(P.S. I dislike any other Wii track now)
Just because it is a square, doesn't mean it's plain. Look around you! There's toiling everywhere! Well, in Mario Kart World the gears got blocked off by walls now, but for driving on them. Mostly, people pay attention to that part with the conveyor belts and boxes that you have to dodge. I think they should be there, because Mushroom City is a demonstration of chaos. Hence, my icon from that game is seen on the front of the factory!
To start off, you are met with crushers that don't really get any drivers nowadays, but did you notice that they have Item Box juice in them? Neat, right? Yeah, the factory has mud near, it, be careful slowing down. If my factory were to be in Mario Kart: Double Dash, there's more space to do A-tech and all, and R-tech at the conveyor belts on the turn. But there's still the alarm going, us Toads haven't figured out what happened with the producing. And yeah, you go out into the mud piles, and finish it off. In Mario Kart World, the rails have been there for more air time and mini turbos. Even the stiffest mini map could have a lot of boosts!
And, I hope it isn't obscure, but the factory is near Toad Lake, the part after the second turn. Underground, the Item Boxes start to get their color. It has relation to that one mod of Night Factory, which did a good job of referencing what happens down there. You may have been wondering why the Item Boxes reach the lake? Because underwater courses have been here before, but now that you don't really go underwater anymore in Mario Kart World, it's there for the fact this track hasn't been remade since 2008. Nostalgia part of the course. Near the end, the bulldozers kind of finished their job of clearing the lane. And we decided to shorten the ramp to not cause any problems when finishing the race. That's mostly all the stuff to review for Toad's Factory! And why it's being overlooked in the game itself! The crushers, the conveyor belts, the big turn, everything is said. Hankering for a retrospective like this one is finished.
The problem with Grand Prix
On 2025-05-02 at 21:40:17
Grand Prix is literally unfair. The computers move faster than the player and they always target you. Most of the tracks in the game are too small. It feels like the game constantly punishes you no matter how far behind you are. It's like they DON'T want you to play the game! The difficulty NEEDS to be nerfed because the newcomers are gonna stop playing the game because of its brutal difficulty.
Just reverse drift
Mario Kart: Double Dash Track Retrospective
On 2025-05-09 at 03:38:38
The Mario Kart: Double Dash tracks have a variety of twists and turns, along with others being seen in the background. It gives more life to the world around you when you race, but I'm not only talking about the background. It's the tracks themselves. So let's boost what I think about each track!
First off, we have Luigi Circuit. It's like a big oval, but being compressed at the sides. You start off going into the two roads where you get a U-turn to go back to them. It seems like a good track to practice getting into the controls of the game. Oh, and let's not forget Luigi's high rank mansion.
Next is Peach Beach, where the award ceremony takes the scene. I never really knew about the fact you come down during the first turn, and come back up on the last. I was probably more focused on powersliding. Also, doesn't the rock look like an ostrich?
Baby Park is an okay track, because even though you finish laps quickly, it's 7 instead of 3. And to make things stand out, you have theme park rides around you. And like Mario Bros. Circuit, which belongs to Luigi, I think Baby Park should belong to Baby Luigi.
You now have a desert dune-themed course being Dry Dry Desert, and it's interesting. You have these winding roads with pillars on the sides of them for shortcuts. Then you find this deep sand pit which not only you sink in, you get eaten by another of these Piranha Plants. You have the bumpy sand hills, and you go back to the line.
Mushroom Bridge is home to the Toad houses you see at the shortcut, and the bridge itself. If you're feeling confident, you can get on the rails and have a speed boost. Or, if you're like me, you can A-tech your way in the center of the bridge. And this is Toadette's course, not mine.
Mario Circuit can be seen in the back of Mushroom Bridge, and now you're racing here! You have a strict U-turn, and then you're met with a Chain Chomp, right before the tunnel. And just like the babies having the Chain Chomp as their special, both Luigi and Mario Circuit have them! You now enter the dirt path with the Piranha Plants, and that's all it has to offer!
They put a race track on a cruiser. What more could you ask from Daisy?
Okay, Waluigi Stadium is the one with the ramps. It really feels like you're in a dirtbike stadium rather than karting! Maybe this was a tease to Mario Kart Wii? Maybe that's why going off ramps feels uncanny. And, who decided to put a bump near the final ramp?
The icy track Sherbet Land has some Shy Guys skating on them, so be careful not to run into them. You get out of the cave, and you notice how many spectators are here! You have hills, ice, and even ice cube structures watching you! Oh, the Freezies want to freeze you while driving, so be vigilant on that.
One word. Chaos. Well, in a good way. Mushroom City has you going through a busy city with lots of traffic near you! There will be lots of drivers being dragged by their karts. However, the many paths give the track some character. Hence, look at the map! It's loaded!
A Youtuber once said that a track is theirs. That being Yoshi Circuit. You carefully go beside Yoshi's hands, nose, spines(There's an alternate path but okay), tail, and back to the shoe. Due to the many turns of the circuit, it's kinda fun to race at!
I'm sure Nintendo worked hard on making DK Mountiain, because you barely see polygons, no spectators, and the music is based on the Donkey Kong Jr. arcade theme of the first level! You get shot out of a cannon, with you coming down to pass the hairpin turns. Also, why is the mountain angry? It looks like a volcano!
I noticed how nobody was seeing the action on Wario Colosseum. Maybe they like Waluigi more, who knows? This colosseum is ridonculous with the many curves and ramps. I guess I'm the only one who uses the path in the middle before the finish line! Wait, is it midnight!?
Eh, Dino Dino Jungle isn't really doing much to adrenaline, but the views with Noshi are breathtaking. You have the dock of the three bridge paths, the geysers burst out of the ground, and more are waiting at the finish line.
I don't understand why Bowser made this one too narrow, I sort of bumped into the side of the castle. Mostly the only thing that stands out is the Bowser statue, which I think reappears in the Wii version of Bowser's Castle.
And we are at Rainbow Road now, above Mushroom City. How nice, but let's focus on the layout. You have these two hairpin turns that resemble to DK Mountain's, and you see in front of you the spiral. I can tell how much players fall off here while trying to stay on. You don't have to powerslide, no other drivers are doing that technique. You have this turning path that leads to the tunnel, and one more spiral until you reach the end.
And that's everything I think of and notice about the tracks of Mario Kart: Double Dash!!
First off, we have Luigi Circuit. It's like a big oval, but being compressed at the sides. You start off going into the two roads where you get a U-turn to go back to them. It seems like a good track to practice getting into the controls of the game. Oh, and let's not forget Luigi's high rank mansion.
Next is Peach Beach, where the award ceremony takes the scene. I never really knew about the fact you come down during the first turn, and come back up on the last. I was probably more focused on powersliding. Also, doesn't the rock look like an ostrich?
Baby Park is an okay track, because even though you finish laps quickly, it's 7 instead of 3. And to make things stand out, you have theme park rides around you. And like Mario Bros. Circuit, which belongs to Luigi, I think Baby Park should belong to Baby Luigi.
You now have a desert dune-themed course being Dry Dry Desert, and it's interesting. You have these winding roads with pillars on the sides of them for shortcuts. Then you find this deep sand pit which not only you sink in, you get eaten by another of these Piranha Plants. You have the bumpy sand hills, and you go back to the line.
Mushroom Bridge is home to the Toad houses you see at the shortcut, and the bridge itself. If you're feeling confident, you can get on the rails and have a speed boost. Or, if you're like me, you can A-tech your way in the center of the bridge. And this is Toadette's course, not mine.
Mario Circuit can be seen in the back of Mushroom Bridge, and now you're racing here! You have a strict U-turn, and then you're met with a Chain Chomp, right before the tunnel. And just like the babies having the Chain Chomp as their special, both Luigi and Mario Circuit have them! You now enter the dirt path with the Piranha Plants, and that's all it has to offer!
They put a race track on a cruiser. What more could you ask from Daisy?
Okay, Waluigi Stadium is the one with the ramps. It really feels like you're in a dirtbike stadium rather than karting! Maybe this was a tease to Mario Kart Wii? Maybe that's why going off ramps feels uncanny. And, who decided to put a bump near the final ramp?
The icy track Sherbet Land has some Shy Guys skating on them, so be careful not to run into them. You get out of the cave, and you notice how many spectators are here! You have hills, ice, and even ice cube structures watching you! Oh, the Freezies want to freeze you while driving, so be vigilant on that.
One word. Chaos. Well, in a good way. Mushroom City has you going through a busy city with lots of traffic near you! There will be lots of drivers being dragged by their karts. However, the many paths give the track some character. Hence, look at the map! It's loaded!
A Youtuber once said that a track is theirs. That being Yoshi Circuit. You carefully go beside Yoshi's hands, nose, spines(There's an alternate path but okay), tail, and back to the shoe. Due to the many turns of the circuit, it's kinda fun to race at!
I'm sure Nintendo worked hard on making DK Mountiain, because you barely see polygons, no spectators, and the music is based on the Donkey Kong Jr. arcade theme of the first level! You get shot out of a cannon, with you coming down to pass the hairpin turns. Also, why is the mountain angry? It looks like a volcano!
I noticed how nobody was seeing the action on Wario Colosseum. Maybe they like Waluigi more, who knows? This colosseum is ridonculous with the many curves and ramps. I guess I'm the only one who uses the path in the middle before the finish line! Wait, is it midnight!?
Eh, Dino Dino Jungle isn't really doing much to adrenaline, but the views with Noshi are breathtaking. You have the dock of the three bridge paths, the geysers burst out of the ground, and more are waiting at the finish line.
I don't understand why Bowser made this one too narrow, I sort of bumped into the side of the castle. Mostly the only thing that stands out is the Bowser statue, which I think reappears in the Wii version of Bowser's Castle.
And we are at Rainbow Road now, above Mushroom City. How nice, but let's focus on the layout. You have these two hairpin turns that resemble to DK Mountain's, and you see in front of you the spiral. I can tell how much players fall off here while trying to stay on. You don't have to powerslide, no other drivers are doing that technique. You have this turning path that leads to the tunnel, and one more spiral until you reach the end.
And that's everything I think of and notice about the tracks of Mario Kart: Double Dash!!
I find it stressing that there is no retro tracks.
We did that because of graphic limitations back in 2002.
1254 - 
35346 pts ★ Legend
7420 pts ★ Racer