I've been wanting to make a track ranking for Mario Kart World ever since the game first came out, but I wanted to make sure I really knew what I was talking about first. Now that it's already been about a month since the game first released, I feel pretty confident in my ranking at the moment. I'll solely be ranking the tracks based on their VS versions, though I will mention any alternate variants they may have if necessary. Overall, I think Mario Kart World has one of the best track rosters in the series, barring a few weak links, and benefit from a more freeform design that gives most of them a lot more replay value. So without further ado, let's rank them:
30. Koopa Troopa Beach
Koopa Troopa Beach is sadly the one big misfire out of the 30 tracks in Mario Kart World. Koopa Beach 2 is a solid track in the original SNES game, but this iteration smoothens out the track design and removes the deep water pitfalls that you have to dodge rendering it as just a circle. I've seen some argue that KTB is this game's equivalent of Baby Park because of its simplistic layout, but it's so open that I don't think it plays well to chaotic item shenanigans which makes for a really boring track that doesn't take advantage of any of Mario Kart World's strengths. No parkour, no fun item play, and no interesting decision-making, it truly is just driving around in a circle for five laps. I do like the tropical dance party aesthetic but that can only do so much when the track is so boring to play.
29. Moo Moo Meadows
Moo Moo Meadows is definitely the most baffling addition conceptually. I get that Nintendo wanted to add the Cow as a playable character and needed an excuse to organically feature him in the world, but when we literally just had Moo Moo Meadows in the previous game, I'd rather they have just made a new farm track. Because outside of that one goofy cow bounce shortcut, I can't really say that Moo Moo Meadows feels like it fits World's movement very well, it's too open and barren. I'd even argue that this version of MMM is weaker than the MK8 version with a less pretty aesthetic and the removal of the big ramp near the end of the track. Moo Moo Meadows on its own is a fine track, for sure, but in the context of World, it's a track I never want to play.
28. Mario Bros Circuit
When MKW first came out, Mario Bros Circuit was quickly singled out as one of the best starting tracks for its unique Radiator Springs aesthetic and its variety of paths. However, the more I replay it, the more I actually find it pretty dull. The main path of Mario Bros Circuit has nothing going on at all, it's a wide empty road with very wide turns and no mandatory jumps at all. Compared to the tight layout of Toad Circuit in 7 or the way Mario Kart Stadium forces you to engage with all of 8's mechanics, Mario Bros Circuit feels too passive of a first track. You can mess around with the rail-grinding or gliding if you go off the beaten path, but it doesn't feel like this track drills those mechanics into your head because it's all optional. It also doesn't help that while the ending of MBC does have a bunch of neat alternate routes, the first 80% is still very linear and doesn't really have anything going on. So yeah, while I don't find Mario Bros Circuit bad per se, I do still find it pretty boring on replays and hard to go back to.
27. Desert Hills
Desert Hills is a weird sidegrade of a retro pick. I actually always liked Desert Hills for its catchy music, hilly terrain, SMB3-inspired visuals, and variety of Mushroom cuts and like half of those things are still intact. This iteration makes a lot of sacrifices with less hills, blander visuals, and most of the obstacles like the Angry Sun completely removed. However, I'd argue it makes up for this by adding a bunch of new elements. There are even more shortcuts than in the original track and not just Mushroom cuts too, the final stretch deviates into a bunch of cool different directions. And while the Angry Sun may be gone, the Tokotokos are a very charming new hazard that helps keep each lap in VS varied. It also helps that from a layout perspective, I do think Desert Hills is a bit more engaging than the other tracks in this part of the list so I can still enjoy this one even with its many compromises from the original.
26. Starview Peak
Man, Rosalina keeps being done dirty with her tracks, huh. I never hated Ice World even if I didn't find it especially good, but I was really hoping that Starview Peak with its gorgeous comet observatory theming would finally do her justice. Sadly, this track is probably even worse. You really don't spend much time inside the observatory, with the first half of the track being a basic Ice Ice Outpost clone with none of that track's shortcut potential, and the second half being a hyperspeed water-riding section that can be dumb fun but lacks any skill or mastery. This is one of those really wide tracks that doesn't give you much room to exploit the movement, and its short length means that it also feels like it isn't really able to explore its premise. Great vibes, but definitely one of the most underwhelming and undercooked courses in the game.
25. Choco Mountain
Choco Mountain is definitely one of the weirdest and most polarizing tracks in Mario Kart World. Like Moo Moo Meadows, this track was just in the previous game, but unlike Moo Moo Meadows, it actually completely reimagines it to mixed results. Instead of being a simple chocolate-themed mountain, this is a heavy metal monster truck arena filled with mud and Charging Chucks. I do really appreciate how this iteration of the track commits to its new theming, especially with the cool visual of seeing how this track actually looks like a monster truck from afar. There are still plenty of cool (and powerful) shortcuts, and the Charging Chucks are really fun hazards to deal with. However, I do think that the original's pure chocolate theming still feels really novel and turning Choco into yet another stadium track makes it feel a bit less unique. But even more, so much of this track being covered in mud that slows you down makes it a fairly awkward driving experience at times reminiscent of Choco Island, and not in a good way. This is a fine track with more depth and interesting elements than most of the other low-tiers, but it just doesn't fully come together for me like I would've hoped.
24. Mario Circuit
When we all found out that one of the tracks was gonna be a fusion of the first three Mario Circuits, I think we all thought that it was gonna be the worst track of the game. But actually, I think Mario Circuit is pretty damn good and misses out on a lot of the pitfalls of SNES retros in prior games. I like how this track doesn't try to ape the Super Mario Kart artstyle, going for a more realistic circuit aesthetic that looks great. The fusion of the first three Mario Circuits means that there's a great sense of escalation as each section has tighter and tighter turns. And best of all, the Charge Jump allows you to hop over pretty much any border in the track which really allows for some crazy routing in Time Trials. So we end up getting a pretty engaging course that tests your driving skill quite well in its own unique way. My only two issues are that the big jump in Mario Circuit 2 has been neutered with its iconic corner cut removed, and that it's way too short as it ends in just over a minute.
23. Crown City
Crown City is the game's Tour-styled city track boasting multiple variants depending on which route you take, and a VS version that aims to fuse them all together. Visually, it's an incredibly dense and lively setting with soulful music and probably the best Free Roam in the game. Most of these individual variants are also really fun, between Crown City 1 having you hope across rooftops, Crown City 2 having you wallride through a tight alleyway, and Crown City 3 being a fun scenic beach drive. However, my problem with Crown City is that the route Nintendo picked for VS Mode is kind of underwhelming. Crown City 1 is mostly intact, but Crown City 2 is driving in reverse rendering most of its shortcuts useless, and Crown City 3 has been almost entirely cut. It feels like the VS version of Crown City, the primary iteration of this track, has less going on than the versions you play in the routes which is a real shame for what could've been one of the game's strongest courses.
22. DK Pass
DK Pass is one of the more mixed retros for me. I liked this track in the original game for its tight layout and solid hazards, and this version mostly keeps that intact. The first half of World's DK Pass is arguably better than the original with the feather allowing you to take some cool death-defying shortcuts, but the second half feels weirdly barren. The snowballs have been moved to the early part of the track so driving back down the pass has no stakes, and even worse, the snowmen peppering the final turn are completely gone. This is especially baffling since this game has snowmen NPCs so I don't know why they're not in this track. I'm also a bit mixed on the visual change. The shift to being a ski resort does look great, but it removes a bit of DK Pass's originality compared to DK Summit. But it does benefit free roam so I can't complain too much. Overall still a good track with some solid technical aspects, but not a home-run of an upgrade like I would've wanted.
21. Wario's Shipyard
Wario's Shipyard is right alongside Choco Mountain as the retro I'm the most split on. I love the original version of this track and I'd argue it's the best utilization of underwater driving in the entire series, so World bringing it back only to have you driving on top of the water the whole time sure was a choice. On its own merits, this is a fine track with a lot of cool shortcuts and alternate routes, and the stormy water does make this one of the more dynamic water-riding courses where there's never a point where you're not trying to get tricks. However, it does feel like a lot of the fun jumps and obstacles of the original were removed as a compromise, and the combination of bumping water and sharp turns really brings out the worst in the water-riding controls. I constantly find myself slipping around, bumping into stuff, missing tricks, it just feels a bit too unreliable for me to really enjoy mastering it.
20. Peach Stadium
Peach Stadium is a solid penultimate course that does a decent job at testing your skill with its fairly narrow layout, and I like how it visually reminds me quite a bit of the sleek look of Mario Kart 8. The infamous paperclip variants are pretty hilariously bad, but the VS Mode that I'll probably be playing the majority of the time is still plenty fun in its own right, bolstered by the colorful and grandiose setting, and celebratory music. However, what prevents Peach Stadium from ranking much higher for me is that it just doesn't make much use of World's movement. There is a fun upper path that does help you dodge the item chaos for a bit, but the second half of the track just has nothing going on making for a pretty unsatisfying ending to what's otherwise a solid course.
19. Peach Beach
Peach Beach surprised all of us when it turned into a surprise section track that opens up into a full resort after the first lap. But as a full track, it is a bit uneven in terms of quality. The first lap is basically just the Peach Beach we all know and love, but slightly worse since the rising tide doesn't feel as important and the Cataquacks are way easier to dodge. The second lap is easily the standout by putting you in what feels like this massive skate park filled with rooftops to trick off of and a variety of fun routes. But then the third lap ends with a pretty dull water-riding straightaway with not much to interact with. That second lap is so good that it pretty much carries the track for me, but the rest of it just isn't strong enough to carry it past 19th place for me.
18. Sky High Sundae
The original version of Sky High Sundae was probably my least favorite track in the entire series, lacking so much of the polish you would expect from Nintendo. But when it returned in World, it quickly became apparent that it was meant to be in this game from the start. This version of Sky High Sundae not only looks way better than the 8DX version with less saturated colors, but it boasts far more alternate routes, a smoother design, a camera that actually works, and none of the bizarre floaty physics that hampered the original. It utilizes the wall-ride and rail-grind especially well essentially serving as the introduction to the variety of track-breaking shortcuts World has to offer, though it does still suffer a bit from its simplistic oval-shaped layout. Still, easily the biggest glowup in the game.
17. Wario Stadium
Wario Stadium is the second biggest glowup in Mario Kart World, though. I never hated the original version but most will argue that it was way too long for its own good and the various bumps didn't mean much in a game with no trick system. This iteration of Wario Stadium cuts the track by like a third and implements a ton of fun wall-grinds, trick ramps, and shortcuts to fully put World's mechanics to great use. However, I do think I wouldn't have minded if this version used the original layout because it honestly kinda left me wanting more, especially with the smoothed-out layout that lacked some of the original's more punishing turns. With how good World's movement is and how well this remake takes advantage of it, I do genuinely think that a more accurate recreation would still be really good if not even. better than what we already got.
16. DK Spaceport
DK Spaceport is a very fun finale to the Mushroom Cup, especially in how it puts all the skills you've learned to the test in a series of fun trick-ramp, rail-grinding, and wall-ride courses. I also love how this track tells a story as you chase Guard Kong up the structure ending in what almost feels like a boss fight. From an aesthetic standpoint, it's a fun modernization of the visual style that defined the original arcade game, and overall this is a very fun and replayable course with a lot of spectacle. That being said, it's hard to deny the simplistic layout of DK Spaceport with it being primarily straightaways and 180-degree turns and compared to other section tracks, it can feel a bit one-note visually. Courses like Mount Wario or Maka Wuhu are constantly shaking up the scenery but DK Spaceport commits to a single idea the entire time which is a double-edged sword. It means that this is a fully realized track, but one that can risk feeling a tad repetitive as well.
15. Salty Salty Speedway
Salty Salty Speedway is a solid water-riding course that lets the player hop between several routes and levels. The tight Venice-inspired canals can allow for some pretty cramped and chaotic races, some of the wall-rides on the higher levels feel very satisfying to pull off even if they're not necessarily faster, and the optimal routes do encourage you to make the most of all of this track's various layers. That being said, I won't deny that the water-riding section is easily the most boring part of the track to race on due to its flat surface, and unless you have a route planned out from the start, it's pretty hard to get out of it if you happen to fall in. Definitely one of the tougher courses to get into, but it can be satisfying once you've mastered its many ultra-precise shortcuts.
14. Faraway Oasis
Faraway Oasis is an incredibly dense track that doesn't settle on the same idea for too long. From jumping across a rocky cliffside to going down a river to barely hanging onto a Koopa Cape-style waterfall, there's a lot going on in terms of Faraway Oasis's layout that makes for a fun race course. It may not be as dense with shortcuts as some of World's other tracks, but there are plenty of clever decisions to make. The river section in particular is actually brilliant since you can risk going for that tricky rail-grind to the right at the cost of being forced onto the slower route if you fail, or play it safe and simply go left to the safer route. And that feather cut at the end is so satisfying to pull off. The only thing really keeping this track from being a Top 10 contender is the lack of animal hazards, especially compared to the other savannah routes. Otherwise, this is an incredibly well-designed track even if it's a bit on the subtle side.
13. Dandelion Depths
I'll get this out of the way, Dandelion Depths' layout isn't the best. Its few alternate routes are generally slower than racing the track normally, and it doesn't really pick up until the second half. That second half is really fun though, between the water pool section that forces you to find the best line to keep up your momentum with tricks and the grand finale that has you boosting up a steep slope, but overall there are other tracks with more interesting and replayable layouts. So why is Dandelion Depths this far up then? Well, it's pretty much entirely because of the presentation. The exterior reminiscent of Steam Gardens already looks great, but the cave interior has this gorgeous bioluminescent look that stands out as one of the most visually-striking locations in any Mario Kart game. And the music is easily one of my favorite tracks in the game for how it blends woodwinds with a chill-inducing guitar solo. Sometimes the visuals can totally carry a track for me and Dandelion Depths is a great example of how.
12. Cheep Cheep Falls
Cheep Cheep Falls is probably my favorite water-riding stage in the game because it really takes advantage of this mode's slippery handling to create a unique experience. The vast majority of this track is taken up by a chaotic ride down some rapids where it feels like you're constantly struggling to wrangle the controls. But unlike in say Wario's Shipyard, I'd argue the loose controls actually benefits this track as it adds to the element of chaos that the rapids section tries to cultivate. Even before the rapids section, the intense music and tight layout makes for a really fast-paced and frenetic track unlike anything else in the game, and I'm all for it. The autumn/Japan-styled theming is also very cool and enhances the track for me, and there are a lot of really subtle but brutal shortcuts that make this easily one of the toughest courses to master.
11. Airship Fortress
Airship Fortress has always been one of my favorite tracks in the series, and it is still very good here. It's a borderline shot-for-shot remake that shows Nintendo knew that the track didn't really need much improvement. Its tight layout is a great fit for World, and there's just enough rail-grinding additions to make the track feel like it's able to take advantage of World's mechanics. However, I do these rail-grinds kinda hamper the track a bit. The entire first half of the course can be very easily skipped by grinding on the sidelines, and it's the fastest route too. And while this is very fun to pull off, it also means that you're skipping past most of the obstacles, particularly the Banzai/Bomber Bills and the Rocky Wrenches. Those were some of my favorite hazards in the series too so the fact that this version encourages you to not engage with them holds this remake back for me compared to the original.
10. Boo Cinema
Similarly to Faraway Oasis, Boo Cinema is a more subtle track in terms of its layout, lacking too many crazy bits of tech or hazards to contend with. And while that may be underwhelming for some, I actually found more to like about Boo Cinema the more I played it. Its narrow layout is great for allowing for some pretty chaotic races and there are a lot of subtle cuts like bumps in the track that allow for quick wall-rides, and the giant film reels hugging the inner turns you can use as a speed boost as long as you can judge the direction they're spinning. And of course, I can't go without mentioning this track's incredible haunted cinema theming between the catchy ragtime music and the cool sepia filter whenever you enter the film. Boo Cinema is a testament to how even the more simplistic track layouts can be enhanced by World's mechanics.
9. Toad's Factory
Similarly to Airship Fortress, Toad's Factory is a very shot-for-shot remake with only a few extra alternate routes added. Not every one of these alternate routes are inherently faster, but there are some fun ones like the girder route near the end of the track. Visually, I'd say this version of Toad's Factory is a solid upgrade since it puts even more detail into showing how item boxes are created which I think is really cool, and dealing with the various conveyor belts is as fun as ever. My one gripe is the fact that the boxes that served as hazards in the first half are completely gone which is a bit of a shame, but it's a really small nitpick. Otherwise, this is still one of the series' best tracks and I'm glad it finally got a remake.
8. Shy Guy Bazaar
Shy Guy Bazaar is a track that feels perfect for Mario Kart World's mechanics, already boasting a lot of alternate routes that had you hopping across rooftops. But this remake adds even more alternate routes to the point where I'm still discovering new ones, from hidden ramps buried in the destructible objects, to a secret upper path outside the bounds of the course, there's a lot to discover here. Similarly to Salty Salty Speedway, I do think some of the routes here require a bit too much setup at the risk of missing out of large chunks of the track if you mess up, but it's nowhere near as noticeable here since Shy Guy Bazaar is still a pretty fun course even if you stick to the bottom route. I also can't go without bringing up the awesome variation that has you traveling inside Daisy's Palace which was such a cool secret to find. In general, the way this remake blends influences from both Sarassaland and Subcon is so cool, even if I do still think the original looks a bit more visually striking with how it's perpetually set at night. Shy Guy Bazaar in the daytime just doesn't hit the same.
7. Dry Bones Burnout
For a while, I was pretty adamant that Dry Bones Burnout would be my favorite track in the game, and it is still very good. The Dia De Los Muertos aesthetic is such a cool take on a Dry Bones-themed stage, the music is an absolute bop, the turns are fairly tight, and it boasts a fun two-tiered layout that allows for a lot of different paths. I especially love the new lava mechanic in World in which you can boost through the lava with a mushroom, and its put to great use her with several fun potential Mushroom cuts. However, despite the massive amount of paths in Dry Bones Burnout, I do think this track suffers a bit from having such an overtly obvious optimal route. I find myself instinctively taking the same path every race since it's the fastest and not especially hard, which means this track ended up getting a bit more repetitive than some of the other high-tier tracks in World, especially with the lack of hazards.
6. Whistlestop Summit
Whistlestop Summit seemed like a pretty basic rail-grinding tutorial at first, but it's actually way more dynamic than it initially seems. There are a lot of ways to go fast in Whistlestop Summit, from bouncing between rails and walls, to spamming forward tricks on the straighter rails, but there are even some inventive hazards like a rail that locks you into taking a wide turn and a train that can obstruct your path if you're not fully aware of your surroundings. The final stretch in particular is flowing with various potential routes including some especially daring rail jumps. Overall Whistlestop Summit has a skill ceiling that's through the roof and is incredibly rewarding to master, while also allowing for pretty varied races. And the music is great too, but that's a given.
5. Bowser's Castle
Bowser's Castle is another track that really rose in the ranks over time. Initially, it seemed fairly underwhelming due to its lack of hazards compared to other Bowser Castles. There are no Thwomps or firebars, just a few lava bubbles and the occasional meteor. But where this track lacks in hazards, it more than makes up for in layout, shortcut potential, and atmosphere. The opening section is filled with potential routes of varying difficulties and leads to this great risk/reward aspect to planning out the fastest route without screwing up, and the hyperspeed second half is not only tense and challenging on its own merits but also boasts some daring and satisfying shortcuts. As a matter of fact, this track has not one but two of the hardest and most iconic cuts in the entire game. But beyond just the layout, the hellish lava-storm atmosphere coupled with the heavy thrash music gives this Bowser's Castle such a tense, frenetic, and chaotic vibe that I like a lot.
4. Dino Dino Jungle
Dino Dino Jungle was a track I always liked, but the version of World made me love it. The shift to a Jurassic Park theming is so unique, and it allows the dinosaurs to play an even bigger role. There's a lot more different dinos here and they move around throughout a VS race making each race feel truly unique. And in Time Trials, they're always in the perfect spot to force you to adapt your route. While I can't say this is one of the best tracks in terms of utilizing World's mechanics, it absolutely stands out as one of if not the most chaotic course for racing which I think is just as important.
3. Rainbow Road
Mario Kart World's Rainbow Road is pretty polarizing and I can totally see why. On one hand, it's a gargantuan four-minute-long spectacle of a course that feels like the fullest realization of the approach Mario Kart 64 took to its Rainbow Road. It's not especially hard, but it is a gorgeous victory lap with a chill-inducing score that is constantly showing you new things the whole way through, ratcheting up the tension with each section. From the surprise water-riding bit, to the awesome space station area that feels like a redemption of MK8's Rainbow Road, to the climactic finale where you see all the friends you met along the way. But on the other hand, World's Rainbow Road isn't especially hard like Wii's version, nor is it as tightly-paced as 7's version. I don't think this is a track you can really grind out like many of the others in World due to its length and lack of alternate routes. And yet, I still love this Rainbow Road because it always reminds me why I love this game. It's such an immersive audiovisual feast that truly feels like a celebration not just of your achievements in the context of Mario Kart World, but a celebration of a new console generation. In such a tense, tight, and chaotic Mario Kart game that is constantly forcing me to make split-second decisions, World's Rainbow Road gives me a chance to breathe and soak in the game's gorgeous visuals.
2. Great ? Block Ruins
My Top 2 picks are pretty close together because they both have very similar strengths. Great ? Block Ruins is one of the toughest tracks in the game even from a casual standpoint with its tight turns and myriad of pitfalls, but once you factor in its massive amount of routes and setups, it gets even more fun to mess around in. Like with Bowser's Castle, this track has two of the game's most satisfying shortcuts to nail especially that infamous ring jump. But even beyond that, the open area midway through the track branches out into so many different routes most of which are viable that it allows for a level of freedom that makes each race feel fresh. This is one of those tracks that I just don't think is gonna get gold because there are so many valid routes to take through it, and the level of risk involved in many of its shortcuts means it requires a level of foresight that I find really engaging. It truly is a contender for the best track in the game, and yet...
1. Acorn Heights
Acorn Heights basically does everything Great ? Block Ruins does, but even better. The entire track is nonstop constant decision-making and despite its gargantuan amount of paths, pretty much all of them are viable for one reason or another. But because of how many of these paths lead into the next part of the track, you really have to plan ahead and be precise with your rail hops and tricks or else you will fly into a wall or off the stage. This is an unforgiving track for those who want to take its many shortcuts, and that's not even mentioning the giant acorn hazard that can ruin your plans if you don't adapt, but pulling off a clean run feels so damn good. I also need to praise Acorn Heights' atmosphere, between its gorgeous forest setting and lovely Celtic-inspired music. It takes everything I already loved about Maple Treeway and Wild Woods' aesthetics and amps it up even more. This is an immaculately designed and infinitely replayable Mario Kart track on every level and easily stands out as my favorite in Mario Kart World.
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