Production of Mario Kart 9
| Mario Kart 9 | |
|---|---|
Promotional cover art | |
| Developer(s) | Nintendo EPD |
| Publisher(s) | Nintendo |
| Director(s) | Kosuke Yabuki |
| Producer(s) | Kosuke Yabuki |
| Designer(s) | Yasuyuki Oyagi |
| Artist(s) | Yusuke Nakano |
| Composer(s) | Kenta Nagata |
| Series | Mario Kart |
| Platform(s) | Nintendo Switch Nintendo Switch 2[lower-alpha 1] Wii Wii U |
| Release | January 20, 2026 |
| Genre(s) | Kart racing |
| Mode(s) | Single-player, multiplayer |
Mario Kart 9 is a 2026 kart racing game developed and published by Nintendo. It is the ninth mainline installment in the Mario Kart series and the first entirely new numbered entry since Mario Kart 8 (2014). The game was released worldwide on January 20, 2026, for the Nintendo Switch, with enhanced performance on the Nintendo Switch 2, and is also planned for release on the Wii and Wii U as part of Nintendo’s extended cross-generation support strategy.
Unlike its predecessor, which functioned as an expanded reissue with ongoing content updates, the game was developed as a full generational successor intended to reassess the franchise’s core design principles. Nintendo positioned the project as a structural reimagining rather than an incremental continuation, introducing substantial changes to vehicle physics, track scale, route design, and competitive flow. Internally, it was described as a new foundational entry designed to support the long-term evolution of the series.
The game places increased emphasis on player-controlled momentum, route selection, and mechanical precision, drawing inspiration from Mario Kart Wii while incorporating modern accessibility features. Tracks are larger and more vertically complex than in previous entries, featuring interconnected routes and dynamic environmental elements that can alter race conditions in real time. While retaining the accessibility traditionally associated with the series, the game was designed to support deeper competitive play and long-term skill development.
Upon release, the game received critical acclaim, with reviewers praising its mechanical depth, track design, and willingness to challenge long-standing series conventions. Commentary frequently highlighted the renewed focus on skill expression and competitive pacing as a successful evolution of the franchise, though some critics noted that the increased complexity resulted in a steeper learning curve compared to earlier entries. The game was commercially successful and was widely regarded as a defining installment in the Mario Kart series.
Background[edit | edit source]
Inception, Mario Kart 8, and Post-Launch[edit | edit source]
Nintendo released Mario Kart 8 Deluxe on April 28, 2017. Alongside the game’s launch, Nintendo announced a steering wheel accessory for the Nintendo Switch Joy-Con controllers, enabling motion-controlled steering. Following the release of Deluxe, Nintendo began early development on a new mainline entry in the series. The company deliberately scheduled the project for release several years later, citing a desire to allow the existing title to continue evolving through updates and sustained player engagement. In subsequent interviews, Nintendo stated that the new project was conceived as a successor rather than a direct sequel, with the aim of re-establishing the franchise’s core design foundation rather than extending the structure of Mario Kart 8 Deluxe.
In February 2022, Nintendo announced the Booster Course Pass, a paid downloadable content expansion for Mario Kart 8 Deluxe, which the company described as the final major phase of post-launch support for the game. The expansion was designed to introduce a large selection of returning courses from earlier entries in the Mario Kart series, alongside a small number of newly created tracks. Most courses included in the pass were remastered versions of their original incarnations, adapted to fit the mechanics and visual presentation of Mario Kart 8 Deluxe.
The Booster Course Pass was released in six waves between March 2022 and November 2023. Each wave added eight courses split across two cups, resulting in a total of 48 additional tracks. The content was made available either through individual purchase on the Nintendo eShop for Nintendo Switch or via an active Nintendo Switch Online + Expansion Pack subscription.
The first wave launched on March 18, 2022, introducing the Golden Dash Cup and the Lucky Cat Cup. Wave 2 followed on August 4, 2022, adding the Turnip Cup and the Propeller Cup, as well as Sky-High Sundae, the first entirely original course created specifically for the expansion. Alongside the release of Wave 2, Nintendo issued an update to the Wave 1 course Wii Coconut Mall, altering the previously stationary cars at the end of the course to perform doughnut manoeuvres during races, with the exception of Time Trials. The change was widely praised by players and critics, particularly following earlier criticism regarding the original implementation. Wave 3 was released on December 7, 2022, and added the Rock Cup and the Moon Cup. This update also introduced the ability to restrict or disable specific items in VS Race mode and online races. Wave 4 launched on March 8, 2023, in North America and March 9 in other regions, adding the Fruit Cup and the Boomerang Cup, and featuring a newly created course themed after Yoshi's Island (1995). Wave 5 was released on July 12, 2023, introducing the Feather Cup and the Cherry Cup, alongside Squeaky Clean Sprint, another original course not previously featured in the series. The final release, Wave 6, was revealed during a Nintendo Direct presentation on September 14, 2023, and launched on November 9, 2023. Wave 6 added the Acorn Cup and the Spiny Cup, as well as a music player featuring tracks from all courses in the game and 18 additional costumes for Mii racers.
Development[edit | edit source]
Early stages[edit | edit source]
In 2020, Nintendo began early planning for the next mainline entry in the Mario Kart series, deliberately positioning the project as a successor rather than a direct sequel. According to the development team, the objective was to "reinvent the skeleton" of the franchise by reassessing its foundational systems instead of iterating on the framework established by earlier titles. This philosophy was intended to support wider structural changes while maintaining the series’ recognisable identity. By March 2020, Nintendo transitioned development staff to remote work environments in response to the COVID-19 pandemic. The company stated that internal production pipelines were adapted to minimise disruption, and that the project’s scope and long-term schedule were designed to prevent significant impact from the restrictions. As a result, development during this period prioritised long-term system design and experimentation over short-term production milestones.
Throughout development, the team frequently cited Mario Kart Wii as a primary reference point, particularly for its emphasis on speed, momentum, and player-driven expression. Developers aimed to recapture aspects of that entry’s mechanical freedom while addressing balance concerns through more controlled physics systems and modern accessibility features. This approach informed decisions across vehicle handling, track layout, and race flow, with the goal of encouraging skill expression without alienating less experienced players.
One of the most significant areas of experimentation was the item system. Nintendo sought to reduce what it described as "extreme randomness" while preserving the unpredictability that defines the series. Early prototypes explored a revised item pool, additional counter-items, and alternative item box placement intended to promote situational decision-making rather than position-based outcomes alone. However, extensive internal testing concluded that these changes departed too far from the established feel of Mario Kart, leading the team to abandon a full overhaul. Instead, insights gained during this phase informed more incremental refinements to item balance and distribution.
As part of these refinements, Nintendo implemented a new backend system that adjusted item distribution based on a player’s proximity to nearby opponents rather than relying solely on race position. For example, players leading by a substantial margin were less likely to receive offensive items such as Red Shells, while racers running closely behind others were more likely to receive defensive items such as Bananas. The team also explored new countermeasures for the Blue Shell after determining that it had become disproportionately influential in earlier entries. These adjustments were designed to introduce limited defensive responses while preserving the item’s role as a high-impact comeback mechanic.
In parallel with core gameplay development, Nintendo revisited the game’s mode structure with the aim of expanding variety while retaining familiar formats. Battle Mode was rebuilt with new systems and enhancements, beginning with the return of classic balloon-based rulesets. The team also experimented with multiple variants of individual modes, internally referred to as "playlists", to offer different rule configurations within a shared framework. Traditional modes such as Grand Prix (GP) and Time Trials returned alongside an expanded "VS Race" option, branded as Custom Games, allowing players greater control over race settings and conditions.
Career mode design[edit | edit source]
The Career mode was developed concurrently with the game’s core systems rather than being implemented as a late-stage addition. Nintendo identified single-player progression as an area requiring significant revision, noting that traditional Grand Prix structures no longer reflected the increasing mechanical depth of the series. As a result, the mode was conceived as a structured progression framework intended to familiarise players with the game’s systems through play rather than explicit instruction.
Rather than relying on isolated tutorials, Career progression was designed to introduce mechanics gradually through curated events. Early tiers emphasise conservative race conditions and limited environmental complexity, while later stages incorporate higher speeds, expanded route networks, and dynamic race modifiers. Developers stated that this approach allowed players to build competency organically as conditions intensified.
A central objective was to narrow the gap between offline play and online competition. Internal testing indicated that players moving directly from traditional single-player modes into multiplayer often struggled with sustained speed control and route optimisation. Career progression was therefore structured to mirror competitive conditions incrementally, preparing players for online play without requiring immediate participation. Nintendo described this philosophy as developing competitive familiarity rather than increasing difficulty through artificial constraints.
Narrative elements were considered during early planning but were ultimately minimised. The team concluded that scripted storytelling risked disrupting replayability and fragmenting player engagement. Instead, progression is communicated through event structure, ranking tiers, and escalating race parameters, allowing advancement to be understood through gameplay context rather than explicit narrative framing.
Balancing accessibility with long-term mastery remained a central concern throughout development. Extensive playtesting was conducted to ensure that Career progression could accommodate a wide range of skill levels, with optional challenges and assist features allowing players to control pacing. Nintendo characterised the mode as a foundational system designed to evolve alongside future entries, establishing a revised approach to single-player progression within the franchise.
Gameplay[edit | edit source]
Changes[edit | edit source]
Modes[edit | edit source]
Marketing[edit | edit source]
Release[edit | edit source]
Post-launch[edit | edit source]
Reception[edit | edit source]
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