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MKPC COUNTER 7th birthday !!!
On 2020-06-26 at 06:50:55
What is going on I don't understand French. I have to use Google Translate but I don't trust it.
/!\ Advent Calendar 2024
On 2024-12-31 at 03:24:34
Congratulations to everyone who participated in the calendar 
I'm posting this much later than I would've liked to, but I'll give my opinion on every challenge that appeared and why they were selected. Keep in mind that when selecting challenges, we try to choose the ones that anyone can beat, and RD is not required, which is much harder than you may first think.
Day 1:
Like last year, it's a very solid and fitting start to the event. Track also came from a really underrated creator, so I'm glad he was given the spotlight here. Challenge did get slightly buffed (time limit) to fit the event more.
Day 2:
Another pretty nice challenge, although this was a bit on the shorter end. Nothing much more to say.
Day 3:
First "bad" challenge. Not being able to drift wasn't a problem here, especially since some turns made this a bit tricky. It's fine on its own but not really suitable for the event, and the 5 laps (whilst it makes sense for the track) was a bit annoying for some. Apparently, this was shortened to 3 laps, but I never checked for myself. This is another problem with selecting challenges, where a challenge can be ok but doesn't exactly work for the event.
Day 4:
The funny one. Good challenge. :geniuspog:
Day 5:
The rushed one. The original Day 5 was pretty bad so we made a last minute change, and I think it's just there. Good challenge on its own but again not great for the event.
Day 6:
Solid dodging challenge, although Monty Moles are not a good idea if not indicated. The stuff before the Monty section wasn't too hard so I suppose this can slide. Also a Starl track so automatic W.
Day 7:
Another banger from BowserRace. This was the first challenge I suggested to appear in the event and you can all probably see why. We need people to make more challenges like this. Good track, interesting manoeuvre and a solid time limit.
Day 8:
Day 5 but not rushed and actually suitable for the event. Coins are placed in good spots and the time limit feels more involved. Good challenge.
Day 9:
Another good challenge but held back by the fact that the slimes tend to disappear right in front of you. Sometimes you just gotta get lucky and hope the green shells hit 2 or 3 in one go, and ideally in the same run. I thought 1:40 was quite tight at first, but the challenge can be beaten in 1:15 so it's a bit rng. Still fun though.
Day 10:
RUINAS ROCA PICUDA :gambapog: I made the challenge myself, so I won't say anything about the quality. I tried to have a coin challenge which also made you think about the optimal route you need to take, and judging by what others have said I think it was fine?
Day 11:
I dunno, it's just "ok"? I really don't know what to say about this other than I forgot it existed because it was pretty easy, but others seemed to appreciate it so it's probably fine. Again not a bad challenge but I'm not sure if it works for the event. I'll leave it to you guys to tell me.
Day 12:
Really well executed, I totally didn't steal this idea for CL3. I thought it was a bit easy for Day 12 but still great nonetheless.
Day 13:
Definitely one of my favourite challenges this year because of how clever it is. Unfortunately, those fish just don't wanna die, they keep flopping out of my way last second. Really good concept with the new POW item though.
Day 14:
I think most people took this more as a short memorisation challenge rather than a puzzle solving challenge. I didn't mind this but there's no denying it was one of the weaker challenges this year.
Day 15:
OK ik this is my challenge but I definitely need to talk about this one, because this was arguably the most polarising challenge this year. No, it's not extreme worthy imo.
When I made and verified the challenge I beat it 2nd attempt, and to make sure it wasn't a fluke I rebeat it 2 attempts later again. I even asked the other validators to playtest it, and Nodac seemed to beat it quite quickly, so the difficulty must've been ok right? Turns out that if you barely play challenges, you're probably gonna suck with low handling stats. Almost everybody struggled on this one and it took some hours spanning several days to beat. I was genuinely surprised with how much people struggled.
Here's some tips: DON'T DRIFT. If you drift you'll end up taking a radius wider than Wario's waistline and you'll probably hit something. Before you change direction, wait until you straighten up before you turn so that you don't swerve, and if necessary, let go of the accelerator. Finally, if you fail an attempt, don't reset and just keep practicing to scout out the obstacles ahead.
Another thing, this was 100% skill based. No, this is not me indirectly saying y'all have a skill issue, but there genuinely was no rng since the obstacles don't move and there weren't really any choke points. I suppose Wario's hitbox may feel unfair but the time limit wasn't that tight so there was no need to rush.
I also think this challenge singlehandedly made most people fatphobic if they weren't to begin with.
Day 16:
Good variety of puzzles and a decent length for the event. I enjoyed this one.
Day 17:
I was initially reluctant to include this because I thought it would be annoying and repetitive, but after I understood the POW block I actually had fun with this (I thought spinning out meant an automatic fail but didn't realise that a dodge means a nerfed spin lol). The dodge patters are completely random too, meaning you have to react to it rather than remember what to do. I would actually like to see Nodac do something like this on tracks that aren't test circle in the future.
Day 18:
Nice platforming challenge with like 1 tricky manoeuvre only. Challenge got nerfed to be only 1 lap so it didn't get annoying, but tbh I was a little underwhelmed because most of it was pretty simple so I beat it in no time.
Day 19:
RNG bossfight, I love getting 50 secs worth of single green shells... oh and that cannon didn't work properly either. Yea I can't say I had fun with this one, even though it doesn't try to be bad.
Day 20:
I had gifs disabled and forgot it was an option :gamba: I did beat it legit about 3-4 years ago. Good idea but unfortunately easy to bypass.
Day 21:
Actually quite tight, if you make one mistake it's over. You can also feel the pressure towards the end. Well made challenge and suitable for towards the end of the calendar.
Day 22:
Probably my favourite challenge in the event, even if I wish it was a little harder. The only problem is that the balls can spawn right in front of you and there's nothing you can do about it, but other than that it's really fun. It's also a reference to a game I've never played before which is also neat.
Day 23:
I swear I'm not being biased when I say this because I'm running MKPC Generations and my tracks appeared, but I genuinely liked this one and I know I'm like the only one who did. Not having RD felt really refreshing to me, and other than MH and maybe BC I was never really secured a win. A successful run takes about 10 mins, which to me is kind of appropriate for the final challenge before the obvious CL3 (I say obvious but idk how we're gonna do it next year). The most fun I've had on this game in a while, even if I know it's objectively not great. People also had mixed opinions on how hard each track was aside from RR, which I thought was pretty interesting.
The challenge was initially 40 points which was not a good idea, but in hindsight I overcorrected it when I changed it to 30 because it became way too easy. 34-36 was probably a better choice. I also made a few changes to RR to make it a little less unfair.
Probably won't be brought back next year since people didn't enjoy it as much.
Day 24:
I busted my ass off for this one. I'm really glad people enjoyed this one, and to those who didn't (and trolled) your opinion is invalid π₯± (the ego on this guy)
I thought this was a really good opportunity to try the randomiser idea I've had for a while, even if I had to cut it down due to time restrictions, I was super busy irl when I was making this. It was also a good excuse to make some SNES tracks and a poorly made Sherbet Rink. You can probably tell some parts were a bit rushed, especially since I had to make like 4 patches after initial release, but overall I'm very happy with how it turned out and that the time I put into this didn't go to waste. I'm also curious to see how long it took people to complete the challenge, since naturally knowing the code being the creator I skipped most of the challenge.
Very special thanks to Nodac for helping me out with this one, it wouldn't have been possible without him.
Also, I really don't see how I can improve on this for next year since I don't wanna repeat anything. CL2 being the same as CL1 but on a CT made sense, but now that CL3 is completely different to the others there is no reason to have the same idea. Might need some help.
Overall, this is easily the best calendar so far, with only a few stinkers (that weren't even that bad) appearing. Hopefully next year will be even better, but we'll need you guys to also make some good challenges, and maybe they'll feature.

I'm posting this much later than I would've liked to, but I'll give my opinion on every challenge that appeared and why they were selected. Keep in mind that when selecting challenges, we try to choose the ones that anyone can beat, and RD is not required, which is much harder than you may first think.
Day 1:
Like last year, it's a very solid and fitting start to the event. Track also came from a really underrated creator, so I'm glad he was given the spotlight here. Challenge did get slightly buffed (time limit) to fit the event more.
Day 2:
Another pretty nice challenge, although this was a bit on the shorter end. Nothing much more to say.
Day 3:
First "bad" challenge. Not being able to drift wasn't a problem here, especially since some turns made this a bit tricky. It's fine on its own but not really suitable for the event, and the 5 laps (whilst it makes sense for the track) was a bit annoying for some. Apparently, this was shortened to 3 laps, but I never checked for myself. This is another problem with selecting challenges, where a challenge can be ok but doesn't exactly work for the event.
Day 4:
The funny one. Good challenge. :geniuspog:
Day 5:
The rushed one. The original Day 5 was pretty bad so we made a last minute change, and I think it's just there. Good challenge on its own but again not great for the event.
Day 6:
Solid dodging challenge, although Monty Moles are not a good idea if not indicated. The stuff before the Monty section wasn't too hard so I suppose this can slide. Also a Starl track so automatic W.
Day 7:
Another banger from BowserRace. This was the first challenge I suggested to appear in the event and you can all probably see why. We need people to make more challenges like this. Good track, interesting manoeuvre and a solid time limit.
Day 8:
Day 5 but not rushed and actually suitable for the event. Coins are placed in good spots and the time limit feels more involved. Good challenge.
Day 9:
Another good challenge but held back by the fact that the slimes tend to disappear right in front of you. Sometimes you just gotta get lucky and hope the green shells hit 2 or 3 in one go, and ideally in the same run. I thought 1:40 was quite tight at first, but the challenge can be beaten in 1:15 so it's a bit rng. Still fun though.
Day 10:
RUINAS ROCA PICUDA :gambapog: I made the challenge myself, so I won't say anything about the quality. I tried to have a coin challenge which also made you think about the optimal route you need to take, and judging by what others have said I think it was fine?
Day 11:
I dunno, it's just "ok"? I really don't know what to say about this other than I forgot it existed because it was pretty easy, but others seemed to appreciate it so it's probably fine. Again not a bad challenge but I'm not sure if it works for the event. I'll leave it to you guys to tell me.
Day 12:
Really well executed, I totally didn't steal this idea for CL3. I thought it was a bit easy for Day 12 but still great nonetheless.
Day 13:
Definitely one of my favourite challenges this year because of how clever it is. Unfortunately, those fish just don't wanna die, they keep flopping out of my way last second. Really good concept with the new POW item though.
Day 14:
I think most people took this more as a short memorisation challenge rather than a puzzle solving challenge. I didn't mind this but there's no denying it was one of the weaker challenges this year.
Day 15:

OK ik this is my challenge but I definitely need to talk about this one, because this was arguably the most polarising challenge this year. No, it's not extreme worthy imo.
When I made and verified the challenge I beat it 2nd attempt, and to make sure it wasn't a fluke I rebeat it 2 attempts later again. I even asked the other validators to playtest it, and Nodac seemed to beat it quite quickly, so the difficulty must've been ok right? Turns out that if you barely play challenges, you're probably gonna suck with low handling stats. Almost everybody struggled on this one and it took some hours spanning several days to beat. I was genuinely surprised with how much people struggled.
Here's some tips: DON'T DRIFT. If you drift you'll end up taking a radius wider than Wario's waistline and you'll probably hit something. Before you change direction, wait until you straighten up before you turn so that you don't swerve, and if necessary, let go of the accelerator. Finally, if you fail an attempt, don't reset and just keep practicing to scout out the obstacles ahead.
Another thing, this was 100% skill based. No, this is not me indirectly saying y'all have a skill issue, but there genuinely was no rng since the obstacles don't move and there weren't really any choke points. I suppose Wario's hitbox may feel unfair but the time limit wasn't that tight so there was no need to rush.
I also think this challenge singlehandedly made most people fatphobic if they weren't to begin with.
Day 16:
Good variety of puzzles and a decent length for the event. I enjoyed this one.
Day 17:
I was initially reluctant to include this because I thought it would be annoying and repetitive, but after I understood the POW block I actually had fun with this (I thought spinning out meant an automatic fail but didn't realise that a dodge means a nerfed spin lol). The dodge patters are completely random too, meaning you have to react to it rather than remember what to do. I would actually like to see Nodac do something like this on tracks that aren't test circle in the future.
Day 18:
Nice platforming challenge with like 1 tricky manoeuvre only. Challenge got nerfed to be only 1 lap so it didn't get annoying, but tbh I was a little underwhelmed because most of it was pretty simple so I beat it in no time.
Day 19:
RNG bossfight, I love getting 50 secs worth of single green shells... oh and that cannon didn't work properly either. Yea I can't say I had fun with this one, even though it doesn't try to be bad.
Day 20:
I had gifs disabled and forgot it was an option :gamba: I did beat it legit about 3-4 years ago. Good idea but unfortunately easy to bypass.
Day 21:
Actually quite tight, if you make one mistake it's over. You can also feel the pressure towards the end. Well made challenge and suitable for towards the end of the calendar.
Day 22:
Probably my favourite challenge in the event, even if I wish it was a little harder. The only problem is that the balls can spawn right in front of you and there's nothing you can do about it, but other than that it's really fun. It's also a reference to a game I've never played before which is also neat.
Day 23:
I swear I'm not being biased when I say this because I'm running MKPC Generations and my tracks appeared, but I genuinely liked this one and I know I'm like the only one who did. Not having RD felt really refreshing to me, and other than MH and maybe BC I was never really secured a win. A successful run takes about 10 mins, which to me is kind of appropriate for the final challenge before the obvious CL3 (I say obvious but idk how we're gonna do it next year). The most fun I've had on this game in a while, even if I know it's objectively not great. People also had mixed opinions on how hard each track was aside from RR, which I thought was pretty interesting.
The challenge was initially 40 points which was not a good idea, but in hindsight I overcorrected it when I changed it to 30 because it became way too easy. 34-36 was probably a better choice. I also made a few changes to RR to make it a little less unfair.
Probably won't be brought back next year since people didn't enjoy it as much.
Day 24:
I thought this was a really good opportunity to try the randomiser idea I've had for a while, even if I had to cut it down due to time restrictions, I was super busy irl when I was making this. It was also a good excuse to make some SNES tracks and a poorly made Sherbet Rink. You can probably tell some parts were a bit rushed, especially since I had to make like 4 patches after initial release, but overall I'm very happy with how it turned out and that the time I put into this didn't go to waste. I'm also curious to see how long it took people to complete the challenge, since naturally knowing the code being the creator I skipped most of the challenge.
Very special thanks to Nodac for helping me out with this one, it wouldn't have been possible without him.
Also, I really don't see how I can improve on this for next year since I don't wanna repeat anything. CL2 being the same as CL1 but on a CT made sense, but now that CL3 is completely different to the others there is no reason to have the same idea. Might need some help.
Overall, this is easily the best calendar so far, with only a few stinkers (that weren't even that bad) appearing. Hopefully next year will be even better, but we'll need you guys to also make some good challenges, and maybe they'll feature.
On 2024-12-24 at 00:19:31
Now that the final challenge has been released, I hope you all enjoyed the event 
This has probably been the highest quality calendar so far, but we hope to make it even better if it returns for 2025.
I'll be posting my opinion on every challenge in a few days

This has probably been the highest quality calendar so far, but we hope to make it even better if it returns for 2025.
I'll be posting my opinion on every challenge in a few days
1On 2024-12-23 at 00:25:33
Apologies for the Day 23 slip up, I've nerfed the challenge now.
1
1On 2024-12-03 at 04:27:05
petition for the challenges to be easier for players who arent that good at the game
We already have decided to have challenges that don't require RD, and we try to find challenges that can be done with any skill range. The challenges so far haven't been too hard either.
Also, if the calendar was full of easy challenges, there would be no point of even having the event on because nobody would remember or care about it.
4
1On 2024-12-01 at 00:20:21
when will you make an official CTGP From the website
It's time to run on Christmas tracks
It's time to run on Christmas tracks
if you hate CTGP PC BG you're definitely going to hate this, it'll probably be 19/20 tracks minimum
1
1What are yall's hardests on GD
PROJECT: Mariokart World PC
On 2025-09-29 at 01:57:53
To maybe nobody's surprise, RHcks' new Bowser's Castle has been accepted β
into the project.
2
1
1
3On 2025-09-07 at 01:39:57
Sorry for the late reply again, I had problems trying to access MKPC for a week and wasn't bothered checking everything for a bit.
Unfortunately, the track isn't accepted, although it's not bad and is one of the better submissions here. The track is a little over-scaled being about 40 seconds per lap with 100+px wide road at times, which for a track with several long straights just becomes extremely boring to play (even if it is a retro). It also lacks quite a lot of detail and textures to make it visually interesting, especially in the OOB sections. I don't think the lines you drew on the dirt road are a good idea either, though I can appreciate that you put effort into these, a simpler dirt texture with some shading may have been better. Again, not a bad remake though it could be improved a lot. Keep it up.
(also a nitpick but the dirt shortcut in the bottom left doesn't exist in your remake)
I saw the remake briefly. The blue aesthetic is not in the MKWorld remake at all (and since we want faithful recreations it wouldn't have been accepted anyway).
Claimed or not, you're still allowed to remake and submit the track. The first post of the topic explains how this works and the second post shows the track list with the accepted tracks. For KTB, coolmonkey's version is currently accepted, and the link to the track is on that post too.
Does my Wario stadium is accepted now?
Because I sent the final version with rails and jump fixed
Because I sent the final version with rails and jump fixed
Unfortunately, the track isn't accepted, although it's not bad and is one of the better submissions here. The track is a little over-scaled being about 40 seconds per lap with 100+px wide road at times, which for a track with several long straights just becomes extremely boring to play (even if it is a retro). It also lacks quite a lot of detail and textures to make it visually interesting, especially in the OOB sections. I don't think the lines you drew on the dirt road are a good idea either, though I can appreciate that you put effort into these, a simpler dirt texture with some shading may have been better. Again, not a bad remake though it could be improved a lot. Keep it up.

(also a nitpick but the dirt shortcut in the bottom left doesn't exist in your remake)
ok so i am going to redo airship fortress as it was very flawed
I saw the remake briefly. The blue aesthetic is not in the MKWorld remake at all (and since we want faithful recreations it wouldn't have been accepted anyway).
Has anyone claimed Koopa Troopa Beach yet? If not could I try to make it?
Claimed or not, you're still allowed to remake and submit the track. The first post of the topic explains how this works and the second post shows the track list with the accepted tracks. For KTB, coolmonkey's version is currently accepted, and the link to the track is on that post too.
On 2025-08-30 at 04:22:20
also @bowserjr03 have you checked out the updated version of peach beach as it is much better
Hey sorry for the late reply. I do agree that it's much better, although it's still not enough for a full accept. A few easy fixes would be to seriously nerf that "glider" ramp at the beginning of S3 because it just doesn't play well in MKPC at all (although faithful recreations are what we ask for, these small gameplay changes are definitely preferred).
Visually, I think it could use some shading to make it look more "3D", especially in S2 because it looks really flat and somewhat hard to tell what is what. You may want to look at how other tracks use shadows for ideas, because that subtle detail not only helps keep the track interesting to look at, but makes some of the collisions (walls in your case) easier to understand. For example, a shadow under that purple road gives the impression that it is elevated above the grey road.
GBA Yoshi Desert by Coolioaziz is a good example of this (have a look at the pyramid as it's the closest thing to what you should add). Your track is mostly fine, but shading would bring it to a whole new level. Some other areas you may want to consider are the buildings, fences and OOB grass. Not far off at all though.

@bowserjr03 I have a question for you. Are you planning on adding the Crown City Time Trials version to the multi-cup?
Yes most likely in the bonus cup, but someone has to make it first, and this track is really hard to make (for reference I spent 20 hours just on CC1, and the TT version would have an image size over double this size). Might be a long time before someone does decide to make it.
On 2025-08-10 at 01:40:39
You could just make a multi cup thatβs basically like free roam but all the courses are separated but still takes up less space(what I mean by that is that all the courses are like free roam where you get to explore the image)
This might be a bit pointless, and also would require everyone who does have a track in the project to create another version and probably spend more time extending their image (which may not even work in some cases). But also if the tracks are separated then it's not exactly free roam either, so I can't imagine people wanting to play these tbh.
Question: are we gonna make crown cities 1, 2, 3, and the full changing track?
CC1 is already made and can be found on the track list (2nd post), and CC2 will also be featured once a suitable version of that is made. Either CC3 or CCFull will feature in the bonus cup once that gets figured out.
What if for the GPs you just had the intermissions connecting the tracks there. For Example, instead of doing all of MBC's intermissions, you just had MBC go to CC1.
Also, if it'd be easier, the intermissions could be their own race. This would mean that the mushroom cup would be Bros. Circuit, MBC to Crown City, Crown City, Crown City to Whistlestop, Whistlestop to DK Spaceport, then finally DK Spaceport itself.
Also, if it'd be easier, the intermissions could be their own race. This would mean that the mushroom cup would be Bros. Circuit, MBC to Crown City, Crown City, Crown City to Whistlestop, Whistlestop to DK Spaceport, then finally DK Spaceport itself.
Not only do intermissions take significantly longer to make due to both their size and the fact that you have to make the actual track + the route + a bit of the starting track, they're also pretty unrewarding to play. There's far less of an incentive to create these since people won't really be playing them, and most of these courses have at least 10+ hours put into them already. The main 32 will just be the 3-lap races, which is also what most people who play MKWorld actually prefer. I won't stop people from making their own intermissions if they want to but it will most likely not feature because I can't imagine people would want to make a high quality intermission let alone all of the GP ones.
On 2025-08-10 at 00:51:20
do you plan to make the open world of mkworld in mkpc ????
Most likely not. Image sizes across the tracks aren't even, it be a massive pain in the ass to program and optimising it will be absolutely awful. I can also see the full image being like 300MB+ so it would probably be terrible to play too.
On 2025-08-09 at 03:37:59
(still figuring out how to include the bonus tracks)
Wdym by bonus tracks?
There are some extra tracks that don't feature in the main cups such as a third variant of Crown City and another track the community calls "Daisy's Palace". There are also some extra SNES tributes on the world map such as the Ghost Valleys that could definitely be used for the bonus cup despite not being properly playable in World.
1
1On 2025-08-09 at 03:12:52
I've updated the 2nd post to include a key to make the list a bit easier to understand.
I also think it's awesome to see people really getting behind this project so thanks.
I also think it's awesome to see people really getting behind this project so thanks.
On 2025-08-05 at 04:11:34
https://mkpc.malahieude.net/map.php?i=196250&collab=6gISZ2hQnRCc3PaR3IkS_8Ky
ITS DONE!!!
sorry it took so long i wanted it perfect
i hope it gets accepted
ITS DONE!!!
sorry it took so long i wanted it perfect
i hope it gets accepted
Not bad at all, although there are several things that can be improved:
- The textures used are quite nice, but often textures alone may not be enough to be visually pleasing. The most notable case of this problem is in the grey section on L2/L3 where the OOB is a simple solid colour with no details, which should probably contain some building designs. There is also the OOB grass which seems to be missing some of the huts although this doesn't stick out as much as the previous example.
- A lot of the outlines are a bit unpolished, i.e. the turns are really jagged and inconsistent
- The rails seem to be jumps, which I think is fine given there isn't really another option, although some of them have a jump height that is way too high (worst offender is the one on the 2nd hairpin, but they are easy fixes).
- The background should probably be more faithful to the MKWorld remake since it doesn't really look anything like it. It should definitely include some buildings and maybe the boats to name a few things, although you may need a bit more. Not really expecting this to be super faithful but it does need a change.
- You forgot the shortcut on late L2.
This is where I introduce the π¨Chopping Block category for those who don't know about it yet. This means the track will be temporarily included in the project; however, it is at a high risk of being replaced once another version comes along.
Keep it up though, because it's not a bad recreation. This is also the best submission on the topic so far so hopefully it makes it a bit clearer as to what the standard is actually like.
imma try rainbow road nobody is insane enough to make it....other than me
I'll save you the dread, a megacollab is being planned for this.
1On 2025-07-20 at 00:46:24
Updated the first post regarding submissions. Since this is a community project everyone is able to participate.
On 2025-07-19 at 08:08:11
π Mushroom Cup:
- β Mario Bros. Circuit (@NexusX)
- β Crown City 1 (@BowserJr03)
- Whistlestop Summit
- DK Spaceport π
π» Flower Cup:
- Desert Hills π
- Shy Guy Bazaar
- Wario Stadium π
- Airship Fortress
β Star Cup:
- DK Pass
- Starview Peak
- β Sky-High Sundae (@RedPikmin95)
- β Wario Shipyard (@Starl-)
π Shell Cup:
- β Koopa Troopa Beach (@Coolmonkey)
- Faraway Oasis
- Crown City 2
- Peach Stadium 1 π
π Banana Cup:
- π¨Peach Beach (@jassyjasper123)
- Salty Salty Speedway
- Dino Dino Jungle
- Great ? Block Ruins π
π Leaf Cup:
- Cheep Cheep Falls π
- Dandelion Depths
- Boo Cinema π
- Dry Bones Burnout π
β‘ Lightning Cup:
- π¨Moo Moo Meadows (@NexusX) + π
- Choco Mountain π
- Toad's Factory π
- β Bowser's Castle (@RHcks)
π Special Cup:
- Acorn Heights
- Mario Circuit π
- Peach Stadium 2 π
- Rainbow Road
π Key:
β = Accepted. The track is high quality and will be featured in the project.
π¨ = Chopping Block. The track will be temporarily featured but easily replaceable.
π = Work in Progress. Track is currently being worked on (not always accurate).
(still figuring out how to include the bonus tracks)
- β Mario Bros. Circuit (@NexusX)
- β Crown City 1 (@BowserJr03)
- Whistlestop Summit
- DK Spaceport π
π» Flower Cup:
- Desert Hills π
- Shy Guy Bazaar
- Wario Stadium π
- Airship Fortress
β Star Cup:
- DK Pass
- Starview Peak
- β Sky-High Sundae (@RedPikmin95)
- β Wario Shipyard (@Starl-)
π Shell Cup:
- β Koopa Troopa Beach (@Coolmonkey)
- Faraway Oasis
- Crown City 2
- Peach Stadium 1 π
π Banana Cup:
- π¨Peach Beach (@jassyjasper123)
- Salty Salty Speedway
- Dino Dino Jungle
- Great ? Block Ruins π
π Leaf Cup:
- Cheep Cheep Falls π
- Dandelion Depths
- Boo Cinema π
- Dry Bones Burnout π
β‘ Lightning Cup:
- π¨Moo Moo Meadows (@NexusX) + π
- Choco Mountain π
- Toad's Factory π
- β Bowser's Castle (@RHcks)
π Special Cup:
- Acorn Heights
- Mario Circuit π
- Peach Stadium 2 π
- Rainbow Road
π Key:
β = Accepted. The track is high quality and will be featured in the project.
π¨ = Chopping Block. The track will be temporarily featured but easily replaceable.
π = Work in Progress. Track is currently being worked on (not always accurate).
(still figuring out how to include the bonus tracks)
2On 2025-07-19 at 08:08:02
MKWorld PC is a community project similar to MKPC Generations where members collaborate to recreate all of the Mariokart World tracks from the NS2.
At the time of posting this we only have 4 tracks confirmed, however many are currently being worked on by several members (at least 9 from memory). We may release each cup once all tracks within it are completed, however the full multicup will likely be released once all 32 tracks are done.
This topic will be used to notify the community about progress on the project, such as whenever tracks get accepted. Feel free to also use this topic for anything regarding the project, including submissions
(although be warned the standard is quite high).
For submissions, anyone is allowed to submit a track, even if it is already made (remakes must be faithful to the original MKWorld version). We will just decide which version is the better one.
At the time of posting this we only have 4 tracks confirmed, however many are currently being worked on by several members (at least 9 from memory). We may release each cup once all tracks within it are completed, however the full multicup will likely be released once all 32 tracks are done.
This topic will be used to notify the community about progress on the project, such as whenever tracks get accepted. Feel free to also use this topic for anything regarding the project, including submissions
(although be warned the standard is quite high).For submissions, anyone is allowed to submit a track, even if it is already made (remakes must be faithful to the original MKWorld version). We will just decide which version is the better one.
i need help
On 2025-10-06 at 02:32:41
does anyone know how i put custom cup icons on multicups
On the right of the 'validate button' there is text that says 'advanced options', from there click on the icon you want to change.
BlueCore Got Banned.
On 2025-09-29 at 02:01:31
If you didn't make those bad alts, DM me either here or on Discord (maybe discord would be better) and I'd be happy to help. 

1106 - 
34400 pts ★ Legend
6835 pts ★ Racer