The Mario Kart series has been one of the premier party games since its debut in 1992. Whether it's the charismatic Mario characters, the bright and colorful courses, or the low floor/high ceiling gameplay, the series is appealing to players of any skill level. One doesn't have to go far to find someone who has very fond memories of the series. Each time a new Mario Kart game releases, it's almost sure to be a hit. It's easy to see why other developers have attempted to capture that same magic.

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Throughout its long history, each new Mario Kart attempts to bring something new to the table en route to true Mario Kart perfection. Many additions then carry over to the next game. With nearly thirty years and over ten games to its name, there are some elements of the Mario Kart series that are wearing thin. On the flip side, there are others we just can't get enough of.

10 Overdone: Players Dread Pulling Coins In First Place

Gold Mario with a Coin

Few things strike more fear in the hearts of Mario Kart players like pulling Coins in first place. The stretch of time between pulling Coins and getting to the next Item Box set is one of the most stressful periods in a race because whatever second place pulls can influence how the race plays out.

Coins do have their uses as collecting them ever so slightly increases a kart's speed. In Mario Kart Tour, Coins also add to the player's Combo multiplier increasing their score and making them much more desirable. In a pure competitive setting, however, players would rather see any other item.

9 Can’t Get Enough: Rocket Start Boost Is Satisfying Every Time

Achieving a Rocket Boost start.

The Rocket Boost has been a fixture in every Mario Kart game. One of the earliest points in which a player can gain an advantage is at the starting line. During the starting countdown, the player can press, tap, or hold the acceleration button (or touchscreen) to rev up.

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Time it correctly, and the player will get a large boost to start off the race. Time it poorly, and the player will stall for a few seconds while the driver recovers. Despite its long history within Mario Kart, the Rocket Boost hasn't come close to wearing out its welcome.

8 Overdone: There Are Too Many Babies

Baby Rosalina, Peach, and Daisy

No character reveal can bring out more groans within the Mario Kart fanbase than Baby variants. What started as a cute addition for Mario Kart Double Dash!! has grown to become a frustration. The lineup has now expanded to Baby characters who have never appeared in any other game, such as Baby Rosalina.

The biggest criticism for babies (and the Koopalings), is that many feel they take roster spots away from more deserving or varied characters. Characters like Kamek and Dixie Kong should've made their Mario Kart debuts long before Mario Kart Tour, and they might've had babies been limited to just Mario and Luigi.

7 Can’t Get Enough: Shortcuts Are Always Fun To Pull Off

Donkey Kong going for the Mount Wario shortcut

The first thing veteran Mario Kart players think of when they see Koopa Troopa Beach is that shortcut midway through. They remember using a Mushroom up the ramp to enter a short cave before exiting on the other side. This either gives the player an increased lead or allows them to make up much-needed ground.

Shortcuts can make or break a race. Whether it's cutting through a patch of grass or making a well-timed jump, shortcuts are always satisfying to pull off. Knowing where shortcuts are can be a huge advantage. It really feels like the true test of a good course is whether or not there are shortcuts to take advantage of.

6 Overdone: Rubberbanding Makes Every Loss Feel Unfair

Dry Bones, Koopa Troopa, and other characters.

One of the longest-lasting complaints in the Mart Kart series, and the racing genre in general, comes from what is known as "rubberbanding." Rubberbanding is when a game attempts to decrease the gap between strong and weak racers to produce a more competitive playing field. In Mario Kart, this is most commonly seen through item distribution based on racer placement.

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The most egregious example of this is when racers, particularly A.I., gain an extra boost in speed to catch up. This can lead to scenarios where wins can feel unearned and losses feel unfair. If a player is skilled enough, this is not as big of a problem as they will win frequently. But if they're good enough to obtain a massive lead, then they should be allowed to do that without having the A.I. gain an unfair speed boost.

5 Can’t Get Enough: New Twists On Old Favorites With Retro Courses

GCN Yoshi Circuit introduction

The Mario Kart series has produced over a hundred original courses throughout its nearly thirty-year history. Courses with varied themes such as snow, desert, highways, castles, and so on. One of the most exciting aspects of Mario Kart is that these original courses are rarely forgotten.

Beginning with Mario Kart Super Circuit before becoming a mainstay from Mario Kart DS onward, Retro Courses bring back favorite courses and updates them to modern times. These courses aren't typically 1:1 recreations as they often implement mechanics that have been added into later entries such as gliding. It's always fun to see what new twists get added to classic courses.

4 Overdone: Bloopers Are A Nuisance

Blooper ink covering the screen

Items that make life more difficult are nothing new in the Mario Kart series. Throughout the series, each new game introduces more of these items to its catalog of items. One item, in particular, has grown to become more of a nuisance than anything. Players hate being hit with a Blooper. Players who are familiar with a course can utilize their memory and adapt accordingly. Those who get hit by it in a race against A.I. will be at more of a disadvantage than anyone else. Those who pull a Blooper very likely wish they pulled just about anything else. Except maybe the Coin.

3 Can’t Get Enough: Stars For Fully Completing Cups Add Bragging Rights

Fully completed 150cc in Mario Kart 8

For most, Mario Kart is at its most enjoyable in a multiplayer setting, whether on the couch or online. Those looking for a single-player experience can still find goals to shoot for. Since Mario Kart Super Circuit, and once again skipping Mario Kart Double Dash!! before returning in Mario Kart DS, players can earn star rankings for each Cup.

This is based on how many points they've earned at the end of the Cup, and typically other factors such as being able to stay on the course. These stars add a lot of replayability to the single-player side of the game. In games like Mario Kart Wii and Mario Kart 7, reaching three stars on all Cups earns the player three stars by their name when playing online, giving players bragging rights over the competition.

2 Overdone: The Blue Shell

Wario with a Super Horn about to be hit by a Blue Shell

The Blue Shell. Even reading its name can elicit many bad memories of races lost at the last second. The Blue Shell, known officially as the "Spiny Shell," was introduced in Mario Kart 64 as an item that can only be pulled by lower-placed players. When thrown, the Blue Shell will fly through the air, track down the player in the first place position, and hit them. In later games, the Blue Shell will roll on the ground and hit other players in its pathway.

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There are ways to avoid Blue Shells in recent games. For example, using a Mushroom at the correct time can allow the player to escape, but that requires actually having a Mushroom in first place. The Super Horn and Super Bell items can also destroy Blue Shells.

1 Can’t Get Enough: Rainbow Road Never Gets Old

N64 Rainbow Road introduction in Mario Kart 8

Since its inception, each Mario Kart concludes with Rainbow Road. Rainbow Road is the ultimate test of a player's skill. Everything the player has learned about that specific Mario Kart entry comes into play. The courses tend to boast some of the most beautiful visuals and tunes in the series. Each Rainbow Road gives off that big race feeling akin to a final boss fight.

Rainbow Road courses are often some of the best courses in the series and are frequent favorites among players. SNES Rainbow Road has appeared in more Mario Kart games than any course, five as of now, and N64 Rainbow Road got the Retro treatment in Mario Kart 8. Wii Rainbow Road is likewise one of the most requested Retro Courses.

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