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Mario Kart 7 Gave the Series Gliding and Underwater Racing, and It Still Holds Up 15 Years On

Mario Kart 7 review: how hang gliders, submersible karts and 32 tracks changed the series, and what the 2024 online shutdown cost players.

By mitch·6 min read
A racer hurtles along a twisting road, water and sky blending into one wild rush.

Mario Kart 7 put the Mushroom Kingdom in the sky and under the sea. Nintendo’s 2011 kart racer for the 3DS added hang gliders and submersible karts, and it moved the series online for up to eight players. It also arrived at a moment when the 3DS needed a hit, and Nintendo treated finishing it as an emergency.

The game holds up. It is not the biggest Mario Kart, and it is no longer the one you can play with strangers. But its new ideas changed the series, and its 32 tracks are still worth the drive.

Trailer, via Nintendo3DS.

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Hang Gliders and Submersible Karts

Mario Kart 7 keeps the traditional formula: players race go-karts against each other across 32 courses, a mix of new tracks and retro tracks pulled from earlier games. Most courses are based on locations from the Mario series, but two new courses are set on Wuhu Island, the location from Wii Fit and Wii Sports Resort.

The headline additions are aerial and underwater. Hang-glider attachments introduced aerial sections to race tracks for the first time in the series, and karts are now fully submersible. Those two changes do more than decorate the courses. They break the flat circuit into three states — road, air and water — and each one asks for a slightly different read of the track ahead.

The game also adds a first-person view, gyro controls and vehicle customization. The gyro option is the strangest of the three. It puts the action in first person and lets the player steer by tilting the entire 3DS. It works, but it is a novelty next to the standard button controls, and most players will leave it off.

Fire Flowers, Super Leaves and Lucky Seven

Items remain the engine of the race. Players pick up power-ups from item boxes placed at specific points on the track, then use them to slow opponents or help themselves. The staples are here: Koopa Shells, Banana Peels and Super Mushrooms.

Three new items joined the list. The Fire Flower lets a player shoot up to ten fireballs at other racers. The Super Leaf gives the player a tail that can flip over nearby players, collect nearby Coins and deflect items. The Lucky Seven hands over seven items at once.

The Fire Flower is the best of the three. Ten fireballs is a long window, and it turns a mid-pack position into a threat. The Super Leaf is the most useful, because it defends as well as attacks. The Lucky Seven is the most chaotic, and chaos is the point of a Mario Kart item.

Coins are scattered across the tracks. Collecting them raises the kart’s top speed, up to ten coins per race, and contact with hazards or a trip out of bounds costs the player some of them. It is a small system that rewards clean driving over a full lap, and it gives players something to do between item boxes.

Thirty-Two Tracks and Three Difficulty Levels

Single player runs against computer-controlled characters in eight multi-race cups, four tracks in each cup, across three difficulty levels. That is the full 32. Players who want to race alone against the clock can take on Time Trial mode.

The structure is generous by the standards of 2011. Eight cups is a lot of racing, and the three difficulty levels give the same tracks a second and third life. The retro tracks are the draw for longtime players, and Retro Studios handled their development, which shows in how carefully the old layouts were rebuilt.

The bottom screen of the 3DS shows an overhead map of the course while the race runs on the top screen. It is a small thing, and it is the kind of small thing that a handheld racer needs.

Hideki Konno and the Emergency

Development of Mario Kart 7 began in early 2010 as a port of Mario Kart Wii. It did not stay a port. Producer Hideki Konno said that completing the game was an “act of emergency,” driven by low 3DS sales at the time and by the very few staff involved in its development.

That context matters when you look at what shipped. A game built by a thin team, under pressure, on a struggling platform, could easily have been a straight Wii port with a new coat of paint. Instead it introduced hang gliding, submersible karts and vehicle customization — three changes the series kept.

Nintendo EAD developed Mario Kart 7 in cooperation with Retro Studios and published it for the Nintendo 3DS. Retro’s contribution was the retro tracks, and that division of labor makes sense: the new ideas came from the main team, the history came from the studio that knew how to rebuild it.

Eight Players Online, Until April 2024

Mario Kart 7 supports local and online multiplayer through Nintendo Network for up to eight players. That online play ended on April 8, 2024, when Nintendo discontinued Nintendo Network as a whole.

This is the part of the game that has aged worst, and it is not the game’s fault. Eight-player races over Nintendo Network were the reason to keep a 3DS charged. Local play still works, and split-screen racing in the same room is still the best way to play a Mario Kart, but the online lobby is gone.

Anyone picking up Mario Kart 7 now is buying a single-player game with a couch multiplayer mode. That is a real loss, and it is worth saying plainly rather than treating the 2024 shutdown as a footnote.

The Numbers Behind Mario Kart 7

  • Release year: 2011
  • Platform: Nintendo 3DS
  • Developer: Nintendo EAD, in cooperation with Retro Studios
  • Publisher: Nintendo, iQue
  • Genre: Kart racing, arcade
  • Courses: 32, across 8 cups (4 tracks per cup)
  • Difficulty levels: 3
  • Online players: Up to 8, via Nintendo Network
  • Online shutdown: April 8, 2024
  • Critical score: 8.3/10, an aggregate across 6 outlets

Release and Support Timeline

Date Event
Early 2010 Development begins as a port of Mario Kart Wii
2011 Mario Kart 7 released for Nintendo 3DS
April 8, 2024 Online play discontinued with Nintendo Network

What Mario Kart 7 Gets Right

Mario Kart 7 earns its 8.3. The hang glider and the submersible kart are the two changes that matter most, because they gave the series a third dimension it never gave back. The Fire Flower, the Super Leaf and the Lucky Seven are a strong item set, and the coin system quietly rewards clean driving.

The weaknesses are real. Gyro controls are a curiosity, not a control scheme. The first-person view is a mode, not a way to play. And the online shutdown in April 2024 cut the game down to what fits on one 3DS and one couch.

What survives is a tight, inventive racer with 32 tracks and an item list that still produces the right kind of argument. It is not the definitive Mario Kart. It is the one that taught the series to fly, and that is enough.

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