Mario Kart Syndicate

Mario Kart is the 9th installment of the main Mario Kart series (14th when counting other games and remakes), released in November 2020 for the Nintendo Syndicate. From the first day, Nintendo hyped up the game with ViVyper's livestreams and 40 courses instead of usual thirty-two. The marketing campaign paid off greatly, with this game becoming the best-selling game for the Syndicate. Like other Syndicate games, this game can be purchased both physically at retail and digitally through the Program Store.
Elements from the three last main games are reused, such as bikes and 2-player online from Mario Kart Wii; gliding, underwater driving and kart customization from Mario Kart 7; anti-gravity and ATVs from Mario Kart 8. The Battle Mode from Mario Kart 8 also returns, as does the Mission Mode from Mario Kart DS. New to the installment are surface driving, super boosting, loop-de-loop gliding, and Cosmic Clone trials.
It seems that the game has a rivalry with the Acetendo game Mario Kart 9, which also aims to be the ninth mainstream game in the series.
==The Title Screen==
On the title screen, after pressing the A button, the player can one of the three options:
*Start the Game - Play the game. The game can be Single Player, Multiplayer, and Online.
*Records - This shows all the time records, wins, registered friends and more.
*Settings - Mess up with the settings. Watch out for the Erase File option. It will destroy all of your hard work in one of the four save files you have.
==Gameplay==
The gameplay maintains the traditional elements of previous Mario Kart games. Players pick a character from one of five weight classes (Feather, Small, Medium, Cruiser, and Heavy). They choose one of four customizable vehicles of varying stats, strengths, and weaknesses to drive around an obstacle course-like racetrack, in an attempt to finish first of the fourteen racers. During the race, racers can pick up items from Item Boxes, where the probability of receiving items is dependent on the racers' distance from the frontrunner. Players receive an amount of points depending on the position they end up with. Whichever player has the most amount of points wins the entire race.
Performing tricks returns from Mario Kart Wii, alongside the half-pipe tricks that were absent in previous installments. These ramps are now purple-colored as opposed to blue. Performing a trick gives the racers short speed-boost. Gliding and underwater driving also return from Mario Kart 7, as well as anti-gravity from Mario Kart 8, alongside the spin boosting.
===The New Features===
How a Mario Kart game be without new features. In Mario Kart Syndicate, we have four of the new features. Players can now drive both underwater and above the water surface; the latter is known as the Surface Driving. While surface driving, players' wheels become waterskis, in which the kart can now skim on the water surface with the waterskis equipped. You can switch from underwater driving to surface driving when pressing either the BL or BR analog triggers on your Syndicate. Additionally, players can give their drifts a Super Boost, brought out from Mario Kart: V² Circuit. When you are drifting a meter will appear, dropping and raising. By consistently hitting the triggers on the controllers when the gauge is full, the player will amass more speed.
Another new feature brought out from a game is originally from a future game named Super Mario Kart 8 Deluxe+. That's right, the Loop-de-Loop Gliding, also known as Shuttle Loop Gliding. While you cross a blue boost panel from a platform tilted into an 69 degree angle, you'll still glide, but you will spiral while doing that. The spiral shape you'll perform is a reference to corkscrews.
Point spread has been updated also to give points to all fourteen racers:
Point Spread Comparisons (GP) 	Point Spread Comparisons (GP) 	Point Spread Comparisons (GP) 	Point Spread Comparisons (GP) 	Point Spread Comparisons (GP) 	Point Spread Comparisons (GP) 	Point Spread Comparisons (GP) 	Point Spread Comparisons (GP) 	Point Spread Comparisons (GP) 	Point Spread Comparisons (GP) 	Point Spread Comparisons (GP) 	Point Spread Comparisons (GP) 	Point Spread Comparisons (GP) 	Point Spread Comparisons (GP) 	Point Spread Comparisons (GP)
 	1st 	2nd 	3rd 	4th 	5th 	6th 	7th 	8th 	9th 	10th 	11th 	12th 	13th 	14th
Super Mario KartMario Kart 64Mario Kart: Super Circuit 	9 	6 	3 	1 	0 	0 	0 	0 	- 	- 	- 	- 	- 	-
Mario Kart: Double Dash!!Mario Kart DS 	10 	8 	6 	4 	3 	2 	1 	0 	- 	- 	- 	- 	- 	-
Mario Kart Wii 	15 	12 	10 	8 	7 	6 	5 	4 	3 	2 	1 	0 	- 	-
Mario Kart 7 	10 	8 	6 	5 	4 	3 	2 	1 	- 	- 	- 	- 	- 	-
Mario Kart 8Mario Kart 8 Deluxe 	15 	12 	10 	9 	8 	7 	6 	5 	4 	3 	2 	1 	- 	-
Mario Kart Syndicate 	15 	13 	12 	11 	10 	9 	8 	7 	6 	5 	4 	3 	2 	1
Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.	Grove-green bg signifies victory results (great clapping, character(s) cheering), best after-race musicYellow-green bg signifies moderate results (mild clapping, moderate character reaction), same music in Wi-Fi as winner (different in MKDS GP)Normal bg signifies losing results, losing music; - means not availableIn Super Mario Kart and Mario Kart Super Circuit, 5th or worse forces the player to retry the race. If the racer fares this badly four times, the Grand Prix must be started over. In Mario Kart 64, 5th or worse forces the player to retry the race, but without the restrictions on how many times the player can retry a race. Starting with Mario Kart: Double Dash to recent installments including this one, the Grand Prix normally goes forth.
==Gamemodes==
===Grand Prix===
1 to 14 playersAs usual in the Mario Kart series, Mario Kart Syndicate has a Grand Prix mode. In this mode, one player competes against thirteen other players/computer controlled players. The Grand Prix has 4 engine classes from the start of the game: , , , and . When you clear 150cc, you unlock the and engine classes. And when you clear the Mirror mode, you unlock the class. The higher the engine class, the harder the races will be against the opponents.
===Time Trial===
1 playerDrive alone on a race course and try to get the fastest time. The fastest times of the player are saved as ghost data. The player can race against ghosts to improve their records. The player also can save ghost data from his/her friends. Each of the 56 courses in the game has also a Staff Ghost, each for the 150cc/200cc. You can choose 150cc or 200cc Time Trials, like in Mario Kart 8 Deluxe. Players can now upload their records on social media like Instagram, Facebook or Twitter, and players also will be able to race against up to nine ghosts at the same time. Defeat all staff ghosts in both 150cc and 200cc Time Trials to unlock something.
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Race against a Cosmic Clone of your character to beat their time. After defeating the track's Cosmic Clone, you can try for a better score or get data from online Cosmic Clones that steadily rack up in difficulty, allowing for bigger and bigger rewards of coins.
===Mission Mode===
1 playerIn this mode, the player must complete some tasks and earn a ranking similarly to that in Grand Prix mode. It involves twelve levels, each containing eight "missions" and a boss battle. Almost always, the ranks depend on how much time is left or taken. There are varying mission types:
*Driving through gates - driving in between giant half wheels in the ground. Very often the player has to pass these gates in numerical order.
*Collecting coins - Players must pick up all the coins set in the track. Players may lose these coins by some obstacle of such course.
*Destroying item boxes - Players must run over Item Boxes. Usually the racer will obtain Mushrooms after taking a box. In some cases, Item Boxes will move, and the player will have to catch up with it. Other missions the player must take care not to pick up the Fake Item Boxes alongside real ones.
*Defeating varied enemies with items collected from Item Boxes - first, players must run over Item Boxes. More enemies are often required to finish faster, meaning a higher ranking.
*Driving backwards - players must use the B Button button to move, and directions on the C-Stick are reversed. It is sometimes combined with other mission types.
*Performing miniturbos within a certain lap - as said. More miniturbos are often required to finish faster, meaning a higher ranking.
*Racing a CPU player for one lap - item boxes contain mushrooms and stars that the CPU can't use - the key to win. CPU players will always perform a Rocket Start. 
*Hitting CPU opponents with certain items - item boxes contain items that the CPU can't use - the key to win.
*Getting slipstreams from CPU opponents - as said. More slipstreams are often required to finish faster, meaning a higher ranking.
*Performing tricks - as said. More tricks are often required to finish faster, meaning a higher ranking.
*Boss Battle - Unlocked after completion of the first eight courses in a level. Using items is usually a must in boss battles.
There are some one-time isolated missions that are self-explanatory. Each mission takes place on a course, often blocked off in some areas, sometimes even a battle course, and players are given a character whose vehicle you can customize (CPU players are only in standard vehicles). Sometimes mushrooms are laid across the track to help the player complete the mission. When at least a * ranking is achieved on all missions and bosses in the first eleven levels, Level 12 is unlocked. When the boss battles of Level 11 and 12 are completed, the first version of the staff credits will roll.
===VS Mode===
1 to 14 playersIn this mode players can customize the races by personally selecting custom settings, such as racers' number, the computer's difficulty, the engine class and the requirements to win the races. Also, players can play individually or in teams. In this game, 150cc Mirror and 150cc Trick appears as default engine classes, even if they aren't unlocked in Grand Prix. The point system is the same as the Grand Prix.
====Modes====
*Normal Versus: Drivers can race to their own custom settings, but it is otherwise relatively the same to Grand Prix.
*Frenzy Chaos: The racers receive three items after taking an item box. If the player gets the three of the same item, it activates the Frenzy mode, granting the racer invincibility and an unlimited supply of that item for a period of time. Although it's basically the same as the Normal Versus.
*Elimination: Racers must race knowing that the number of laps and runners is the same. On this mode, however, the player who crosses the finish line last is eliminated, standing still next to the finish lap. This continues until there is one player standing, who wins the race.
*Countdown: Countdown is unique in that instead of players competing against each other to finish three laps, a time limit is given and players need to race as many laps as possible. While default times are set for all courses, the time limit can be customized by the player.
*Relay: Relay involves players using up to three different character and vehicle combinations at once. Every time a lap is finished, the player switches to the next character in the rotation. Uniquely, this mode has flags on the vehicles, representing the player's team.
*Team Mania: The racers runs in teams. The quanitiy of teams and racers at each team is also pre-determinated. Items only work against the other teams, so, it won't have any effect to the driver's team. The team with the highest score wins. The players can be divided at the maximum of 7 teams (with the same amount of racers each), each one with it's colour and symbol (the teams take their names from Mario Kart: Ultimate Challenge, except Team Planet):
**Team Sun: Orange
**Team Moon: Blue
**Team Star: Yellow
**Team Void: Purple
**Team Asteroid: Red
**Team Satellite: Black
**Team Cloud: White
===Battle Mode===
1 to 14 playersPlayers use items to try to win at the battlefield or a racecourse. They can team up in the maximum of 7 teams (in Team Mania) or work individually (in Normal Battle). The player can choose one of seven battle types and one of 18 battle maps.
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An all out classic war between teams or players, in which everyone has five balloons at start. If you hit someone with an item, they lose a balloon and you get a point. Run out of Balloons and you're sidelined, and lose half of your points. Press on the C-Stick and you blow up an extra balloon from the points you've collected, but doing so will remove a point. Most points before the game ends wins.
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A collectahon- literally. The players drive around collecting coins around the battlefield, dropping them if they get hit. You may carry infinite amounts of coins instead of the normal 10, and the number will be displayed above your kart. Whoever has the most coins at the end of the round wins. Coins now respawn over time, like in Mario Kart Wii.
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All participants can only obtain Bob-ombs from Item Boxes, though they can not be harmed by those they (or their teammates) throw. Unlike in races and other battle modes, where the player can only hold up to two different items, all participants may carry up to 10 Bob-ombs at one time. The player with the most amount of points when time runs out wins.
Unlike Bob-omb Blast in Mario Kart 8 Deluxe, but like Bob-omb Blast in Mario Kart: Double Dash, each player does not start with balloons, because this is a subtype of Balloon Battles.
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2 teams of 7, Renegades and Sherrifs- the Renegades must avoid being captured by the Sherrifs, who are armed with Piranha Plants. The renegades must prevent their whole team from being captured by avoiding the Sherrifs and driving over P-Switches, which hold the jail cells where caught renegades are kept in, thus releasing every caught racer in that cell. The sherrifs' goal is to catch every renegade and have them all in prison at the same time. If the renegades escape for 5 minutes, they win!
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The other subtype of Balloon Battles. Racers or teams battle each other to be the last one standing on the battlefield or racecourse. They go around to use items on other racers or teams. If you have hit or fallen from the battlefield or racecourse, you lose five points. Every player has 25 points, while items deal either 1, 2 or 3 points. The last player or team standing wins!
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Star Medal Scuffle features an unique item in the form of Star Medals. 16 Star Medals will be scattered across the battlefield or racecourse, and players must race to grab one of these elusive objects before the time runs out. The time can be set like other battle modes except Elimination Battle and Rotten Survivor. After the initial time, the time is set to one minute to speed up the elimination process until a single winner is chosen. If there is a tie between people that would decide the match, the timer simply resets after counting down. The player with the most Star Medals wins! However, this cannot be played in teams.
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In this mode, one player has a Rotten Mushroom on the top, and has to infect other racers on the battlefield or racecourse. The more racers the player infects, they will get faster. Items can be used to damage the player with the Rotten Mushroom, keeping it away from the racer. However, every 3 times the infected player is damaged, it spits back one infected racer. The infected player explodes when only one player is standing still, being this last standing player the winner.
===Boss Battle===
1 to 2 playersBoss Battle is a mode where one or two players take on a boss from the Mission Mode. The boss has 100 health points while the player(s) has 50 health points. The players have to use items to beat the chosen boss. When the players win, they will get a very big reward of coins.
==Racecourses==
There are 40 racecourses in 10 cups (excluding DLCs) which takes on increasing the marketing of the game. Some courses, like GCN Wario Colosseum, are split into 3 sections of one lap, the same happened in Mario Kart 8 with courses like N64 Rainbow Road. Sectioned courses are long, that's why in the original games they had laps. Eventually, one course, Mushroom Avenue, is based on a fan-game track. In this case, the track of the same name from Mario Kart: Speed Strife.
Including the DLCs, there are 30 nitro courses and 26 retro courses. You can also create a Rainbow Cup, a custom Grand Prix made out of any four tracks in the game. Cups are now assembled in groups named Leagues.
===Nitro Tracks===
The nitro tracks are known in-game as the Current League.
===Retro Tracks===
The retro tracks are known in-game as the Retro League.
===DLC Tracks===
The cups that can be available by downloading them are known in-game as the DLC League.
===Retro track differences===
*Choco Island 1: In the first half of the lap, there are some Goombas on the track that get in the way of racers. The mud is changed into chocolate milk, and the final stretch of the lap goes in the lake of said liquid, where the racers drive underwater. The track is fairly short after lenghtening and terraforming the landscape into a dry, chocolatey wasteland, but it has been decorated by a giant bar of chocolate as a bridge above the lake of chocolate milk, and lollipop trees around the outer edge. The race takes place in the evening, where the sky is orange and the sun is setting.
*Peach Circuit: The first U-turn is an anti-gravity section, with racers driving over waterfall features built into the road, similar to the power plant in Mount Wario. Princess Peach's Castle appears on the last curve, with a glider ramp installed on the final stretch to avoid Goomba Towers. The course also features normal Goombas and Princess Peach's statue made from pink gold at the last U-turn, which is antigravited, slanted and separated from the main track. The bleachers on the start of the lap consist of Toads and Koopa Troopas.
*Thwomp Ruins: Almost nothing has changed about this course due to the fact that it is quite new. The only change is that Millstones are replaced by Rhomps.
*New York Minute: Nothing has changed about this course due to the fact that it is quite new, aside of the race taking place at day.
*Desert Hills: The small lake can be drivable instead of making characters sink in it, and the Brick Block pyramid has been replaced by a real-life-styled pyramid. The corkscrew has been tilted 45 degrees and antigravited. Also, the Angry Sun uses its Super Mario Maker 2 design (NSMBU game style), and the building at the start of the game is replaced by three Toad Houses.
*DK Summit: At the start of the section with bumps in the snow, there is a glider ramp which allows racers to glide over this part of the track. Furthermore, the bendy parts of the track that exist about halfway through the lap now have more guard rails, which prevents players from skipping large portions of the track. The half-pipe has been extended to a "3/4 pipe" with anti-gravity and large masses of snow on the ground.
*Shy Guy Bazaar: Almost nothing has changed about this course. The only change is an anti-gravity section which makes drivers drive on the walls of buildings.
*Koopa Beach 1: The course has been enlargened thrice. Cheep Cheeps have been removed, and the "rough" sections do not slow down players. The last island before the one where the players start has been removed and at the end of the fifth island, there is a glider pad. The course features several palms at the sides. Racers can go off the track and explore the underwater sections, which was impossible in Super Mario Kart. At the end of the lap, two ramps have been added to make players perform a trick. A background island with a lighthouse has been added near the fourth island. Unlike the original version, Crabbers are seen to be the only obstacle of the course, along with a Dragoneel swimming around the underwater sections of the course.
*Ice Ice Outpost: N/A
*Mushroom City: This track has been made more difficult and there are now three lanes on the road, each busy with traffic. Bomb Cars from Mario Kart Wii return, as well as the Wiggler Buses from Mario Kart: Double Dash!! and many cars (like glider cars and surfboard cars) from Mario Kart 8. Some parts of the track have anti-gravity on the walls.
*Mario Circuit (DS): The part of the track that goes past the lake has collapsed into the water, forcing racers to drive underwater for a short amount of time. There are fewer Piranha Plants around the track and several Goombas around the starting line area. Another change is that a part of the hillside has been replaced with a small bouncy mushroom segment, which begins with a glider ramp.
*Cheep Cheep Island: Originally stylized as Cheep-Cheep Island, Cheep Cheep Island features many changes that the original did not feature. The Shy Guy Galleon is not present and is replaced by the Daisy Cruiser (which does not attack players). The fourth bridge has been deleted, and a glider ramp was added behind the place where it was. The longest bridge's split paths are broken and players are allowed to go underwater, which that sections you can explore by going off the track. The underwater section of the bridge has a tunnel with glass covering it. Lastly, Goonies are deleted, as well as the addition of some Crabbers on the track, and Cheep Cheeps jumping out of the water.
*Los Angeles Laps: N/A
*Mount Wario: N/A
*DK's Jungle Parkway: The cruise boat has been made bigger, having three chimneys on its back instead of two, and has more passengers. The massive jump is now a gliding section.
*Mario Circuit 4 (SNES): The course has been slightly changed, lenghtened and terraformed (the background areas resemble Acorn Plains from New Super Mario Bros. U). The sharpest turn in the track, about halfway through, has been made to cross around a Metal Mario statue, now being in anti-gravity. Before the last turn there is a glider ramp. Oil slicks remain across the entirety of the track, with Goombas also present in places. Now, the race takes place at night.
*Maka Wuhu: N/A
*Wario Colosseum: The course looks mainly the same after lenghtening and terraforming it. The long jump to the dome is transformed into a glider section. Lastly, the course is fully antigravited and is sectioned.
*Bowser's Castle (DS): The course is now different stylized as the original was stylized as Bowser Castle. The 7th place bug was removed due to the racer number increased to 14, instead of 8. The hallway with Thwomps features more Thwomps, and the spinning circular room has a Fire Bar, too. The garden below the cylindrical bridge is changed into lava, and two glider pads are added on both sides of the bridge, one on each side. 
*Rainbow Road (GBA): The course now features the LED light tileset from the Rainbow Road in Mario Kart 8. Side ramps have been replaced by the metallic offroad on the left side. After the first U-turn, there is an anti-gravity section because the area between that U-turn and the next turn consists of two corkscrews. The semicircular turn is changed into a triple vertical loop which the original did not have. Lastly, the section with the second ramp is deleted, and the first ramp became a glider ramp, with a Sling Star in the area where that section was, speedboosting the racers. Bowser's Castle from Paper Mario is deleted and replaced by the Superstar Spacecraft.
*Mushroom Bridge:
*New York Minute 4:
*Sweet Sweet Canyon: Almost nothing has changed about this course due to the fact that it is quite new. The water has been changed to resemble pink lemonade. The aforementioned split paths are also now recolored red and blue instead of green and pink.
*Koopa Cape:
*Sky Garden: The course remains unchanged from the Booster Course Pass, except the airships being replaced by sponsor blimps.
*Bowser's Castle (3DS):
==Battle fields and tracks==
There are 12 battle fields, 6 nitro, 6 retro. Additionally, there are also 6 battle tracks for battling in Mario Kart 8 physics, 4 nitro, 2 retro.
===Battle Fields===
===Battle Tracks===
===Retro field differences===
==Default Characters==
Mario Kart Syndicate features a total of 54 playable characters, which consists of various returning characters and various newcomers (including some new characters from Mario Kart Tour). This marks the game is currently having the most number of playable characters that is found in any mainline Mario Kart game (excluding, you guess it, Mario Kart Tour).
===The Playables===
Nineteen characters are available in the start.
*Mario
*Luigi
*Peach
*Toad
*Wario
*Waluigi
*Yoshi
*Koopa Troopa
*Koopa Paratroopa
*Shy Guy
*Lakitu
*Boo (Newcomer)
*Donkey Kong
*Diddy Kong
*Bowser
*Bowser Jr.
*Baby Mario
*Baby Luigi
*Baby Peach
===The Unlockables===
Incomplete, sorry! Will add more later on!
===DLC characters===
With the addition of six characters available by downloading DLCs, Mario Kart Syndicate features a total of 60 different playable characters.
==Items==
As in all Mario Kart games, Mario Kart Syndicate features various items that can be used during races and battles, as they are found in the Item Boxes that are found throughout the tracks and provide a roulette that spins to reveal the item. Since the items can help the player(s) and/or hinder the opponents, the items are important in the game, which varies in usefulness depending on the distance from the frontrunner (although the items have to be more balanced than it was in Mario Kart 8 and its Deluxe counterpart). Additionally, all players can carry up to two items at once in all races and battles and swap items from the roulette using the Y Button on the controllers (except Frenzy Chaos, which gives the players three items and activates Frenzy Mode if they get three of the same item).
The game provides a wide variety of returning items and new items, as the items that are found in the tracks are Item Boxes and Coins. Additionally, some of the controls return from the previous installments outside of Mario Kart 8 Deluxe, which includes triple bananas that are lined up behind the kart and explosions from Bob-ombs and Spiny Shells that launch the players upwards rather than sideways. Finally, some of the items (like the Bullet Bill and Spiny Shell) are typically rarer than other items (like Green Shells and Bananas) in order to balance out the gameplay and make things more fair.
===Found on the course===
File:Item Box Artwork - Mario Kart Wii.png|item box
File:Double Item Box - Mario Kart Wii.png|Double item box
File:Coin.png|Coin
===New===
There are seven new items in this game.
File:Triple Bob-omb.png|Triple Bob-omb
File:Thwomp Mushroom NSMBVR.png|Thwomp Mushroom
File:GoldenSuperLeafSME.png|Golden leaf
File:Hammer Flower.png|Hammer Flower
File:1-Up SMB3DS.png|1-up Mushroom
File:InvisibleMushroomMK8.png|Invisible Mushroom
File:SandMushroom.png|Sand Mushroom
===Old===
File:BananaPeel.png|Banana
File:Triple Bananas.png|Triple Banana
File:Green Shell.jpg|Green Shell
File:Triple Green Shells.png|Triple Green Shell
File:Red Shell.jpg|Red Shell
File:Triple Red Shells.png|Triple Red Shell
File:Spiny Blue Shell.jpg|Spiny Shell
File:Bob-omb walking.png|Bob-omb
File:Super Mush Build.png|Mushroom
File:Triple Mushrooms - Mario Kart Wii.png|Mushroom
File:Golden Mushroom - Mario Kart Wii.png|Golden Mushroom
File:Mega Mushroom Artwork - New Super Mario Bros.png|Mega Mushroom
File:Bullet Bill Art SMWU.png|Bullet Bill
File:Blooper - MarioPartyStarRush.png|Blooper
File:LightningBoltMK8.png|Lightning
File:Starman - Mario Kart Wii.png|Star
File:Fire Flower Artwork - New Super Mario Bros.png|Fire Flower
File:Boomerang Flower.png|Boomerang Flower
File:Ice Flower - Mario Kart Wii.png|Ice Flower
File:Potted Piranha Plant Smash 5.png|Potted Plant
File:Super Horn - Mario Kart Wii.png|Super Horn
File:Super Leaf - Mario Kart X.png|Leaf
File:Feather - Mario Kart X.png|Feather (Only Battle Mode)
File:Bubble44.jpg|Bubble
File:Fake item box.png|fake Item Box
File:Chain Chomp - Mario Kart X.png|Chain Chomp
File:Bowser Shell - Mario Kart X.png|Bowser Shell
File:GiantBananaMK8.png|Giant Banana
File:HeartSMSJ.png|Heart
File:Yoshi Egg Build.png|Yoshi egg
==Gold Pack==
The Gold Pack is a pack that contain the golden Alternate Costume of Metal Mario, Gold Mario, and the gold standard vehicle parts: Gold Kart, Gold Bike, Gold Tires, Gold Treads and Gold Glider. When the player uses the Gold Pack on a race, it can use the Coin Magnet ability (the same one from Coin Rush Mode from MKT), drawing in nearby Coins. Gold Pack can be bought for $24.99.
=== Gold Vehicle Parts===
Gold parts can be also unlocked with the following criteria:
*Gold Kart: Obtain a minimum of one star ranking in all non-DLC Grand Prix cups of every engine class.
*Gold Bike: Obtain a minimum of one star ranking on all non-DLC missions.
*Gold Tires: Play over 1,000 races.
*Gold Treads: Play over 1,000 battles.
* Gold Glider: Collect over 10,000 Coins.
==Downloadable Concent ==
Like Mario Kart 8, this game received an in-game shop feature through which players can purchase and / or pre-order downloadable content packs. It is also possible to buy them in the Syndicate Program Store like normal. So far, Nintendo has released three add-on packs. The last two were added in 2.0 update and feature three characters, four vehicle bodies, and two cups. Buying both of the packs will give you alternate pallette swaps for Yoshi and Shy Guy - colored Yoshis and colored Shy Guys, like in Mario Kart 8.
===Asphalt 8 Pack===
The first pack (excluding the Gold Pack) was released as an collaboration with the game Asphalt 8: Airborne. The pack includes SIN R1 450 body part and the R1 Tires as the tire part.
===Splatoon x Mario Kart Syndicate===
The second pack is called Splatoon x Mario Kart Syndicate and it was revealed during mid-2021 and released during august 2021. It includes Funky Kong, Meowser and Inklings from the Splatoon franchise. In this game, both Inklings are classified as alternate characters instead of separate ones. Vehicles included are the returning Splat Buggy and Comet, and the new Killer Wailer (based on the Killer Wail) and Jaxi Cabriolet. Cups included in this pack are the Splattershot Cup and the Feather Cup. Both cups combine nitro courses with retro courses, some of them are new to game, while other have appeared in a Mario Kart game.
===Pokémon x Mario Kart Syndicate===
The third pack, named Pokémon x Mario Kart Syndicate was revealed during mid-2021 and released during november 2021 after the second pack's release. Playable characters include Pikachu, Meowth and Gearmo, all of them are new to the Mario Kart series. Pikachu and Meowth have appeared in the Pokémon franchise. Vehicles included are the returning Red Fire and Jet Bubble, and the new Yellow Magnet kart and Rayquaza all-terrain vehicle. The Red Fire, however, is slightly modified to be an ATV rather than a regular kart, and Mario's large signature emblems are replaced with the player's emblem. Cups included are the Shine Cup and the Pokéball Cup. Both cups combine new courses with retro courses.
==References==
===Fanon Mario Kart games===
*Mario Kart: Ultimate Challenge: Teams from Team Mania VS and Battle modes are the same as in that game, except Team Planet, which does not appear because of the game featuring 14 racers racing at the same time.
==Scrapped elements==
===Shine Thief battle mode===
All five of the battle modes from Mario Kart 8 Deluxe would return in Mario Kart Syndicate, those being Balloon Battle, Coin Runners, Bob-omb Blast, Shine Thief, and Renegade Roundup. The tables then have turned as ViVyper announced that Nintendo won't need Shine Thief for their next Mario Kart game, in which they have replaced this battle mode with three new battle modes. The four battle modes ending up in the final game are Balloon Battle, Coin Runners, Bob-omb Blast, and Renagade Roundup.
===Adventure Mode===
The adventure mode was also planned to be, but was scrapped in favor of the return of the Mission Mode from Mario Kart DS.
==Trivia==
*This is the first game of Mario Kart series to have a concept on an Adventure Mode, just like in Mario Tennis Aces. However it was scrapped, like the Shine Thief battle mode.
*While riding a bike, like in Mario Kart Sprint, Wiggler grows wings and becomes a Flutter.
*Due to a rivalry between MKS and MK9, the creator also has a very big rivalry with MK9's creator, which is the Acetendo.
*Pikachu's voice clip when winning a race (if in first place) comes from a Pokémon Journeys episode titled A Pinch of This, a Pinch of That!. This voice clip featured Pikachu shouting its name because Ash and Goh caught Dracovish and Arctozolt, respectively.
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