Jake's Super Mario Kart

Jake's Super Mario Kart is the ninth main instalment of the Mario Kart series. It was developed by Nintendo EPD and Existence Software for exclusive release on the Nintendo Switch. The game is the successor to 2017's , and several assets are taken directly from this game.
Unlike other recent Mario Kart titles, Jake's Super Mario Kart does not introduce any new gimmicks that factor into the design of the courses, though underwater, gliding, and zero gravity segments return. Much more emphasis has been placed on item usage, and the amount of items present in the game has been substantially increased from Mario Kart 8 Deluxe, with three items not present in it returning from past games in addition to seven brand new ones. The Battle Mode from Mario Kart 8 Deluxe also returns, as does the Mission Mode from Mario Kart DS.
== Gameplay ==
Maintaining most elements from previous Mario Kart games, Jake's Super Mario Kart is a kart-racing video game with a heavy emphasis on using items to hinder opposing racers. Players pick a character, which is placed in one of six different weight classes that determine the base stats of the character's vehicle. Players are then able to mix-and-match different customization pieces in order to create their vehicle, which they will then use to race around various obstacle course-like racetracks in an attempt to place first out of twelve other racers. Players receive different amounts of points depending on their position at the end of the race; with the winner of the Grand Prix determined by the one with the most points overall. For the first time in the series, Jake's Super Mario Kart features 15 racers, as opposed to the 12 of Mario Kart Wii and Mario Kart 8 or the 8 of all other titles in the series.
During a race, racers can drive through Item Boxes to be granted an item through a roulette. As previously stated, these items are the main focus of a race, as using them may hinder other racers and/or aid the player. These items vary in usefulness depending on the distance from the current frontrunner; with racers closer to the frontrunner receiving less-powerful items (i.e. Banana Peels or Green Shells), while racers furthest from the frontrunner receiving the most powerful items in the game (i.e. Spiny Shell and Lightning). A mechanic that returns from previous instalments is the ability to carry up to two items at once, though Jake's Super Mario Kart allows racers to carry two without needing to hold one behind their kart. With the ability to hold up to two items, racers can switch between the two of them at will.
All four vehicle classes from Mario Kart 8 return in Jake's Super Mario Kart, these being the kart, standard motorbike (or outside-drifting bike), sport motorbike (or inside-drifting bike), and ATV. As with its predecessor, the bikes of Jake's Super Mario Kart handle much differently from their Mario Kart Wii counterparts, instead handling very similarly to the karts and only performing wheelies - now purely aesthetic - when boosting.
Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	
 	1 	2 	3 	4 	5 	6 	7 	8 	9 	10 	11 	12 	13 	14 	15 	
,, 	9 	6 	3 	1 	0 	0 	0 	0 	- 	- 	- 	- 	- 	- 	- 	
Mario Kart: Double Dash	, 	10 	8 	6 	4 	3 	2 	1 	0 	- 	- 	- 	- 	- 	- 	-
 	15 	12 	10 	8 	7 	6 	5 	4 	3 	2 	1 	0 	- 	- 	- 	
 	10 	8 	6 	5 	4 	3 	2 	1 	- 	- 	- 	- 	- 	- 	- 	
 	15 	12 	10 	9 	8 	7 	6 	5 	4 	3 	2 	1 	- 	- 	- 	
Jake's Super Mario Kart	15 	14 	13 	12 	11 	10 	9 	8 	7 	6 	5 	4 	3 	2 	1 	
Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	
=== Grand Prix ===
==== Courses ====
There are 60 race courses in the game, split between twelve different cups. The Mushroom, Flower, Acorn, Star, and Special Cups feature brand new tracks, the Shell, Banana, Leaf, Boomerang, and Lightning Cups feature courses from previous games, and the Heart, Egg, Bell, Cherry, and Moon Cups feature mixtures of both. As with in Mario Kart 8, all retro courses feature updated graphics and course layouts; though those from Mario Kart 8 remain unchanged and those from Mario Kart 7 primarily only see a graphical upgrade with few changes.
 Mushroom Cup	 	
 Mushroom Cup	 	
 Mushroom Cup	 	
 Mushroom Cup	 	
 Flower Cup	 	
 Flower Cup	 	
 Flower Cup	 	
 Flower Cup	 	
 Acorn Cup	 	
 Acorn Cup	 	
 Acorn Cup	 	
 Acorn Cup	 	
 Star Cup	 	
 Star Cup	 	
 Star Cup	 	
 Star Cup	 	
 Special Cup	 	
 Special Cup	 	
 Special Cup	 	
 Special Cup	 	
 Shell Cup	U returns from Mario Kart 8. Like the other courses in Jake's Super Mario Kart that debuted in that game, it is identical to its original appearance. The course is set within a large stadium at night, with pit stops and banners designed for the six characters to appear in every Mario Kart title: Mario, Luigi, Peach, Yoshi, Toad, and Bowser. The course features an anti-gravity U-shaped turn near the end of it, that leads into a gliding section. 	
 Shell Cup	GCN reappears as a Retro Course once more, following previous appearances in Mario Kart: Double Dash!! and Mario Kart DS. The course's layout remains near-identical in concept to its original incarnation, though now heavily makes use of the anti-gravity mechanic; this, along with a general graphical enhancement, are the most prominent changes made to the course. While originally the racers would potentially collide with each other in the course's centre, the updated layout makes this impossible: instead of having all racers make use of the same path, the loop at the far end of the course is now set in anti-gravity, and brings racers up onto a side of a tall hill that mirrors the road on the ground beside it. The loop directly behind the starting line serves as another transition between the anti-gravity racing mechanic and the normal ground. Aside from this, the other change made to the course is the removal of the shortcut set behind the Chain Chomp. 	
 Shell Cup	SNES returns from Super Mario Kart and uses an aesthetic design very similar to that of Donut Plains 3 from Mario Kart 8. The course's layout remains very similar to its original design from Super Mario Kart, though the road has been made wider in some parts while more bumps have been added over which racers can perform tricks. Looking at the track from a bird's-eye view with the starting line on the right, a large portion of the left side of the course has been submerged beneath a lake, though the road follows its original path. The Monty Moles remain on the track though have been re-positioned: one is located near the end of the course, while another right after the lake, where eight puddles of mud were located in the original course. 	
 Shell Cup	Wii returns from Mario Kart Wii and, barring a graphical update, remains mostly unchanged from its original appearance. The course now has a more industrial setting, and is set solely within a factory as opposed to both inside and out of it. The room with the conveyor belts near the end of the course is now larger, and has been tilted to be on an angle with zero gravity enabled. The ending part of the course, which was previously set in a mud-filled halfpipe, is now set in a tank of water that racers jump into from the conveyor belt room; due to this the mud has been removed from the pipe, but there is now gravel covering part of the ground that serves the same purpose. 	
 Banana Cup	Wii returns from Mario Kart Wii with very little changes in its overall design. Besides a graphical update, only one major change has been made to the course: after the overhang, the road enters a zero gravity section for the last semi-circular turn. The Goombas have been removed from this course, but the Chain Chomp remains. 	
 Banana Cup	N64 returns from Mario Kart 64, though retains the changes made to the course for Mario Kart 7. Brought back from the latter title are the two glider shortcuts and the various wooden ramps present on on the sand around the road. One major difference from the course's previous iterations is related to the railroad that cuts through the course, as there is only one train as opposed to two, but it has been extended to four cars and moves at a slightly higher speed. In addition to a major graphical update, setting the course in a canyon area, there are now alternate pathways that racers can take to avoid having to cross the railroad altogether, with these being anti-gravity segments set on the sides of scaffolding. 	
 Banana Cup	3DS returns from Mario Kart 7. As with other courses from that game, Daisy Hills' only major change comes in the way of its graphical design. The course is now set at sunset and the number of hot air balloons present in the gliding section has been reduced, and they now use designs more akin to those found on Royal Raceway in Mario Kart 8. 	
 Banana Cup	GBA is brought back from Mario Kart: Super Circuit. Being a course originally present on the Game Boy Advance, Boo Lake has received a drastic update and is now actually set around a lake. The course begins on a cliff located beside the titular lake, and the two gaps present in the original incarnation of the course has been replaced with a single glider jump. This section is then followed by a right turn, and the path then bends around a large decrepit tree as it descends down a slight incline. A small jump is located right after this tree, leading racers into the haunted lake itself. From here, most of the course's layout remains the same, with slight inclines and bumps added into the course to give it some depth. After the U-turn segment, the course then transitions onto a wooden pathway that raises racers up out of the lake and back onto dry land; part of this wooden pathway floats in the air thanks to mystical energy, and acts as a zero-gravity segment. The wooden pathway replicates the final turns on the course, eventually leading racers back onto the ground directly next to the finish line. Both of the shortcuts on the original version of the course have been removed, but several Boos with lanterns do fly above the land segments to illuminate the areas they patrol. Additionally, the giant mansion present in the background of the Super Circuit version of Boo Lake reappears next to the starting line, having been redesigned to appear significantly more rundown; a Boohemoth flies around the roof of this house too.	
 Leaf Cup	GCN makes its second appearance in the series after its initial debut in Mario Kart: Double Dash!! As with all other retro courses, Mushroom City's greatest change in the transition between games comes in the form of a drastic upgrade to the course's visuals. The course is set in the busy streets of a city, the layout of which has not been changed greatly from its original incarnation. Most notably, both of the course's shortcuts - the winding pink path through the buildings and the short dirt road near the finish line - have been removed, and in general the roads have been made longer. The most amount of changes to the course come at the final stretch of the race; what was previously a simple straightaway into oncoming traffic has been completely redesigned into a small bridge section akin to that from GCN Mushroom City, with the bridge's arches having pathways for racers to drive along (or risk falling either out-of-bounds or onto the traffic below) in an anti-gravity segment. 	
 Leaf Cup	3DS returns from Mario Kart 7 and, aside from seeing a graphical update and a widening of the road, remains relatively the same. The shortcut located after the tunnel, where racers could drop off the right of the road and onto another segment, has been altered so that it is now set in zero gravity. One of the other two shortcuts on the course - the three pillars that racers could hop over - has been completely removed, while the other shortcut - the dirt road that leads to a glider jump - remains unaltered. 	
 Leaf Cup	U returns from Mario Kart 8, and is, like the other courses from that game, identical to its original appearance. Super Bell Subway is set within the Golden Bell, a subway located within a large city. This subway has several elements based on the original Super Mario Bros. title, with the underground theme being incorporated into the course's theme and the appearance of a mural depicting World 1-2 from that game. 	
 Leaf Cup	GBA returns from Mario Kart: Super Circuit. While still located within a jungle, the scenery of Riverside Park has been redesign to feel more prehistoric, and now bares some similarity to the course Dino Dino Jungle from Mario Kart: Double Dash!! and Mario Kart 7. Overall, the course's terrain has been made less even, with many pits and bumps that racers can trick off of. The section where racers had to jump over the river in the original version has been revised, and now racers must travel through the water itself in a short underwater section. The course has also been redesigned so that it takes place on two planes, with players driving through a small alcove behind a waterfall after the first bridge section. The end of the course has been redesigned so that, while racers must still jump over a portion of the course to reach the finish line, this circular turn is now set in zero gravity as it is located on the side of a hill over which this river runs; the jump is still present, though is now a gliding section and has been made much longer than it previously had been. A volcano appears in the background of the course, which erupts at the beginning of the final lap, though this does not effect the course and is purely cosmetic. 	
 Boomerang Cup	DS returns from Mario Kart 8. A course set on a winding highway crowded with cars, the course has received a major graphical update in the transition to Jake's Super Mario Kart. Unlike most Retro Courses, Shroom Ridge has not received many changes to the course's layout, with the only addition being that parts of the course feature zero gravity segments that allow racers to drive on the walls of hills that edge the road. Additionally, the length of the course has been extended and the course made narrower, making the track significantly more difficult to navigate without getting hit. 	
 Boomerang Cup	Wii reappears from Mario Kart Wii. Aside from a graphical update, the course has received a number of minor changes primarily related to the removal of the half-pipe jumps that were removed following Mario Kart Wii. Due to this major gameplay change, parts of the course have been made significantly wider; this is most prominent on the pathway that winds around the two craters, which has also been made into an anti-gravity segment. Additionally the half-pipe present at the end of the course has been slightly altered as well, with a small glider jump present at the start of this to allow racers to fly over the thick snow in the centre of the course, while the half-pipe itself also serves as a second anti-gravity segment and is noticeably wider; the two Shy Guy snowboarders are still present. Like the other cannons present in the game, this section present at the beginning of the course now acts as a glider jump. 	
 Boomerang Cup	U returns from Mario Kart 8, having been introduced into that game via the second DLC pack. Like the other courses that return from Mario Kart 8, Wild Woods is identical to its original incarnation. The course is set in a dense forest, with racers gliding between two trees and temporarily invading a small Shy Guy settlement. 	
 Boomerang Cup	3DS reappears after debuting in Mario Kart 7. Aside from a graphical update, Wario Shipyard has received only a few minor changes in regards to its layout: namely the small boost jump present before the cave with the Fishbone skeleton has been removed, and the part of the track that is set on the wooden ship itself now serves as an anti-gravity segment. Unlike the original Mario Kart 7 version of the course, which is set around the wreck of a basic galleon, this updated version includes several references to the Wario Land series, and the general design of the ship has been remodelled to resemble the Sweet Stuff from Wario Land: Shake It! 	
 Lightning Cup	 	
 Lightning Cup	GCN returns from Mario Kart: Double Dash!! Like almost every other Retro Course, Wario Colosseum has received a complete graphical overhaul, and now features stone pathways and heavy influence from Roman architecture to match the colosseum in which the course is set. The course's layout has generally remained identical to its original counterpart, though the entire stage is now set in anti-gravity. The largest changes come with the addition of two gliding jumps: one has replaced the large jump into the dome (with the lead-up to this segment now being a winding, yet steady, incline), while the other replaces the jump over the pit near the end of the course. The second glider jump is notable as the pit itself has been filled with water for racers to drive through, with the paths along its edges being completely removed and the aforementioned glider jump only raising out of the ground at set intervals. 	
 Lightning Cup	 	
 Lightning Cup	 	
 Heart Cup	U returns from Mario Kart 8, and is identical to its appearance in that title. A course based upon the video game franchise of the same name, Animal Crossing is set within a small town inhabited by a number of anthropomorphic animals. Being based on the Animal Crossing series, the course includes a number of familiar characters and locales from those games in the area around the raceway, with Tom Nook's shop, the museum, and the clothing store Able Sisters all prominently appearing; Mr. Resetti, a character from the franchise, also appears as a hazard near the course's end. Just as in Mario Kart 8 there are four versions of the course, each set in a different season, with minimal differences between them. 	
 Heart Cup	 	
 Heart Cup	 	
 Heart Cup	 	
 Egg Cup	 	
 Egg Cup	 	
 Egg Cup	 	
 Egg Cup	 	
 Bell Cup	 	
 Bell Cup	 	
 Bell Cup	 	
 Bell Cup	 	
 Cherry Cup	 	
 Cherry Cup	 	
 Cherry Cup	 	
 Cherry Cup	 	
 Moon Cup	 	
 Moon Cup	 	
 Moon Cup	 	
 Moon Cup	 	
=== Time Trial ===
Time Trial returns from previous instalments of the series. Just as in previous entries in the series, Time Trial mode sees players testing their skills out on a racecourse by racing against no CPUs with no items available to them besides three Mushrooms. The aim is to complete a race in as little time as possible, utilizing shortcuts and mini-turbos to shave as much time off of the timer to earn a better score.
Players can also test their skills out by racing against Staff Ghosts - ghosts based off Time Trial attempts of staff members who worked on the game - or they could save their own attempts or download those of other players.
==== Staff Ghosts ====
Course	Course	Staff Member	Character	Vehicle Combination	Vehicle Combination	Vehicle Combination
Course	Course	Staff Member	Character	Body 	Wheels 	Glider
=== VS. Race ===
=== Double Dash ===
Double Dash is a new game mode introduced in Jake's Super Mario Kart, and is based off the Nintendo GameCube instalment of the Mario Kart series, Mario Kart: Double Dash!! The main gameplay mechanic of Double Dash!! was that two characters raced in a single kart, with one driving and the other throwing items. The Double Dash mode in Jake's Super Mario Kart brings back this gameplay mechanic, and has added in a few additional mechanics to make it stand out among the other modes. For instance, while all other modes support up to 15 racers at once, Double Dash instead only supports up to ten. This is due to the fact that players can hold up to three items concurrently as opposed to two: the driver can carry one, and the passenger can carry two simultaneously. Double Item Boxes also appear exclusively in this mode as well. Additionally, the bonus stats that each character grants to a vehicle is a combination of the two chosen characters', and as such all vehicles generally feature a more-evenly spread. Due to the vehicles needing to carry two characters, the player can only choose to ride in karts, with ATV and motorbike vehicle classes being unavailable.
Unlike in Mario Kart: Double Dash!!, in which all characters had a predetermined partner, the CPU pairings that appear in the Double Dash mode are completely randomized. Additionally, should the player not have enough characters unlocked to allow for 10 pairs, the remaining slots will be filled up with the different Yoshi colours.
Due to the Double Dash mode only supporting up to ten racers, it has a unique point spread compared to normal racing modes. The following table only compares the point spread of the Double Dash mode to the point systems of Mario Kart: Double Dash!! and Mario Kart 8, and the normal point spread used in the Grand Prix and VS. Race modes of Jake's Super Mario Kart.
Point spread comparison 	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	Point spread comparison	
 	1 	2 	3 	4 	5 	6 	7 	8 	9 	10 	11 	12 	13 	14 	15 	
Mario Kart: Double Dash 	 	10 	8 	6 	4 	3 	2 	1 	0 	- 	- 	- 	- 	- 	- 	-
 	15 	12 	10 	9 	8 	7 	6 	5 	4 	3 	2 	1 	- 	- 	- 	
Jake's Super Mario Kart (Grand Prix) 	15 	14 	13 	12 	11 	10 	9 	8 	7 	6 	5 	4 	3 	2 	1 	
Jake's Super Mario Kart (Double Dash)	10 	9 	8 	7 	6 	5 	4 	3 	2 	1 	- 	- 	- 	- 	- 	
Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	Gold background signifies victory results, with a unique winning animation and music.
Silver background signifies moderate win results.
Bronze background signifies losing results, with losing animations and music.	
=== Battle Mode ===
Jake's Super Mario Kart features an expanded version of the Battle Mode found in Mario Kart 8 Deluxe, and all five different modes that appeared in that game return alongside three new ones, bringing the total number of game modes to eight. These eight game modes are: Balloon Battle, Bob-omb Blast, Coin Runners, Shine Thief, Prankster Playground, Renegade Roundup, and Lunar Pass.
* Balloon Battle: Each participant is given five balloons, and loses a balloon when they are hit by an item. The objective is to hit other players, as a participant will gain a point whenever they successfully manage to make one of their opponents lose a balloon; should a participant lose all of their balloons, they will respawn with three and be deducted half of their points (rounded up). Players may also use Mushrooms to steal the balloons of other participants. The player with the most amount of points when time runs out wins.
** The amount of points earned by the player at the end of the round is equal to the amount of points they have at the end of the game.
* Bob-omb Blast: 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. Like in Balloon Battle, all participants begin the battle with five balloons and will lose one upon being hit; should they lose all their balloons, they will lose half of their points (rounded up). The player with the most amount of points when time runs out wins.
** The amount of points earned by the player at the end of the round is equal to the amount of points they have at the end of the game.
* Coin Runners: The aim of the game is to collect coins, which are scattered around the course. Participants can attack each other with items to make their opponents lose coins, though they can be harmed by their own items. The player with the most amount of coins when time runs out wins.
** The amount of points earned by the player at the end of the round is equal to the amount of coins they have at the end of the game.
* Shine Thief: A large Shine Sprite will spawn somewhere on the map, and the objective is that a single racer (or team) must hold on to it for a 20-second count (30 in team battles). The person carrying the Shine Sprite moves much slower than those trying to steal it from them; the Shine Sprite will drop onto the ground once the one carrying it is hit by an item (though boosting into them with a Mushroom will steal it directly). The player's counter will not reset upon dropping the Shine Sprite, though players who manage to lower their count to fewer than five seconds will have their's reset to five seconds the next time they obtain it.
** The amount of points earned by the player at the end of the round is equal to the amount of seconds they held the Shine Sprite for. Due to this, it is impossible for more than one player to earn more than 15 points.
* Prankster Playground: Prankster Playground is an entirely-new mode introduced in Jake's Super Mario Kart, and can be seen as Mario Kart's version of the Turf War mode from Splatoon. All racers have Magic Paintbrushes strapped to their vehicles, and driving around will paint their colour on the ground- any item they use will also paint the ground where it travels as well as within a small radius around those hit by these items. The participant or team with the most amount of turf covered at the end of the time limit is the winner.
** In team-based play, the amount of points earned is determined by the amount of turf they covered over the course of the game. When playing in a team-based setting, all players on the winning team will receive five additional points.
The following can only be played in team-based settings:
* Renegade Roundup: Renegade Roundup is the Mario Kart equivalent of Cops and Robbers. There are two teams: the law (who all carry Potted Piranha Plants at all times), and those dodging them (the titular renegades). Both the renegades and the law can obtain items to throw at each other, though the law's Piranha Plants will bite at the renegades should they be close enough, sending them into one of the jails that remain stationary on the map. Those sent to jail can be released by hitting the switch located directly beneath it. The law wins by rounding up all the renegades at a single time, while the renegades win by successfully dodging the law until time runs out.
** The amount of points earned by the player is determined by a number of different variables. The winning team will earn 10 points for their victory, while all players will earn additional points equal to the amount of renegades they captured (if part of the law) or teammates they freed from prison (if a renegade).
The following can not be played in team-based settings:
* Lunar Pass: Lunar Pass is, in name, a new game mode introduced in Jake's Super Mario Kart, though is based off the Shine Runners mode from Mario Kart DS. In Lunar Pass, a total of 15 Power Moons are dropped onto the stage, and players must collect as many of them as they can within 30 seconds. Once the timer ends, the one(s) with the least amount of Moons is eliminated from the competition, though they can still drive around and attack others with items. This will continue until only one player, or multiple members of only a single team, remain. When a player is hit by an item, they will lose half of their current number of Power Moons, but unlike Coin Runners, the Moons will respawn in another place immediately instead of simply landing around the one who dropped them. Additionally, when fewer than six players remain, the amount of Power Moons that will spawn will decrease to nine.
** The amount of points earned by players is identical to the point spread in normal Grand Prix and VS. Races: the winning player earns 15 points, and each subsequent player will earn one fewer point with last place earning only one.
==== Battle Courses ====
The game features several battle courses from previous Mario Kart titles in addition to brand new courses designed for Jake's Super Mario Kart. As with the race courses, returning battle courses have been heavily redesigned from their original counterparts.
New Stages 	Battle Tower is the basic battle arena of Jake's Super Mario Kart, comparable to Block Fort, Block City, Block Plaza, and Battle Stadium from previous games. Battle Tower is set around a large landmark based upon Tokyo Tower, and is a basic circular arena. The legs of the titular Battle Tower serve as walls that can block players, and the left side of the arena is also raised on a slight plateau that players can jump off of one side of. 	Battle Tower is the basic battle arena of Jake's Super Mario Kart, comparable to Block Fort, Block City, Block Plaza, and Battle Stadium from previous games. Battle Tower is set around a large landmark based upon Tokyo Tower, and is a basic circular arena. The legs of the titular Battle Tower serve as walls that can block players, and the left side of the arena is also raised on a slight plateau that players can jump off of one side of.
New Stages 	Mario Motors is set around the automobile garage of the same name. The battle stage is set within a large city, with the Mario Motors building sitting in the centre of the arena. The building has three entryways with a large amount of Item Boxes located in the centre of it, and piles of tires sit around the battle arena at large. The main arena is separated into three areas, with the cement ground paved red, green, and pink to denote these segments: the red segment is flat, the green segment has uneven terrain, and the pink segment is set in zero gravity as it is angled at a slight incline; the red and green segments can be driven between seamlessly, while the pink segment can only be accessed through the Mario Motors building but also has jumps that allow players to jump into the other segments on either side of it. 	Mario Motors is set around the automobile garage of the same name. The battle stage is set within a large city, with the Mario Motors building sitting in the centre of the arena. The building has three entryways with a large amount of Item Boxes located in the centre of it, and piles of tires sit around the battle arena at large. The main arena is separated into three areas, with the cement ground paved red, green, and pink to denote these segments: the red segment is flat, the green segment has uneven terrain, and the pink segment is set in zero gravity as it is angled at a slight incline; the red and green segments can be driven between seamlessly, while the pink segment can only be accessed through the Mario Motors building but also has jumps that allow players to jump into the other segments on either side of it.
New Stages 	Castle Courtyard is an almost-complete replica of the courtyard of Princess Peach's castle as it appears in Super Mario 64. The courtyard's design is almost identical to its appearance in the aforementioned title, and players can drive underwater in the castle's moat and connected lake. The area to the left of the castle's entrance has been modified so that it allows players to drive into and out of the castle's moat with ease, and the bridge leading to the doors has partially collapsed and thus racers can use this to easily fall down into the moat as well. 	Castle Courtyard is an almost-complete replica of the courtyard of Princess Peach's castle as it appears in Super Mario 64. The courtyard's design is almost identical to its appearance in the aforementioned title, and players can drive underwater in the castle's moat and connected lake. The area to the left of the castle's entrance has been modified so that it allows players to drive into and out of the castle's moat with ease, and the bridge leading to the doors has partially collapsed and thus racers can use this to easily fall down into the moat as well.
New Stages 	Komboo Lagoon is set entirely underwater, in a large lake surrounded by high cliffs. Komboo Lagoon is a hilly arena with some large rocks that act as jumps that allow players to jump out of the water and onto giant lilypads that create a dual-layered arena. True to its name, a small number of Komboos wander around the arena, though collapse once hit by the players' vehicles or an item. 	Komboo Lagoon is set entirely underwater, in a large lake surrounded by high cliffs. Komboo Lagoon is a hilly arena with some large rocks that act as jumps that allow players to jump out of the water and onto giant lilypads that create a dual-layered arena. True to its name, a small number of Komboos wander around the arena, though collapse once hit by the players' vehicles or an item.
New Stages 	Sherbet Fort is an icy stage set within and outside a large castle built of ice and snow. Two icy paths connect two large square areas - the interior and the exterior - as zero gravity paths, with the interior castle location being a dipped, icy rink while the exterior is a snowfield surrounded by Mr. Blizzards with a small pond with broken shards of ice that float atop that racers can fight both in and on top of. 	Sherbet Fort is an icy stage set within and outside a large castle built of ice and snow. Two icy paths connect two large square areas - the interior and the exterior - as zero gravity paths, with the interior castle location being a dipped, icy rink while the exterior is a snowfield surrounded by Mr. Blizzards with a small pond with broken shards of ice that float atop that racers can fight both in and on top of.
New Stages 	Moo Moo Prairie is set within the farmlands present in Mario Kart 64's Moo Moo Farm and Mario Kart Wii's Moo Moo Meadows. Two large hills and a large barn area, all of which have been surrounded by fences, make for a very basic battle stage. Two Monty Moles cut around the stage, creating dirt paths that players can trick off of that allow players to jump to grab some of the Item Boxes held above the ground by balloons, and the barn features a winding wooden path that allows players to jump out of a window high above the entryway. Moo Moos watch the battle from behind the fences, and some also laze around inside of the barn in fenced-off areas. 	Moo Moo Prairie is set within the farmlands present in Mario Kart 64's Moo Moo Farm and Mario Kart Wii's Moo Moo Meadows. Two large hills and a large barn area, all of which have been surrounded by fences, make for a very basic battle stage. Two Monty Moles cut around the stage, creating dirt paths that players can trick off of that allow players to jump to grab some of the Item Boxes held above the ground by balloons, and the barn features a winding wooden path that allows players to jump out of a window high above the entryway. Moo Moos watch the battle from behind the fences, and some also laze around inside of the barn in fenced-off areas.
New Stages 	Spike Ruins is set within the ruins of an ancient civilization, on a mountain high above the clouds; this setting is similar to the Mario Kart 8 course Thwomp Ruins. Stone Thwomps sit decaying the ground in a circular arena centred around a giant collapsing statue of a Spike. The statue of the Spike has a pathway leading into an underwater cavern hidden beneath the ruins itself, and there are paths leading into this lake hidden around the topside as well. 	Spike Ruins is set within the ruins of an ancient civilization, on a mountain high above the clouds; this setting is similar to the Mario Kart 8 course Thwomp Ruins. Stone Thwomps sit decaying the ground in a circular arena centred around a giant collapsing statue of a Spike. The statue of the Spike has a pathway leading into an underwater cavern hidden beneath the ruins itself, and there are paths leading into this lake hidden around the topside as well.
New Stages 	Twilight Mansion can be considered a successor to both Mario Kart: Double Dash!!'s Luigi's Mansion and Mario Kart DS's Twilight House battle stages. A haunted mansion falling into ruins, Twilight Mansion is a three-tiered house similar to Luigi's Mansion with a twisting maze of hallways that lead between these three levels like a maze. The mansion is falling apart, with holes leading between different levels, and "secret" passages hidden behind ghostly walls, with many parts of the area randomly switching between anti-gravity and normal segments with little fanfare. 	Twilight Mansion can be considered a successor to both Mario Kart: Double Dash!!'s Luigi's Mansion and Mario Kart DS's Twilight House battle stages. A haunted mansion falling into ruins, Twilight Mansion is a three-tiered house similar to Luigi's Mansion with a twisting maze of hallways that lead between these three levels like a maze. The mansion is falling apart, with holes leading between different levels, and "secret" passages hidden behind ghostly walls, with many parts of the area randomly switching between anti-gravity and normal segments with little fanfare.
Returning Stages	SNES returns from Super Mario Kart, and has received a complete redesign. While the course retains its general layout from its original appearance, its setting has been completely overhauled. Instead of being set on a beach, the battle arena is now set on the deck of a ship with glass panels that display the water below. These glass panels extend up above the flat ground, though the sides of these glass cases are now angled so that racers can trick off the edges. Because of this, the stage has been greatly expanded in size and the eight small squares of water present on the original stage have been completely removed. All of the Item Boxes present on the stage have also been repositioned, with many now floating above these glass cases. 	
Returning Stages	N64 has received a complete graphical overhaul from its Mario Kart 64 appearance. While it retains its larger size from Mario Kart Wii, the Skyscraper's appearance is nearly identical in every other way to its original Mario Kart 64 incarnation outside of aesthetics. The circular hole in the centre of the stage has been removed, instead now being a rounded cap that players can trick off of, and two adjacent pathways that lead to the centre area now have small gliding jumps that raise up and down at set intervals. It is also more difficult to fall into the pits around the centre area of the stage as well, as the edges have been rounded off so that players can now hop over the gaps. In terms of graphical updates, the stage is now set at dusk rather than midnight. 	
Returning Stages	GBA has received a large number of changes in its transition from Mario Kart: Super Circuit. Now a significantly larger stage, Battle Course 4 is now set in and around a small pyramid, which has four entrances. The inside of the pyramid contains a significantly larger pool of water in its centre, as part of the pyramid's roof has collapsed and flooded the treasures beneath it. Outside of this pyramid, the desert now contains two small oases present on opposite corners of the map with the two rounded pools of water remaining in their original positions; these water pools are deeper than previously and contain Item Boxes submerged within it. The two remaining pools of water have been replaced with large crumbling pillars that lay down across the ground; players can use these pillars as jumps and collect Item Boxes floating above them. Lastly, the pyramid's exterior acts as an anti-gravity segment, and players can scale the outside using ramps of scaffolding that extend around the bottom. Many of the original Battle Course 4's background elements, such as the additional pyramids and ruins, have been removed and replaced with simple hills and what appears to be a partially-destroyed version of the gate found at the starting line of GCN Dry Dry Desert from Mario Kart 8; the Yoshi Sphinx remains and has been moved closer to the stage's limits however.	
Returning Stages	GCN has been completely revamped for its appearance in Jake's Super Mario Kart in order to make use of the extra gimmicks introduced in Mario Kart 7. The stage is now set within a construction site, and while the ground portion of the stage remains nearly identical to its Double Dash!! incarnation (barring one significant change), Pipe Plaza's upper-tier has been changed drastically. The most notable change is that an extra set of pips has been added on the opposite side of the stage to the original placements, and as such the second-tier now stretches across the length of the stage, which is now completely surrounded by walls that are under construction. The second level's layout is similar in appearance to its original version, though have been mirrored in order to reach the opposite wall and no longer connect to the ground. The second tier is also set at a steep angle, being lifted up by a stagnant crane and thus now a zero-gravity segment, and is much higher above the ground. Like the stage's original appearance in the beta of Mario Kart DS, this version of Pipe Plaza is set at sunset rather than midday. 	
Returning Stages	DS 	
Returning Stages	Wii 	
Returning Stages	3DS 	
Returning Stages	3DS 	
Returning Stages	8D returns and is, like almost everything returning from Mario Kart 8 Deluxe, identical to its original appearance. 	
Returning Stages	8D returns from Mario Kart 8 Deluxe. It is nearly-identical to its original appearance in Mario Kart 8 Deluxe, though the dirt path on the left of the entrances now has a weathered brick path now cutting up the hill as well. 	
=== Mission Mode ===
Mission Mode returns in Jake's Super Mario Kart, having last been seen in Mario Kart DS. There are 40 new missions in the game, and feature a variety of different challenges on several different courses. The mode also incorporates elements from the online tournaments of Mario Kart Wii; such as modifying certain battle courses into race courses or pitting players against CPU racers with unique abilities.
Mission Mode is not unlocked by default: 5 missions are unlocked each time the player completes a cup for the first time in any engine class. That means the player must complete each cup at least once in order to unlock all missions.
Every ten missions (Missions 10, 20, 30, and 40) is a boss battle, where players are pitted against unique foes that do not appear anywhere else in the game. All boss battle missions take place in large octagonal rooms each with their own unique appearances and gimmicks that match the boss that is fought. Missions 5, 15, 25, and 35 are mini-boss battle missions, and, once completed, will unlock the miniboss for use in other modes as a playable racer. These boss battle missions are highlighted with blue backgrounds in the table below.
#	Objectives	Player	Opponent(s)	Setting
== Characters ==
=== Playable Characters ===
The player begins with the cast of Super Mario Kart on the initial start-up of the game: Mario, Luigi, Peach, Yoshi, Bowser, Donkey Kong Jr., Koopa Troopa, and Toad. All other characters are unlocked randomly after placing in first in Grand Prix or multiplayer VS. Mode races.
In addition to characters hailing from the greater Mario franchise that encompasses the Mario, Yoshi, Wario, and Donkey Kong series, several characters from other Nintendo properties also appear as playable characters. All of the guest characters remain hidden until the rest of the cast have been unlocked, and will then begin to become available once the same criteria that unlocks the rest of the roster is complete. These guest characters all previously appeared as Mystery Mushroom costumes in Super Mario Maker.
<tabview>
Jake's Super Mario Kart/Returning Characters|Returning Characters
Jake's Super Mario Kart/New Characters|New Characters
Jake's Super Mario Kart/Guest Characters|Guest Characters
</tabview>
==== Series Attendance ====
=== Non-Playable Characters ===
==== Course Obstacles ====
Hazard	Description	Courses
== Items ==
=== New Items ===
=== Returning Items ===
== Vehicle Parts ==
:See also: Jake's Super Mario Kart/Vehicle Colour Palettes
There are three types of vehicle parts: tires, bodies, and gliders. In addition to these three types of parts, there are four different types of vehicle types that are defined by their body types: karts, standard (outside-drift) motorbikes, sport (inside-drift) motorbikes, and all-terrain vehicles. Some body types change colour depending on the character that is using it; some additional bodies will change only should certain characters use them. Each vehicle features its own stats, though several are only shown in the game's coding and not to the player directly; the only stats shown to the player are Ground Speed (as "Speed"), Acceleration, Traction, Weight, Ground Handling (as "Handling"), and Off-Road.
Some parts must be unlocked before they can be used. Parts can be unlocked by collecting coins, with a random unlockable part becoming usable when the player's cumulative number of coins reaches a certain amount; every 50 coins up until the player collects 1000 coins, then a part is unlocked for every 100 coins collected. There do exist some exceptions to this, namely the three Gold vehicle pieces - the Gold Tires, Gold Standard, and Gold Glider. These three Gold vehicle pieces are unlocked simultaneously by obtaining a 3-star ranking on all cups across all engine classes.
Several vehicles return from previous Mario Kart games, while many new vehicle parts have also been added. Most of the vehicle parts featured in Mario Kart 8 Deluxe return, and feature their stat adjustments from that game. Additionally, like in previous games, some vehicles change colour depending on the character driving it, and all characters have their own unique emblem design that appears on some parts.
=== Vehicle Bodies ===
==== Karts ====
==== Standard Motorbikes ====
==== Sport Motorbikes ====
==== All-Terrain Vehicles ====
=== Wheels ===
=== Gliders ===
== amiibo Compatibility ==
Similar to Mario Kart 8 and Mario Kart 8 Deluxe, Jake's Super Mario Kart features amiibo compatibility. Unlike in those aforementioned titles however, by scanning certain amiibo figures the player can unlock bonus alternate costumes for characters when scanned as Miis are no longer playable characters.
=== Alternate Outfits ===
Costume	Corresponding amiibo
Bowser 	
MarAmiibo BowserWedding.png
Mario 	
MarAmiibo MarioWedding.png
Wario 	
amiibo Wario.png
== Gallery ==
ACL Jake's Mario Kart.png
ACL-Mario Kart 9 logo.png|Original logo, for "Mario Kart 9"
ACL-Mario_Kart_Switch.png|Original logo, for "Mario Kart Switch"
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Category:Amiibo Compatible Games
Category:Games
Category:Mario Kart Games
Category:Mario Games
Category:Racing Games
Category:Nintendo Switch Games