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Mario Kart 7

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This page details pre-release information and/or media for Mario Kart 7.

To do:

Mario Kart 7's development dates back to the conceptualization of the Nintendo 3DS, starting off as a proof-of-concept 3D version of Mario Kart Wii for the Wii.

Though reception was positive, the game proved to be divisive over time surrounding the directions the game took and the lack of several features from previous games.

Development Timeline#

  • circa. 2008 or 2009
    • A modified version of Mario Kart Wii is created to demonstrate stereoscopic 3D within Nintendo.
  • 2010
    • Early 2010 - Mario Kart 7 begins development with only 8 people on the team.
    • May 31 - The E3 2010 screenshots get taken.
    • June 3 - An E3 2010 autodemo is built.
    • June 14 - At E3 2010 Mario Kart (working title) is revealed to the public for the first time.
    • Late 2010 - Retro Studios joins the project to assist course design.
  • 2011
    • January 6 - The game is shown again at Nintendo World 2011, although it still closely resembles its presence at E3 2010.
    • June 2 - The E3 2011 screenshots gets taken.
    • June 7 - At E3 2011 more of the game is revealed to the public.
    • December 1-3 - The game gets released.

Early Development (2008/2009)#

In spring 2008, after finishing work on Mario Kart Wii, series producer Hideki Konno was asked by Satoru Iwata and Shigeru Miyamoto to take over development of the codename CTR project that would later become the 3DS. At the time, 3D was not a goal for the project.

In circa. 2008 or 2009, the team was experimenting with adding stereoscopic 3D to the system. Most of Nintendo was hesitant to try stereoscopic 3D again after the failure of the Virtual Boy, so to convince the rest of the company, Konno had Nintendo EAD's hardware team (comprised of only Takao Sawano and Hitoshi Yamazaki) connect a Wii to the 3D LCD screen and modify Mario Kart Wii to display in 3D. After demonstrating this to the skeptics within the company, Konno successfully convinced them to add 3D to the system.

While there is no direct connection between this experimental prototype and Mario Kart 7, it's likely that the prototype inspired some elements of the game.

(Source: Hideki Konno GDC 2011 Keynote (Game Developer article))

(Source: Hideki Konno GDC 2011 Keynote (Impress GameWatch article))

2010#

Early 2010#

Sometime in early 2010, the project began development. The team originally had only 8 people, as most of Nintendo EAD Group 1 was busy working on Nintendogs + Cats, on account of that game releasing sooner.

(Source: Iwata Asks: Mario Kart 7 - Volume 1: Joint Development with Retro Studios)

May#

Pre-E3 2010#

To do:
Include show floor videos from Nintendo World Report and others.

The playable build from the show floor was recovered from an early 3DS console among many other E3 builds and released on October 25, 2025, although below is a slightly earlier build.

Logo

  • This logo is a placeholder from Mario Kart Wii.

Screenshots#

All of these screenshots from this build date back to May 31, 2010.

The E3 2010 Press Kit has some screenshots of this build that are shown below.

Wuhu Loop/Wuhu Island Loop

Pre-E3 2010

Final

*The jump ramp and the coin are missing.

Pre-E3 2010

Final

*This is very different.

Mario Circuit

This level in this build matches most things seen in Gctr_MarioCircuit_Divide but with cherry blossom trees insead.

Pre-E3 2010

Final

*The early Mario emblem can be seen.

  • The cherry blossom petals don't stay as much on the ground.
  • The trees are a little more pink then in the final.

Pre-E3 2010

Final

*The jump ramp and the coins are missing.

  • There's a star on top of the balcony.
  • The castle roof is more contrasted.
Rock Rock Mountain/Alpine Pass

Pre-E3 2010

Final

*The jump ramp and the coins are missing.

  • The metal girders are brighter.
  • Some of the pipes are missing.

Pre-E3 2010

Final

*The glider ramp and the coins are missing.

Pre-E3 2010

Final

*The leaves are darker and the coins are missing.

Late 2010#

When development of Nintendogs + Cats was nearing completion, Hideki Konno shifted attention to Mario Kart 7 and came to the realization that there were not enough EAD staff members available to complete the game in time for its planned release. After consulting with Shinya Takahashi and Kensuke Tanabe, they decided to ask the Texas-based Retro Studios to assist in developing the game, around the time Retro was finishing development on Donkey Kong Country Returns. While initially nervous, the Retro staff members accepted the opportunity with open arms and officially joined the project sometime in late 2010. They became responsible for designing about half of the game's courses.

2011#

Nintendo World 2011#

Demo Sequence#

To do:
See if there's more.

Watch on YouTube

While the build may look like the demo built on June 3, 2010, there are some differences.

  • The copyright text has been changed to "2011", due to the demo being built a year after.
  • There's no "Thank you!" message at the end of the preview.

June#

E3 2011#

To do:
Add all the E3 2011 screenshots.

  • This version is a lot more cyan than the E3 2010 logo and the final logo.
  • The trademark symbol is taller here like the final.

Videos#

Watch on YouTube

  • The title screen can be seen and is very different.
  • The music for the character selection screen is from Mario Kart Wii.
  • The stats don't show up.
  • The shadow on the character boards on the bottom screen is to the right, in the final it is to the left.
  • There are item boxes now.
  • The timer only shows up after finishing the race, in the bottom right corner, with a different font and a translucent black background.
Gameplay
  • The demo included the spiny shell with wings in the item roulette. In the final, it is replaced with the wingless version.
  • Several ramps in Rock Rock Mountain are not present. Additionally, there are more coins in the first turn before the cave, and the coin placement near the boulder area is different.
  • The coin placement in the pier of Cheep Cheep Lagoon is different, and there are no Crabs in the cave.
  • The Screaming Pillars in DK Jungle do not have the occasional scream. The coins just before the red flower are Item Boxes in the demo. There is an additional DK Barrel in the second turn leading to the red bouncy flower, and the bridge before the jungle area lacks guardrails. Also, there are no Frogoons in the jungle area. In the music, the organ was louder.
  • The music for the character selection menu, the results screen and final lap sound effect were all taken from Mario Kart Wii.
  • There were two laps instead of three, and Lakitu says Final Lap instead of 2/2.
Daisy Hills

E3 2011

Final

*"King of Speed" sponsors can be seen.

Rock Rock Mountain/Alpine Pass

E3 2011

Final

  • The pipes are more green.
DK Jungle

E3 2011

Final

*The fences are missing

N64 Kalimari Desert

E3 2011

Final

MK7-Final N64KD.png

There are more cacti.

Wii Maple Treeway

E3 2011

Final

* There are no Wigglers.

  • The tree's shading appears to be unfinished.

August#

Gamescom 2011#

Videos

Watch on YouTube

  • The music used is the one for the live online replays.
  • The item roulette doesn't glow after stopping.
  • There are coins in this build but no coin counter.
  • There are gliders now.
    • The points you get are also shown here, with the same font.
  • New items aren't here and the winged Spiny Shell is still present.

Exact Date Unknown#

Toad Circuit#

Prerelease

Final

This version of Toad Circuit shows a few noticeable differences:

  • The finish line billboard was originally the same one from Luigi Circuit in Mario Kart Wii.
  • The bottom screen map shows an earlier design of the course. The sides of the road originally only had grass, the buildings on the left side were missing, and the sides of the road that aren't grass had different design.
  • There are what seems to be big white cubes in the place where the small pillars with mushrooms are in the bridge.
  • Yoshi seems to be driving the Gold Standard. CPUs cannot drive this kart in the final version of the game.

Near Final Builds#

Videos#

Watch on YouTube

  • Menu music and most other SFXs are taken directly from Mario Kart Wii.
  • Every course has only 2 laps.
  • The jump ramp in Rock Rock Mountain is still missing.
  • Yoshi's voice has a echo underwater.
  • (At 3:23) The Mario Kart Logo is a bit pink.
  • The fences in DK Jungle are still missing.
  • (At 4:55-5:10 and 5:50-6:05) The DK Jungle Music sounds different.

Screenshots#

Kart Selection Menu

Early

Final

  • The stats are completely different.
  • The stats also look different.
  • The truss stand is also lower.

*

Early

Final

  • The stats are completely different here too.
Results Screen

Early

Final

*The board is thinner.

  • The board has round corners.

Manual Build#

Manual

Final

*The coin locations are different.

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