All Mario Kart Wii Tracks Wheel

Thirty-two tracks, sixteen new and sixteen pulled from four earlier games. SpinyWheel's All Mario Kart Wii Tracks Wheel spins the full roster at 3.1 percent each, for random Grand Prix, time trial challenges, and settling what to race next.

Half the game is older than the game

The roster splits evenly, and the retro half spans four console generations reaching back to 1992:

OriginTracksChance per spin
New to this game1650%
Nintendo 64412.5%
GameCube412.5%
Nintendo DS412.5%
SNES and GBA412.5%

Four tracks from each of four earlier games, evenly balanced. That structure has been the series convention since the DS entry, and it means a random spin has an even chance of landing you somewhere designed for hardware two decades apart.

The generational gap shows in the driving. The oldest tracks were built as flat loops for a game with no jumps, no gliders, and no elevation to speak of, so they play shorter and simpler than anything designed natively for this entry. A spin returning one is a different kind of race, not just a different layout.

Four cups of four, and the wheel ignores them

The game groups tracks into eight cups of four, run in a fixed order. Spinning breaks that structure entirely, which is the point.

Grand Prix teaches you four tracks in sequence and always the same four. A random four-track session pulls from the whole roster, so you race combinations the game never puts together and lose the rhythm of a cup you have memorised. That is harder and it is where the improvement is.

Remove each track after racing it and 32 spins covers the full game with nothing repeated, which is a genuinely satisfying way to run a complete playthrough. Eight spins with removal produces a random two-cup session.

The tracks people actually avoid

Every roster has entries that never get picked in a friend lobby, and this one is no exception. Some tracks are unpopular for layout reasons and some for how they behave with items, and either way the effect is the same: a group voting on tracks converges on the same six or seven every session.

That convergence is the argument for spinning. The tracks you never choose are the ones you have never learned, and a course you cannot drive well is a course you will lose on when it eventually comes up.

Weights soften it for a casual session: entering 3, Coconut Mall ๐Ÿฅฅ favours crowd-pleasers while keeping the rest reachable. For a serious run, leave the odds flat and take what lands.

Random Grand Prix and challenge runs

The wheel supports formats the game does not. Spin four tracks for a custom cup, spin one and set a time to beat, or spin a track and a restriction together.

SpinyWheel's Dual Wheel returns two results in one landing, so a track and a challenge arrive at the same moment: 32 tracks against six restrictions give 192 openings, and the rule cannot be chosen to suit whichever course you drew.

Blind Mode keeps the labels hidden until the wheel stops, which is worth using in a group so nobody starts lobbying for a re-spin mid-turn. For another roster-based challenge, the All Brawlers in Brawl Stars Wheel runs the same pattern, and browse the wheel library for other gaming wheels.

FAQ

Thirty-two, arranged in eight cups of four. Sixteen are original to the game and sixteen are updated versions of tracks from earlier entries, drawn evenly with four each from the SNES and GBA era, the Nintendo 64, the GameCube, and the Nintendo DS.

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