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Talk:Mario Kart 64

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If someone were bored enough they could go through and document all the unused debugging text and the textures/voices changed from the Japanese version. HyperHacker 01:38, 22 November 2010 (EST)

winning results music

I know it's over a hour long but is the full in-game version online anywhere? --Mrkoolnerd (talk) 14:54, 2 September 2021 (UTC)

Yes you can find it here https://youtu.be/CF7dlRQZfyc --Triclon (talk) 08:49, 25 September 2021 (UTC)

Feather item?

Back in the early N64 days, I recall seeing a printed ad of MK64 where one of the screenshots featured a feather item (presumably the same item as in the original SMK). The fact that I could never find it in-game confused me back then. So, my question is whether or not any remnants of this item still exist in the game. --Smallhacker 04:19, 28 September 2011 (EDT)

You know, I think I remember that too, and I hardly know anything about MK64. I seriously doubt there's any remain, though, but it's worth a shot. {EspyoT} 06:00, 28 September 2011 (EDT)

Unheard Portion Of The Title Screen Music

Should it be noted that a few seconds the title screen theme are usually unheard because the attract demo ends a few seconds earlier than the music, and the music fades out? The music can be heard by enabling the debug menu and waiting or by using cartridge-tilting to crash the game at the title screen. --JetForceGemini64 08:44, 19 April 2012 (EDT)

Yeah! After all, it's unused. But... well, not doubting or insulting you or anything, but, have you tried pressing a few buttons on the title screen so that the demo mode is delayed? {EspyoT} 12:39, 19 April 2012 (EDT)
The demo mode doesn't delay. I tried. -- Sheeza 12:43, 19 April 2012 (EDT)
To hear it just enable the debug menu ,use the code 8818EDEF 0002 and press the GS button or F9 at the title screen. With the debug menu enabled, the game doesn't go into the demo and the entire song plays. --JetForceGemini64 20:11, 20 April 2012 (EDT)

Bug?

"Due to a binary counter bug, the first segment repeats 64 times (for 53 minutes!) before the second segment ever has a chance to play."

Are we sure this is a bug? I presume someone examined the code, but I haven't seen any of the research.

Also need to confirm if those "unused item boxes" are just the used ones doing their float-up-from-the-bottom animation. 03:58, 14 June 2012 (EDT)

Mario Party voices?

They didn't reuse Mario Party's voices! MP's voices came from the JP release! Also shouldn't we mention that Mario Kart: Super Circuit used it? Dr.Nick

Prerelease

According to MarioWiki, the prerelease of Mario Kart 64 had Kamek being in the place of Donkey Kong (in the character selection screen), the portraits of the characters are facing you instead of the left side, the HUD was different, the Cape Feather was originally an item, item boxes are black with colored question marks on them, and the Boos on Banshee Boardwalk were different. Mind uploading the pictures so I can create the page? --EP41 (talk) 02:11, 12 August 2014 (EDT)

Here are some links to the screenshots:
Mind uploading them for me? Let me know if you did. --EP41 (talk) 14:04, 12 August 2014 (EDT)
I think this kind of thing go to the 'Prerelease' pages, so upload them there and Bob's your uncle. :D --Termingamer2-JD (talk) 03:21, 19 August 2015 (EDT)

Unused Bomb Warning Feature

So just a few moments ago I came across this video about an unused feature which flashes a warning on your screen when you approach a "Bomb Kart". Could it be in some way added to the article? Superjustinbros (talk) 01:42, 2 April 2015 (EDT)

Winter Bomb

While browsing an archive on Nintendo of America's site, I came across the following image, which seems to include a winter themed bomb in Frappe Snowland. Is this in any version of the final game?
MK64WinterBomb.jpg
Source: https://web.archive.org/web/19961222150000/http://www.nintendo.com/product/kart_frame.html (You will have to click the right arrow several times; it is the last image shown.) --Grandta13 (talk) 01:10, 31 May 2015 (EDT)

I am going to venture a guess that "Winter Bomb" sprite is a beta/old version of those annoying snowmen in Frappe Snowland. --Triclon (talk) 04:31, 18 August 2019 (EDT)

AI Unused Things

Hi, Termin again. Messing around on Talk Pages!

I was reading on youtube in a video showing the CPU-as-player code played across all maps, I found an interesting statement: if the CPU value is set to D0 which allows for getting items out of the box and (incomplete) drifting. Usually this is set to 90, which is simpler, cannot use Item Boxes and drafts to keep the player up.

Since, the AI gets items due to their proximity of each other, position in the race and where they are in general.

Apparantly it may be done to stop lag on an actual N64 system since setting it to the unused value makes it really lag, according to the person.

I think it's worth documenting: since it is a) unused, and b) incomplete. What'd ya think? --Termingamer2-JD (talk) 03:26, 19 August 2015 (EDT)

The D0 CPU value actually is used during the "demo" sequences that automatically play if you don't press any buttons on the title screen to control whatever normally human controlled characters are shown on screen. It was likely created to give the CPUs the full range of animations and abilities (e.g. running into an item box actually picks up an item) for the demos. It is unclear if the developers intended for this to be for VS mode CPU bots or for smarter more realistic AI in GP mode.--Triclon (talk) 04:41, 18 August 2019 (EDT)

Debug Menu for Wii VC?

Can somebody give me a Gecko code for the debug menu so I can use it with the Wii Virtual Console version of Mario Kart 64? --SMASH SMASHES ITSELF WHEN MegaSuperab JOINS IN!! (talk) 15:02, 7 August 2016 (EDT)

MK64DD?

Hey guys! I remember seeing a video a few years go, and it was a video from 1996-97 with Miyamoto and others showing off the 64DD and some games. Among those games was Super Mario 64DD (which has been found, of course) and... Mario Kart 64DD! It would be amazing if this disk was found! --ComboOfWombo

Mario Kart 64DD? I don't think that was ever confirmed. As for the video, we know of Super Mario 64DD and it's been dumped already, but I don't know what video you're talking about that had MK64DD. --From: divingkataetheweirdo (talk) 19:24, 6 February 2017 (EST)
I found a mention of it here, though I don't know if this was really a thing that was made... BlueYoshi (talk) 14:40, 13 January 2024 (UTC)

Frame limit differences

Greetings! The PAL version runs at 25 frames, the NTSC version runs at 30 frames. Shouldn't this be mentioned? Gisliotr (talk) 13:35, 29 July 2018 (EDT)

Kalimari Desert Beta?

https://www.mariowiki.com/File:Mario_Kart_64_Kalamari_Desert.jpg Is that an beta version of Kalimari Desert? This is an official artwork for the game but... why there is the N64 Express (the train) in the plains/mountains? And there's is not that much Kalimari Desert beta footage so maybe this is a clue.--BlueYoshi (talk) 14:45, 26 April 2019 (EDT)

It's promotional graphic art that includes a mishmash of elements from different tracks. The fact Donkey Kong is in there, and not Magikoopa, suggests this was not based on a beta version of the game. Unless you have more information suggesting it was based on the beta version of Kalimari Desert, you are probably reading too much into it. --Triclon (talk) 17:06, 26 August 2019 (EDT)

It's debug menu is 11/15, suggering it was pretty late in developpement if it's from chronological/last edited order, we have no early beta footage of Kalimari Desert like I said and Kamek was probably jusrt a placeholder to wait while Rare was providing the DK model so they could have make artwork with him, also Kamek was not in late beta footage.--BlueYoshi (talk) 16:24, 2 October 2019 (EDT)

Leftover of Without Item mode?

There's graphics for a Without Item mode.

I found, if I change Texture_132B50_6, Texture_132B50_7 and Texture_132B50_8 to transparent and re-import them with Pitstop 64, I can't receive items anymore (at least in GP 1 player). Maybe a leftover of this mode? --BlueYoshi (talk) 16:43, 10 November 2019 (EST)

I can't imagine changing the textures would affect the game logic. Probably something else is getting corrupted there. (talk) 17:53, 10 November 2019 (EST)

Unused CPU item code

Recently I released a rom patch (http://www.romhacking.net/hacks/4802/) that reenables some unused code left over in the rom for items that CPUs never actually use in the game (green shells, red shells, multibananas, and triple mushrooms) and I think it all deserves a write up. If you look at the debugger text left over in the rom, you can see the green shell, red shell, and multi-banana functions for CPUs they were trying to debug before they had to ship the game.

Micro500's notes do a good job documenting the code here: https://github.com/micro500/mariokart64/wiki/CPU-Item-Spawning

Some of this code works well, other bits of it are glitchy or were never debugged by the developers. A glitch in the voice clips that play for CPUs when they fire shells causes the game to crash. With a lot of trial and error, I managed to find a way around the glitch for my rom patch, but apparently the developers never did and maybe that is why CPU shells were removed from the game.

When I have some free time I will start doing a write up about all of this. --Triclon (talk) 04:16, 20 November 2019 (EST)

(fast) tracks

Is there any reason why the Zophar Music rip of Mario Kart 64 have fast versions of every track? Does the game's code have any methods to play the faster versions of tracks such as the menu theme, or is that just the ripper who made all the tracks faster for completeness' sake? They don't all get used in the game, do they? If not, is it notable to write in the article? Link to the zophar rip: https://www.zophar.net/music/nintendo-64-usf/mario-kart-64 --TheDoc (Talk) 05:34, 11 January 2020 (EST)

The music speeds up on the final lap. The game's code can definitely change the music speed. In fact, there is Gameshark code for it. Not sure why there are fast versions of non-track songs in the rip. The ripper probably just created the fast versions of all the songs and was too lazy to go through and weed out the fast versions that never actually appear in game. --Triclon (talk) 06:06, 11 January 2020 (EST)

Outdated info about "large feather jump state" - new discoveries

The "Feather Jump State" entry contains outdated info about the so called "large feather jump". Within the gigaleaks code there is proof, that this state would have been used as a player hit state for the scrapped tornado hazard, that was supposed to appear on Kalimari Desert. This is further supported by the slowdown for the player and a negative voice line which plays upon activation.

The info on the "small feather jump state" (in this case the "only one") still is correct. The source link also still has the outdated terms.

Should this information be added/changed with the newfound knowledge here or is it better suited for internal material, hence the source of it? --Litronom (talk) 13:42, 30 June 2021 (UTC)

As the bulk of the data is in the final game, I think it should go on the main page, but a mention of the evidence from the internal material can still be included. --Hiccup (talk) 21:31, 30 June 2021 (UTC)

Controller Pak Data

I found this while messing around with Mario Kart 64. The question is, how do you find/activate it? --EvaTheWingdale, October 31st, 2021

You just turn the game on while pressing START --Skawo (talk)