Mickey's Speedway USA (Nintendo 64)

Mickey's Speedway USA is a racing title by Rare in a similar way to Diddy Kong Racing, with the obvious exception that the drivers have been replaced with various Disney characters.

Big thanks to SubDrag and Coolboyman for finding most of the unused content seen here. 

Debug Mode


A simple debug mode can be enabled by entering the following button sequence on the title screen (directions refer to the d-pad):
 * Right, Up, B, B, Up, Left, B, Z

Alternatively, this GameShark code will also unlock the feature:

After the code is enabled, DEBUG TOGGLED will appear momentarily. Whatever "rub bulbz" is supposed to mean, the game will now display various details about player 1's position on the track: exact X, Y and Z coordinates, and the angle (A) their kart is facing.

Crash Debug Screen


A crash debug screen exists in the game. The most common way to trigger it is through cartridge tilting. To trigger it, the player must start a race with at least two players without any CPU racers, then grab an item box until they obtain a paint splatter. The player must now pull out the left end of the cartridge until the sound starts cracking, then push Z and the game will freeze and the screen should appear. It's entirely random if the screen will appear.

Possible Leftovers
These strings may have been left over from Jet Force Gemini: Player hit (soft) Player hit (normal) Player hit (hard) Player Fired Player Threw Grenade Enemy hit (soft) Enemy hit (normal) Enemy hit (hard) Killed Enemy Player Saved a Bear Player hit a Bear Player Killed a Bear Enemy killed a Bear

Developer Related
There are a bunch of text strings in the rom that are error messages for various scenarios.

Hint text load failed - load table is full!

No I'm not playing MIDI sequence %d, its over 32K WARNING: Sync arrived before wait - music will be out of sync with sequence I'm not playing any ditty over 4K nowadays (%d) amSndPlay: Illegal sound effects table index amSndPlayDirect: Somebody tried to play illegal sound %d Invalid midi sequence index audio: ai out of samples OH DEAR - No audio DMA buffers left Dma not done OUT OF AUDIO POINTS It# am: Unknown OSCILLATOR type %d am: Out of oscillator states Objects out of ram(1) !! ObjSetupObject(1) Memory fail!! ObjSetupObject(2) Memory fail!! ObjSetupObject(5) Memory fail!! ObjSetupObject(6) Memory fail!! ObjSetupObject(3) Memory fail!! ObjList Overflow %d!!! NoAddObjList Overflow %d!!! ObjSetupObject(4) Memory fail!! objSetupObject: clone shadow set up failed objSetupChild: memory fail

WARNING: visible blocks exceeded 100 trackPolyHeight: Overflow!!! trackGetHeights: Height list overflow

The maximum number of camera objects has been exceeded. Cannot delete camera object, it is not in list

Error: Model no. out of range on load. !! TEXTURE ERROR!! %d,%d Error: Model table overflow!! CREATE LOD MODEL :: null model pointer! MODELS Error: Tryed to deallocate non-existent model! MODELS Error : cannot free NULL model instance pointer!! WARNING: Stack overflow/underflow!!! Camera Error: Illegal mode! Cam do 2D sprite called with NULL pointer! LOADLEVEL Error: Level out of range

18/08/00 13:08 pmountain null setting up freeing processing exploding WARNING: couldn't find 'ra=0x666' in function %d

(%x, size = %d bytes) packBitStreamInit - alloc error
 * mmAllocAtAddr: size = 0 ***
 * mm Error *** ---> No more slots available
 * mm Error *** ---> Can't allocate memory at desired address.
 * mm Error *** ---> Can't free ram at this location: %x
 * mm Error *** ---> stbf stack too deep!

Fix odd failure! Fix even failure! packSaveTime:No EEPROM SAVING TIME: %d, at %d, size %d packSaveTime: SAVE ERROR (Time) packSaveTime: SAVE ERROR (Checksum) SAVE: CHECKSUM = %x packLoadTimes:No EEPROM packLoadTimes: LOAD ERROR (Times) packSaveTime: LOAD ERROR (Checksum) TIMES: (%x == %x) Checksum error - set default times packSetDefaultTimes:No EEPROM packSetDefaultTimes: SAVE ERROR (Times) packSaveTime: SAVE ERROR (Checksum) DEFAULT: CHECKSUM = %x Global Flags size = %d packLoadGlobalFlagsEprom:No EEPROM packLoadGlobalFlagsEprom: LOAD ERROR Loaded Globals :: (%04x == %04x) ? RESET GLOBAL FLAGS

packSaveGlobalFlagsEprom:No EEPROM packSaveGlobalFlagsEprom: SAVE ERROR Saved Globals :: %04x packResetSaveEprom:No EEPROM packResetSaveEprom: SAVE ERROR

(Audio task) (Game task) (DI task) (DI benchmark test) (Clone task) (Refract task) (Blur task) (Unknown task type %d)

RCP TASK INFO - type = %u flags = %u ucode_boot = %p ucode_boot_size = %u ucode = %p ucode_size = %u ucode_data = %p ucode_data_size = %u output_buff = %p output_buff_size = %u data_ptr = %p data_size = %u framebuffer = %p Branch DisplayList Crash gfx ptr = %x Crash gfx ptr = %x Surrounding traces: Previous: %s:%5d gfx=%x Next: %s:%5d gfx=%x No traces available scheduler: Looks like the SP has crashed %s scheduler: Looks like the DP has crashed %s 2.7 SP CRASHED, gfx=%x DP CRASHED, gfx=%x Version %s
 * CHILD DISPLAY LIST
 * GFX overflow **
 * MTX overflow **
 * VTX overflow **
 * POL overflow **

unknown WARNING: Unimplemented linkage operation %d ERROR:MIPS_HI16 without matching MIPS_LO16 REALLOC: %08x (%d) unknown

Error: Texture no %x out of range on load Restore to %x TEX Error: Palette memory overflow!! TEX Error: TexTab overflow!! texFreeTexture: NULL tex!! TEX Error: Tryed to deallocate non-existent texture!! SRPBUF overflow!! Error: Sprite table overflow!! texFreeSprite: NULL sprite!! TEXSPR Error: Tryed to deallocate non-existent sprite!!

SCREEN: No out of range!! loadFrontEndItem - Item no %d out of range 0-%d UNKNOWN TRACK Queued %d) %d

Triangle Rectangle Sprite Points Midels Unknown trigger type in partInitTrigger %d, Max %d Unknown trigger type in partInitTrigger %d, Max %d Unknown particle type in partInitTriggerPos %d, Max %d Unknown trigger type in partInitTriggerPos %d, Max %d allocParticle: Illegal particle type %d %s particle buffer full Particle of type %d has been freed twice, this is Super Safe, Honest! freeParticle: Unknown particle type %d Drawing Line %08x (Print less text!) diRcpTrace: Buffer not allocated! diRcpTrace: Buffer overflow!
 * diPrintf Error *** ---> Out of string space

ERROR TURNING OFF POWER ERROR TURNING OFF POWER Get status error ERROR TURNING ON POWER READ/WRITE ERROR %d ERROR TURNING ON POWER Get status error - reset

Bad soundState: voices =%d, states free =%d, states busy =%d, type %d data %x playing a playing sound Nonsense sndp event Sound state allocate failed - sndId %d WARNING: Attempt to stop NULL sound aborted WARNING: Attempt to modify NULL sound aborted

WARNING: region %d seems to be its own child AIO_RACE AIO_NONE Length of track = %f ERROR: asked for SP %d but model only has %d CPE:Out of workspace

Particle warning: colour cycle table exceeds 255 entries

WARNING: MAX_POSTPONED_READS too small

polyFontCreate: mmAlloc failed

MAX number of actions exceeded (%d) Invisible Window Story %d >> %d Main Window Freed

Note: Buried in the developer related strings are the version number (2.7), as well as the SP CRASHED, gfx=%x and DP CRASHED, gfx=%x messages that appear on the crash debug screen. Also, the Invisible Window string appears 19 times in a row.

Item/Object Names
This is a list of items and objects in the game. Some have different names, others don't have a name in-game, and some don't exist at all.

RadioCar SmartMissile CollectableCrat CollectableMult PlayerShield RainCloud CoinPickup MultiCoinPickup RegionPoint RegionInfo Checkpoint TriggerPlane TriggerSphere TriggerRect noexit animnoexit zblock fogchanger exit BSPobject StaticCamera MenuCamera MenuCameraFocus TrackCam Vdf)verride setuppoint animator texscroll rgbalight LightBeam weather lensflare RangeTrigger Dispenser BoostPad OilSpill bubbler wfallspray Flame MudPatch MudWaveMaker Coin MultiCoin CarryCoin UpsideDownBomb Bomb Snowball Banana

GearShaft BatteryBox CoolingFan SparkPlug

AnimCamera AnimTrigger FlagTrigger audio ButterflyBait sparklything GCLantern GCSpriteBush PostSprite PineTreeSprite SkiLift ColoSign AnimFount FlowerSprite BirchSprite1 WashBushSprite1 Poshlitesprite dome dome1 dome2 dome3 dome4 dome5 dome6 dome7 dome8 dome9 dome10 dome11 TrackFadeExclus OverrideCamera AnimGlobalLight BlockAnim LightShow

MickeysHead MickeysWall MickeysTV MickeysTVFin MickeysTVTT CupBlackBoard MickeysAlbum BattleCupboard ToyCarTrack ToyCar1 ToyCar2 MickeysDesk MickeysBin MickeysSofa MickeysLamp

MickeysPostcard MickeysCup MickeysPlant MapBook MapBook1 CharSelectFrame VonDrakesComput

Gizmo GizmoCup BouncyB BStack CStack DStack EBlock FBlock GStack HBlock AAnewblock ABnewblock ABnewblock1 ACnewblock ADnewblock AEnewblock AFnewblock BAnewblock BBnewblock BCnewblock BDnewblock BEnewblock CAnewblock CBnewblock CCnewblock CDnewblock DAnewblock DBnewblock EAnewblock FAnewblock GAnewblock HAnewblock LPost RoadBlock MLiberty GoldTrophy SilverTrophy BronzeTrophy ElkMan VonDrip ElkLady BaseBall BouncyWheel Crane Vulture Donkey Seagull Cactus Shuttle ShuttleSmoke BigBird Chicken Butterfly LAPalm BattleBalloon Leaf Paper Coconut ChickenEgg CoconutTrigger BWheel EggSplat Warning VolcanoSmoke WaterRipple

The most notable things here are Gizmo and GizmoCup. Gizmo is a character from the Ducktales series, and never appears in this game.

Game Related
CHAMPIONSHIP There is no game mode named Championship.

Idaho There is no track named Idaho in the final game.

Ghost Data
A small cluster of strings suggests that Speedway was intended to save player ghost data on a memory pak, much like Mario Kart 64. The final game stores all player ghost save data on the cartridge.

WON ghost token (%d/21)

MSU-GHOST Mickey Minnie Donald Daisy Goofy Pete Huey Duey Louie Ludwig %s %s Slot : %d Size : %d %s %s Time: %02d:%02d.%02d Slot : %d Size : %d %s %s Pak Free : %d MORE MORE PAK PAGE LOAD GHOST SAVE GHOST ERASE FILE TASK DONE NO PAK PAK ERROR PAK FULL YES NO RETRY ABORT SAVE TO SG SAVE GHOST EXIT MSU-GHOST MSU-GHOST MSU-GHOST

Miscellaneous
Hidden with the rest of the used text is an unused string of text. This string appears 4 times. Hullo Pluto! Look! I've got stupid big ears!

Unused Tracks
All tracks can be seen in this video. Furthermore, all unused tracks use Speedway's "Malibu" music as a default. xnBOzPy5LbY

Early "White House" Track
There is an early version of the White House battle track. It is titled "maze" in the ROM. The collision is intact. There is an unused Token Cannon on this track that shoots out a total of 20 "Oomph Tokens". The cannon has no collision and can be driven through. The animation is intact and appears on the two unused battle tracks.

Battle Tracks
The first two tracks are texture-less and contain the unused Token Cannon.

Battletest
The first battle track is named "battletest" in the rom. The track features two towers at opposite ends, each with an entrance. The entrances go to an underground area, seen in the third screenshot.



Cascade
The second battle track is named "cascade" in the rom. The main feature is that it has three height levels, cascading downwards.



Practice
There is also a carbon copy battle version of the Practice stage. It's identical to the original Practice stage, with the exception of any seagulls or chickens in their respective locations. It's possible that this was a planned battle track that was scrapped for battle, but left in so it wouldn't go to waste. Pressing "A" to accelerate automatically ends the level.



Test Map
A very empty test map exists. Its file name is "mushcan". There is a large empty space in the middle of the map. Some of the hole is actually transparent track. The only way to move around on this map is by driving in reverse. Pressing "A" to accelerate automatically ends the level.



Leftover Tracks from Other Rare Games
These maps are bare and do not contain any objects, unless specified.

Mizar Race
The first leftover track is Mizar Race from Jet Force Gemini. All collision data is intact. The map may have been used for testing. Two object placeholders appear on the track: "Bomb Collect" and "Upside Down Collect".

Greenwood Village
The second leftover track is Greenwood Village from Diddy Kong Racing. Collision is intact and this map may have been also used for testing.

Unused Skybox
All of the above tracks use skybox textures from Jet Force Gemini which isn't used on any of the other tracks.

Unused Multiplayer Mode: Capture the Flag
The unused battle tracks have proven that there is an unused multiplayer mode in which players must collect Oomph Tokens and bring them back to their personal hub. This mode appears in the "maze", "cascade", and "battletest" maps. In the "cascade" map, all four player hubs are next to each other. Once the player drives over their hub, the tokens disappear and more tokens are shot out of the Token Cannon. "Maze" allows for a total of 20 tokens on the map at one time, whereas "cascade" and "battletest" limit this to 8 tokens.

Television
Mickey's face was intended to be animated on the TV screen. This could have been cut because of time constraints, inaccurate modelling, or CPU lag.

Detailed Trophies
These trophies are never seen in the game. The gold trophy continually rotates on a horizontal axis and the silver & bronze trophies stay still. There are sparkle effects on the trophies. The flags are intended to display "1st", "2nd", and "3rd".



Disney Castle Logo
The well known Castle Logo was rendered in 3D. It was probably meant for the beginning credits. The camera starts close-up on the castle, and zooms out to where the screenshot is. The flags continue to wave.



Disney Castle Awards Ceremony
This castle appears to resemble Le Château de la Belle au Bois Dormant, the castle present at Disneyland Paris. There's a short animation and song here. The camera pans from the first screen to the position in the second, and then pans to the final centered position. Once the song is done, a cartoon *bang* sounds. There appears to be a transparent gold award falling from the top of the screen. This can be seen in the third screenshot. Flags continue to wave here as well.



Unused Ceremony Song


A short song that plays during the Disney Castle Awards Ceremony. It can still be listened to in the sound test as tune number 7.

Malibu (Early Version)


An early version of the song for Malibu. It can still be listened to in the sound test as tune number 8.

Broken Records in Time Trial
Each character (except Goofy, Donald, and Dewey) has dialog for breaking a course record. The final game uses one of three "New record!" lines from the nephews.

Item Delivery
There are some alternate takes for certain items.

Trace Chaser
There are also a handful of item delivery lines that match Ludwig's final dialog for the ImpervoShell.

Regional Differences
Some slight regional differences exist.


 * This language select screen only appears in the European release of the game.


 * The Japanese title screen actually shows Mickey. The Japanese version uses a different font style for English lettering.


 * The Nintendo Logo is different between these versions.


 * The text on the giant tire in the Indianapolis track was changed from Speedway to Speedy. This was most likely because the Japanese game title doesn't have the word speedway in it.


 * Triple is misspelled in the European release. This is peculiar, because the European version was released after North America.