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Mario Kart: Super Circuit

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Title Screen

Mario Kart: Super Circuit

Also known as: Mario Kart Advance (JP)
Developer: Intelligent Systems
Publisher: Nintendo
Platform: Game Boy Advance
Released in JP: July 21, 2001
Released in US: August 26, 2001
Released in EU: September 14, 2001
Released in AU: September 13, 2001


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page
BugsIcon.png This game has a bugs page
DCIcon.png This game has a Data Crystal page

See, this is why server preservation is important.
This game/console's online features are no longer supported.
While this game/console's online features were once accessible, they are (as of December 14, 2002) no longer officially supported and online-exclusive features may be documented as now-unseen content.

Mario Kart: Super Circuit is the third game in the Mario Kart series, the first to be released on a handheld system, and the first not to be developed by Nintendo EAD. The game uses a similar pseudo-3D engine to Super Mario Kart along with the same control scheme, but includes all of the characters and several items from Mario Kart 64, even sharing a number of sprites from it. In December 2011, it was released for the 3DS Virtual Console (with no difference aside from lack of multiplayer functionality), as part of the 3DS Ambassador Program.

Interestingly, this game would be the last to use Mario's 1996 design that debuted in Super Mario 64. Starting with that September's Luigi's Mansion, Mario's model would be replaced both in games and in promotional material.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
Read about notable bugs and errors in this game.
Bugs

Unused Tracks

SNES Battle Courses

Tilemaps and minimaps exist for all four of the Battle Courses from Super Mario Kart. These could have been used as placeholders before the new ones were completed, or it may have been possible to unlock these courses just like the tracks at one point. Unlike all other tracks and battle courses in the game, which are stored in chunks, these are each stored in one piece, the same way Super Mario Kart stores its battle courses. All of them use Super Circuit battle mode theme for their music.

They occupy track IDs 0x34 to 0x37 and can be played using the GameShark code 33003621 00XX.

Award Ceremony

This is the track seen during the Award Ceremony sequence after finishing a cup. It reuses the music, tileset and minimap from Peach Circuit; some sprites for the trees are also loaded but aren't present in the scene proper, since most of the track can not be seen during the sequence. The AI route was not programmed for other characters. Its ID slot is 0x1C.

Removed Tracks

The slots 0x0 to 0x3 and 0x1D to 0x1F are not assigned any track. Trying to load them will crash the game.

Unused Items

Bob-omb

The Bob-omb icon may have been intended for when a player becomes one in Battle Mode, as instead the player's portrait is crossed out, or for something similar to the Bob-omb item in Mario Kart: Double Dash!!. Along with the other used items, the Banana Bunch, and Fake Item Box from Mario Kart 64 were likely also supposed to make a reappearance, but did not appear in the retail game. The Golden Mushroom was cut from the game due to it not working well with the size of the tracks.[1]

These items can be accessed using the item modifier GameShark code 83003D12 10XX, not including the Bob-omb.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: How does the Golden Mushroom handle its timer? More specifically, what address does it use, and how long does it last exactly?
The Bob-Omb icon seems to have a unique palette, but is it used for anything else?
ID Icon Description Notes
0x6 MKSC-Banana Bunch Icon.png Triple Banana This does nothing when used. It would have presumably functioned like Triple Bananas from other Mario Kart titles.
0x9 MKSC-Golden Mushroom Icon.png Golden Mushroom Works as expected. Once used, it becomes item 0xE. Has been scrapped due to the small size of the game's tracks.
0xD MKSC-Itembox Icon.png Fake Item Box Places a single Banana Peel behind the kart.
0xE MKSC-Golden Mushroom Icon.png Golden Mushroom (In-use) When the Gold Mushroom (item 0x9) is used, this item will be forced into your item slot. Grants unlimited boosts for a limited amount of time. Once that time passes, it's removed from your item slot.

Unused Graphics

SNES Tracks

All

MKSC-Oil Slicks and Coins.png

Each SNES track's graphic set includes a unique, revamped oil slick graphic, as well as an earlier version of the coin (Rainbow Road is the exception, as it is identical to Mario Circuit's save for a corrupted palette). Not only are Mario Circuits 2, 3, and 4 the only Super Mario Kart tracks to use oil slicks, but said oil slicks are absent from the versions present here.

Above tilesets are in this order: Mario Circuit, Donut Plains, Ghost Valley, Bowser's Castle, Choco Island, Koopa Beach, and Vanilla Lake.

Interestingly enough, oil slick graphics representing the course themes besides Mario Circuit are present in the original Super Mario Kart's data as well, where they are also obviously unused.

Mario Circuit

MKSC UnusedSNESBlock.png

The unused multicolored block from the original can be found here as well, this time with an incorrect palette.

Donut Plains

Mole holes no mo'!

Despite the removal of Monty Moles from Donut Plains 2 and 3, the holes they pop out of were still given a graphical update in the track's tileset.

Ghost Valley

MKSC UnusedFrailBlockAnimation.png MKSC FrailBlockAnimated.gif

There are unused frames for an animation for the frail blocks falling like it was done in Super Mario Kart, but it strangely isn't used in here. Instead, the blocks just instantly disappear.

This graphic can also be found in Boo Lake's and Broken Pier's tileset.

Vanilla Lake

MKSC UnusedIceblockAnimation.png MKSC IceBlockAnimated.gif

Just like the frail blocks, the breakable ice blocks also have an animation for getting destroyed, but it simply disappears in-game.

Choco Island

MKSC UnusedChocoTile.png

Another Super Mario Kart leftover. This time, it's unused in both games.

Rainbow Road

MKSC UnusedRainbowCoin.png

The mysterious unused coin makes an comeback, albeit with an incorrect palette, again. When Mario Kart DS brought back some of these tracks, each one's hazards are intact with their original counterparts in their original locations.

New Tracks

Most new graphics for new courses were used, but some bit the big one at the hands of Nintendo.

Mario Circuit

A pipe, resembling those in several Super Mario Kart coursesA mushroom, like in every Mario game

Along with the used tree, a pipe and mushroom can be found in Mario Circuit's sprite graphics. Pipes were a feature in several Super Mario Kart tracks, and a big Mushroom appeared in Mario Kart 64's Mario Raceway.

Cheese Land

beep boop boop beep?

An unused Satellite is found in Cheese Land's graphics, although it looks very similar to the ones in the background of Luigi Circuit.

Sky Garden

Touch Fuzzy...

Likewise, Fuzzies from Super Mario World 2: Yoshi's Island appear with Sky Garden's beanstalk graphics, implying they were intended to appear in the course at some point.

Ribbon Road

...Get DizzyThose eyes are creepy!

A spinning, smiling star and a strange UFO toy(?) appear near the gift box sprite graphics for Ribbon Road. The UFO has no palette of its own, so a modified version of the present box palette (with white replacing the darkest shade of blue) was applied to it. Perhaps they were meant for Rainbow Road and took a wrong turn...

Changed Graphics

Every track tileset in the game has an early, static version of the zipper and jump panel graphics, which are overwritten with the animated versions in-game.

Early Final
Easier on the eyes, at least. They needed to give people a reason to read the Health & Safety Precautions.

On the early version of the zippers, the arrows do not flash, and the arrow and yellow square are outlined. The shade of red used is darker in the final sprite.

Early Final
These jump panels use six colors. These only use three!

The jump panels lost a great deal of detail, partially due to the fact that darkest shade of yellow is overwritten with the flashing red color used on the final version of the zipper above.

Early Final
BetaRanks.png MKSCFinalRanks.png

The ranks originally used SSS, SS and S instead of stars. The early ranks also use an earlier version of the palette, as shown with the A, B and C ranks, otherwise the early rank icons are perfectly identical to the used ones.

Unused Font

MKSC UnusedFont.png

Found among the HUD graphics is this small and detailed font. The game uses a bigger font instead. Interestingly, the L, apostrophe and quotation marks have different coloring and are used to denote lap times at the end of racing on an Extra track in either the Grand Prix or Time Trial modes, where the tracks are 5 laps in length.

Unused Colors

SNES Rainbow Road

Just like in the SNES original, there are 3 colors for each of the colorful tiles from Rainbow Road, but they only use 2 colors.

Luigi Circuit

Two palette rows for objects go unused.

Unused Objects

There is a considerable number of objects that Intelligent Systems have left trapped in the ROM, never to be seen again.
Note: Some objects have the mention "in (track)": that means that the object doesn't have an unique object ID that works in all courses and the following ID will only work in the specified track.

General

Graphic:

2x2
197 198
199 200

Palette ID: 00

Object ID: 91, among others
What seems to be a default object, present in every track. Stays on the ground and has no collision. Has either graphics made out of jumbled tiles or no graphic at all depending on the course it's placed in.

Shy Guy Beach

Cannonballs

Graphic:

2x2 1x1 In-game
224 225
226 227
228
Fresh from the Shy Guy Galleon!

Palette ID: 01

Object ID: 9A
The cannon balls from Shy Guy Beach have 4 different timings (moments where it can land), and they're treated as separate objects, but the third timing went unused. Acts like the used cannon balls.

Bowser Castles

Thwomps

Graphic:

8x8 4x4 2x2 1x1 In-game
000 001 002 003 004 005 006 007
008 009 010 011 012 013 014 015
016 017 018 019 020 021 022 023
024 025 026 027 028 029 030 031
032 033 034 035 036 037 038 039
040 041 042 043 044 045 046 047
048 049 050 051 052 053 054 055
056 057 058 059 060 061 062 063
064 065 066 067
068 069 070 071
072 073 074 075
076 077 078 079
080 081
082 083
084
Big rock that falls.

Palette ID: 00

Object ID: A9
One of the Thwomp timings goes unused.

Object ID: AE
Note: all directions are in relation to the track map
A Thwomp that goes west, east, south, north in an inverted L pattern, pounding between every movement.

Object ID: AF
A Thwomp that goes north, south, east, west in an L pattern, pounding between every movement.

Object ID: B2
A Thwomp that goes east, west, north, south in an L pattern, pounding between every movement.

Fire Balls

Graphic:

4x4 2x2 1x1 In-game
085 086 087 088
089 090 091 092
093 094 095 096
097 098 099 100

106 107 108 109
110 111 112 113
114 115 116 117
118 119 120 121
101 102
103 104

122 123
124 125
105

126
Caution: Hot

Palette ID: 01

Object ID: B8
One of the thirteen fireball timings goes unused.

Luigi Circuit

Force field

4x4 2x2 1x1
096 097 098 099
100 101 102 103
104 105 106 107
108 109 110 111
144 145
146 147
156

Palette ID: 01

Object ID: C5
Some sort of force field with no graphics: acts like a wall but you can easily pass through it with enough speed.

Blue Tree

8x8 4x4 2x2 1x1 In-game
000 001 002 003 004 005 006 007
008 009 010 011 012 013 014 015
016 017 018 019 020 021 022 023
024 025 026 027 028 029 030 031
032 033 034 035 036 037 038 039
040 041 042 043 044 045 046 047
048 049 050 051 052 053 054 055
056 057 058 059 060 061 062 063
064 065 066 067
068 069 070 071
072 073 074 075
076 077 078 079
080 081
082 083
084
No idea...

Palette ID: 00

Object ID: C6, C7
Two duplicates of the tree, using palette 00 instead of palette 02, making it appear blue.

Riverside Park

Intangible object 1

2x2 1x1
160 161
162 163
164

Palette ID: 00

Object ID: CA
An object with no graphics or collision.

Intangible object 2

2x2 1x1
154 155
156 157
158

Palette ID: 01

Object ID: CB
Another object with no graphics or collision.

Invisible tree

4x4 2x2 1x1
128 129 130 131
132 133 134 135
136 137 138 139
140 141 142 143
144 145
146 147
148

Palette ID: 02

Object ID: CD
An object with no graphics and the same collision as a tree.

Intangible object 3

2x2 1x1
149 150
151 152
153

Palette ID: 00

Object ID: CE
Yet another object with no graphics or collision.

Yoshi Desert

Glitched rock

2x2 1x1 In-game
043 044
045 046
047
MKSCobjectD8.png

Palette ID: 00

Object ID: D8
An object made out of jumbled rock graphics without any collision.

Mario Circuit

Pipe

4x4 2x2 1x1 In-game
064 065 066 067
068 069 070 071
072 073 074 075
076 077 078 079
080 081
082 083
084
WELCOME TO WARP ZONE!

Palette ID: 01

Object ID: DC
A pipe with working collision.

Mushroom

4x4 2x2 1x1 In-game
043 044 045 046
047 048 049 050
051 052 053 054
055 056 057 058
059 060
061 062
063
Does not make you bigger.

Palette ID: 02

Object ID: DD
A mushroom with working collision.

Ribbon Road

Star

4x4 2x2 1x1 In-game
106 107 108 109
110 111 112 113
114 115 116 117
118 119 120 121

127 128 129 130
131 132 133 134
135 136 137 138
139 140 141 142

148 149 150 151
152 153 154 155
156 157 158 159
160 161 162 163

169 170 171 172
173 174 175 176
177 178 179 180
181 182 183 184

189 190 191 192
193 194 195 196
197 198 199 200
201 202 203 204
122 123
124 125

143 144
145 146

164 165
166 167

185 186
187 188

205 206
207 208
126

147

168

147

209
MKSC-Ribbon Road Star.gif

Palette ID: 01

Object ID: E6
A perfectly functional star object, slightly above ground moving up and down. The player can pass under it but can also collide with it by hopping towards it.

UFO

4x4 2x2 1x1 In-game
210 211 212 213
214 215 216 217
218 219 220 221
222 223 224 225
226 227
228 229
230
MKSC-Ribbon Road UFO.png

Palette ID: 00
Note: A modified version of the palette with white replacing the darkest shade of blue was used.

Object ID: E9
An UFO on the ground without collision.

Object ID: EB
The same UFO, but in midair, and moving up and down.

Intangible object

4x4 2x2 1x1 In-game
231 232 233 234
235 236 237 238
239 240 241 242
243 244 245 246
247 248
249 250
251
MKSCobjectEA.png
Note: Only the 4x4 tiles sprite has non-blank graphics.

Palette ID: 01


Object ID: EA
An object without collisions using a duplicate of the smallest UFO graphic for its sprite.

Boo Lake

Invisible tree

8x8 4x4 2x2 1x1 In-game
000 001 002 003 004 005 006 007
008 009 010 011 012 013 014 015
016 017 018 019 020 021 022 023
024 025 026 027 028 029 030 031
032 033 034 035 036 037 038 039
040 041 042 043 044 045 046 047
048 049 050 051 052 053 054 055
056 057 058 059 060 061 062 063
064 065 066 067
068 069 070 071
072 073 074 075
076 077 078 079
080 081
082 083
084
MKSCobjectF9.png
Note: Only the 8x8 tiles and 4x4 tiles sprites have graphics.

Palette ID: 00

Object ID: F9
An object without proper graphics, having the same collision as a tree.

Intangible object

2x2 1x1 In-game
064 065
066 067

069 070
071 072

074 075
076 077
068

073

078
MKSCobjectFA.png
Note:Only animation frame 1 and the biggest sprite of animation frame 2 have graphics.
Upper row: animation frame 1. Bottom row: animation frame 2.

Palette ID: 00

Object ID: FA
Cycles through animation frames 2, 1, 2, 3. An object moving up and down in midair without collisions.

Broken Pier Pillar

Palette ID: 01

Object ID: FB
A duplicate of Broken Pier's pillar, which use palette 01 instead of 00. Here, the palette is incorrect, as Boo Lake and Broken Pier don't use the same palette set.

Broken Pier Boo

Palette ID: 01

Object ID: FC
A duplicate of Broken Pier's Boos, stealing your coins. Has an incorrect palette and incorrect graphics as Boo Lake and Broken Pier don't use the same graphic and palette set.

Cheese Land

Satellite

4x4 2x2 1x1 In-game
149 150 151 152
153 154 155 156
157 158 159 160
161 162 163 164
165 166
167 168
169
SattiliteSC.png
Note: Only the 4x4 tiles sprite has non-blank graphics.

Palette ID: 00


Object ID: FF
A satellite with some missing graphics but working collision.

Rainbow Road

Intangible object

2x2 1x1 In-game
043 044
045 046
047
MKSCobjectRR03.png

Palette ID: 00

Object ID: 03 (in Rainbow Road)
An object without collisions and jumbled graphics.

Lightning Cloud

Palette ID: 01

Object ID: 04 (in Rainbow Road)
A duplicate of the Lightning Cloud that uses palette 01 instead of palette 02. As a result, its palette isn't animated, unlike other lightning clouds.

Sky Garden

Fuzzy

4x4 2x2 1x1 In-game
043 044 045 046
047 048 049 050
051 052 053 054
055 056 057 058
059 060
061 062
063
MKSC-Sky Garden Fuzzy.png

Palette ID: 01


Object ID: 03 (in Sky Garden)
A Fuzzy moving up and down in midair. Cannot be collided with.

Broken Pier

Invisible tree

Palette ID: 00

Object ID: 02 (in Broken Pier)
A duplicate of Boo Lake's invisible tree, id F9. Uses different graphics and palette as the graphic and palette set between both tracks is different.

Intangible object

Palette ID: 00

Object ID: 03 (in Broken Pier)
A duplicate of Boo Lake's intangible animated object. Again, the graphic and palette set between both track is different so they'll look different based on which track they're placed in.

Unused Behaviors

Coins

Coins laying on the track will not be collected anymore when the coin count reaches 99 coins, even though the maximum amount of coins obtainable by normal means is 60.

Unused Spawn Points

All four battle mode maps have spawn points programmed for 8 players, but as battle mode is for up to only 4 players, half of the spawn points go unused. They can be seen by using the track modifier code above to load a battle course in Grand Prix or Quick Run.

Regional Differences

Title Screen

Japan International China(unreleased)
I see why the game is called Mario Kart Advance Is 2 TMs really neccessary Nintendo This version has not been officially released by ique

The game is known as Mario Kart Advance in Japan. The international version added another TM next to Super Circuit on the logo. unreleased Chinese version title just translates the International version title into Chinese, and there is no copyright information at the bottom. I guess it needs to be replaced by ique's own.

Graphics Changes

Japan International
Mkcircuit sunsetswildjp.png Mkcircuit sunsetswildus.png
Japan International
MKSC Shy Guys JPN.png MKSC Shy Guys USA.png

In the Japanese version, the Shy Guys in Sunset Wilds wear Native American war bonnets. These were removed in the international release, most likely out of sensitivity towards indigenous cultures. Interestingly, while the face paint was removed in the preview image in the International versions, the sprites themselves were not altered to compensate.

Japan International
MKSC-Settings-JP.png MKSC-Settings-INT.png

In the Japanese version, the Settings text stays on-screen when you open the menu.

China International
MKSCiQueCup.png MKSCSpecialCup.png

Like in Mario Kart 64, the Special Cup was changed to iQue Cup in the unreleased Chinese version.

China International
MKSC luigiblimp CN.png MKSC luigiblimp WOR.png

The Luigi Blimp from Luigi Circuit was edited to use Luigi's chinese spelling and simpler shading. Oddly, the Luigi Blimp present in Sky Garden wasn't changed.

Courses

Battle Course 2

Japan International
MKSC-BattleCourse2-JP.png MKSC-BattleCourse2-INT.png
MKSC-BattleCourse2map-JP.png MKSC-BattleCourse2map-INT.png


Battle Course 2 was changed for the international releases, changing the jumps' placement and making the course smaller in general. This was most likely done due to the original track layout pretty clearly resembling a Swastika.

Oddly, the track preview was not changed between releases.

Mobile System GB compatibility

MKA Mobile System GB.png

The Japanese version had online capabilities, which were done through connecting an adapter so that the GBA could hook up to a cell phone, presumably to allow ghost exchanging. The service was discontinued on December 14, 2002.

The screen that showed when booting up the game was also removed in the international versions for the same reason, although it still remains in the ROM.

Miscellaneous

  • Most of the preloaded Time Trial records were changed. The 1st Place times and best lap records are the same for all versions, but 2nd-5th Places are different. In the Japanese version, 2nd-4th have a slightly slower time from the 1st Place record and 5th Place is always set to 3'00"00; in the international versions, times are all 30 seconds apart from the 1st Place record.
(Source: The Mushroom Kingdom)

References