The Cutting Room Floor now has a Patreon page. Thanks for all your support!

If you've blocked our ad, please consider unblocking it.
We promise it isn't annoying. No flash, no sound, ever.

Ads by Project Wonderful! Your ad here, right now: $0

Mario Kart: Super Circuit

From The Cutting Room Floor
Jump to: navigation, search

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.
CharacterIcon.png This game has unused playable characters.
EnemyIcon.png This game has unused enemies.
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

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, 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.

Hmmm...
To do:
Unused tracks and their music

Unused Areas

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, as in Super Mario Kart.

Unused Track Features

SNES Tracks

All

MKSC-Oil Slicks and Coins.png

With the exception of Rainbow Road (which are identical to Mario Circuit's, save for a bad palette), each SNES track's graphic set includes a unique, revamped oil slick graphic, as well as an earlier version of the coin. Mario Circuits 2, 3, and 4 are the only Super Mario Kart tracks to use oil slicks, but they are not used in this game.

The images above are in the following order: Mario Circuit, Donut Plains, Ghost Valley, Bowser Castle, Choco Island, Koopa Beach, and Vanilla Lake.

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 tracks' tileset.

New Tracks

Mario Circuit

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

Along with the 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.

Sky Garden

Touch Fuzzy...

Likewise, Fuzzies from Super Mario World 2: Yoshi's Island appear with Sky Garden's beanstalk graphics, implying these 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 version of the zipper and jump panel graphics, which are overwritten with different 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.

Unused Items

Hmmm...
To do:
Verify whether the Bob-omb icon is actually unused.
Banana BunchGolden MushroomMKSC-Itembox Icon.pngBob-omb

Along with the other used items, the Banana Bunch, Golden Mushroom, and Fake Item Box from Mario Kart 64 were also supposed to make a reappearance, but apparently weren't finished in time for the game's release. The Bob-omb icon may have been intended for when a player becomes one in Battle Mode, or for something similar to the Bob-omb item in Mario Kart: Double Dash!!.

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

  • Triple Banana (0016) - does nothing when used.
  • Golden Mushroom (0019) - disappears from your inventory when used; acts like a Golden Mushroom, except it lasts forever.
  • Fake Item Box (001D) - drops a single banana.

Playable Bob-omb

CodeBreaker code 83003BE4 0008 replaces Mario with a Bob-Omb and forces it as the player's character. It explodes whenever it comes in contact with an item or another racer, at which point Lakitu places it at the finish line, completing the current lap. It is possible this is the remains of a scrapped item, and may be connected to the unused Bob-omb icon above.


(Source: callampero)

Regional Differences

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.

Misc.

  • 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.
  • 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)