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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.
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 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.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info

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 83003621 00XX.

Award Ceremony

This is the track seen during the Award Ceremony sequence after finishing a cup. It reuses the music 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, Golden Mushroom, and Fake Item Box from Mario Kart 64 were likely also supposed to make a reappearance, but did not appear in the retail game.

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?
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.
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

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.

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.


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.

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.

Hmmm...
To do:
Use a better palette for these sprites.

The ranks were originally SSS, SS, S, A, B, C, D, E, before the S was changed to stars.

BetaRanks.png

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 has different coloring and is used to denote lap times at the end of an Extra Cup's races.

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.

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. 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.

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)