Mario Kart: Super Circuit
|Mario Kart: Super Circuit|
Also known as: Mario Kart Advance (JP)
This game has a prerelease article
This game has a notes page
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.
- 1 Sub-Pages
- 2 Unused Tracks
- 3 Unused Items
- 4 Unused Graphics
- 5 Unused Spawn Points
- 6 Regional Differences
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.
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.
The slots 0x0 to 0x3 and 0x1D to 0x1F are not assigned any track. Trying to load them will crash the game.
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.
|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?
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.
The unused multicolored block from the original can be found here as well, this time with an incorrect palette.
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.
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.
Just like the frail blocks, the breakable ice blocks also have an animation for getting destroyed, but it simply disappears in-game.
Another Super Mario Kart leftover. This time, it's unused in both games.
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.
Most new graphics for new courses were used, but some bit the big one at the hands of Nintendo.
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.
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.
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...
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.
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.
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.
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.
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.
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.
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.
The game is known as Mario Kart Advance in Japan. The international version added another TM next to Super Circuit on the logo.
In the Japanese version, the Shy Guys in Sunset Wilds wear war bonnets of a style similar to those worn by many American Indian tribes. This representation was removed in the international release, a practice which has become increasingly common. Interestingly, while the face paint was removed in the preview image in the International versions, the sprites themselves were not altered, aside from their bonnets.
In the Japanese version, the Settings text stays on-screen when you open the menu.
Like in Mario Kart 64, the Special Cup was changed to iQue Cup in the unreleased Chinese version.
Mobile System GB compatibility
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.
- 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.