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Mario Kart 7

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Title Screen

Mario Kart 7

Developers: Nintendo EAD, Retro Studios
Publisher: Nintendo
Platform: Nintendo 3DS
Released in JP: December 1, 2011
Released in US: December 4, 2011
Released in EU: December 2, 2011
Released in AU: December 3, 2011
Released in KR: May 31, 2012
Released in CN: December 2012
Released in TW: September 28, 2012

AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

NotesIcon.png This game has a notes page

Mario Kart 7 is essentially the same thing as Mario Kart Wii but more awesome and in 3D. Oh, and you can paraglide, drive underwater, play as new characters, use seven items at once, race seven ghosts at once....but other than that, completely the same.

Unused Graphics

Character Emblems

Mario-Kart-7-Emblem-Dummy-1.png Mario-Kart-7-Emblem-Dummy-2.png

Two dummy textures for character emblems. These are 32x32 pixels each, whereas the final emblems are 64x64. The first one featuring the letters "L" and "R" can be found in many archives, while the second is only found in a single archive.

Dummy Mario Circuit image

Early Final
Mario-Kart-7-Mario-Circuit-Early.png Mario-Kart-7-Mario-Circuit-Final.png

A dummy image that appears in two track archives: Neo Bowser City and Luigi Raceway. It was originally rotated 90° clockwise, but has been rotated for ease of comparison. The image is from an early version of Mario Circuit, and the differences are as follows:

  • Mario is racing against himself, something not possible in the final game.
  • The finish line banner's shadow appears to be glitching the floor texture in the dummy.
  • The dummy's item boxes are closer to their Mario Kart 64 design.
  • There are four item boxes in the dummy and five in the final.
  • The coin formation is the same as in the beginning of the credits in the final.
  • There are lighting differences on Mario and the pink hill in the background.

Debug Title

Mario-Kart-7-Debug-Capture-Left.png Mario-Kart-7-Debug-Capture-Right.png

In the /UI/Debug directory is a copy of the Japanese title screen, stored into two files for the left and right eye images. The archives are called title_capture_top_l.bclim and title_capture_top_r.bclim.

Test Glideboard Texture

In the files for DK Pass, there is an unused texture called test_glideboard. It is the same as the used texture, but without transparency.

Mario Kar 7-Test glideboard.png

Unused Sounds

To do:
OGG rips please!

There is an unused sound for a countdown starting from 10 seconds (like in Mario Kart Wii) named SE_RC_BTL_CD_10_9_8.bcwav. The sound is identical to the one from Mario Kart Wii, so it was most likely carried over from that game.

Dummy Sounds

In the sound file (BCSAR), there are 2 dummy sounds at the very bottom of the BCSAR (in a Hex Editor). They contain 2 Shy Guy sounds, and normally, all the character sounds are in the middle of the BCSAR. There is no specific name for them, but they could just simply be called dummy.bcwav, since there are 2 sounds named dummy in the BCSAR.

Rainbow Road Sound in Waluigi Pinball's Sound File

Strangely, in Waluigi Pinball's Sound File (GRP_CR_DS_WALUIGI_PINBALL.bcgrp), there is a sound for the Rainbow Road Sound Effect, and normally the sound is only at Rainbow Road and SNES Rainbow Road. Either a different track was planned at one point instead of Waluigi Pinball, a test for Waluigi Pinball's Sound Effects, re-sampled to create one of the in game sounds, or just a simple mistake.


This is the only unused track in the game. It is essentially an unpolished version of Mario Circuit, containing virtually no shading or lighting effects.

The early track crashes while loading because the associated .kmp file is an early version of that file format, and the model has an incorrect internal name.

Model (bcmdl)

The .bcmdl models are quite similar, however a few textures are different. The spotlight texture was stretched to double the width, the castle wall texture was heavily modified, and the shadow map adds shadows for the four ramps.

Early Final
Mario-Kart-7-Circuit-Spot-Early.png Mario-Kart-7-Circuit-Spot-Final.png
Mario-Kart-7-Circuit-Wall-Early.png Mario-Kart-7-Circuit-Wall-Final.png
Mario-Kart-7-Circuit-Shadow-Early.png Mario-Kart-7-Circuit-Shadow-Final.png

Collision (kcl)

Strangely, there are two collisions files Gctr_MarioCircuit.kcl and Gctr_MarioCircuit_Divide.kcl inside of the szs, second concording with the model. They are almost identical, but have some small differences, such as missing water barrier.

MK7 - divide collision.jpeg

Course info (kmp)

The early kmp is partially empty, only global objects, routes and areas exist. Checkpoints, cpu/item routes and some other neccesary sections to make the course load are missing.

  • The course doesn't have any itemboxes or coins.
  • There are three large Goombas rather than two normal-sized ones.
  • The air flowing from the pipes near the gliding section is missing.
  • The course uses Toad Circuit trees in the early version, rather than pink Sakura trees.

Bottom screen map

The bottom screen map is stored in a different model (bcmdl) in the same way as Mario Kart Wii did, instead of an image file (bclim).

Unused Models

Blue Shell


An unused blue Koopa shell model, found in RaceCommon.szs. The texture is slightly different than the one used for the Blue Shell item.

Soccer Ball


An unused soccer ball model with a texture and a normal map, likely used for testing purposes, also found in RaceCommon.szs. The model and textures are also in Nintendogs + Cats, indicating this may possibly be a leftover from that game since they were in development around the same time.

Early Garage


The model Garage.bcmdl is an early version of the garage that serves as the background for the character/kart select screen. Unlike the final garage, the door is on the right-hand side instead of the back, and the only decorations it has are some cables and a set of tires. It has no textures, but the vertex shading still remains.

Unused Items

In RaceCommon.szs/ItemReactTable.bin, if viewed in a hex editor, there are 2 unused item functions for Fake Item Box (FakeBox) and Mega Mushroom (BigKinoko), indicating that they were planned at one point during development. It is possible to revive them, but so far it crashes the game, or a glitched item appears which does nothing. They probably crash the game because either the items are missing their item models, or they have incomplete functions.

Unusual Item Boxes

To do:
Reupload the video.

On Rainbow Road. after the first gliding section, there are three Item Boxes hidden under the planet's rings. They can only be collected by flying under the rings and back up onto the course. Unlike the Super Item Box retained in DK Pass (DS), which has a unique item distribution of only speed items and Red Shells, they appear to have no special characteristics.

Unused "Race Number" Strings

Inside the message file at UI\common-XX.szs\1DAA5659, there are the messages for indicating the race number (1st, 2nd, 3rd, final). However, there are also messages for all the way up to the "31th race", allowing for a maximum of 32 races. It is likely that this would have been used with a feature for customizing the number of races in VS mode or online tournaments, both of which are locked to 4 races at a time.

Unused Lap Setting

Like in Mario Kart Wii, there is an unused value in the track's settings file which controls the number of laps. Modifying it doesn't seem to affect anything in-game, however. The game only has Lakitu signs for three laps, so it would be unable to properly indicate any extra laps.


Test Items

To do:
Reupload the video.

Inside the file controlling the probability of getting an item from an item box, there are two test items referenced as "Test3 and "Test4" with zero probability to appear. Changing either of their probabilities and getting them in-game will give you a star icon, which will disappear after pressing L or X.

Test Kart

Inside a file where there are all the kart body model names, there is a reference to a kart body called "std_lod_oneTest", probably for testing. However, there isn't any model or file with that name. "std" means standard, "lod" means the model is used by the other racers, "oneTest" can mean is the first model is for testing.

Debug Material

To do:
Check for this content in other regions and versions.

Inside the .code of the European v1.1 ExeFS at 0x4F1A18, there are some references to a debug menu, such as "SndSceneDebug.MapObj", "SndSceneDebug", and "DebugPageList".

There are also a few debug controls:

Debug Option Button
Exit DebugPageSelect B
Enter DebugPageSelect R+B
Select DebugPage Up/Down

Also, at 0x37B078, where there are all the options shown when finishing a race, there are debug options such as "Debug_Next", "Debug_Reload" and "Debug_Exit"

After a RAM dump, the following debug tasks can be found:

  • DebugMenuMainPage
  • SoundTest
  • DebugShiraiwa
  • DebugSuzuki
  • DebugObayashi
  • DebugKartRun
  • DebugField
  • DebugSakuraba
  • DebugChannelScene

Note that Shiraiwa, Suzuki, Obayashi and Sakuraba are some of the game's main programmers.

Unseen Blue Glider Mushroom

In the award ceremony track (Gctr_WinningRun.szs), there is an unseen blue glider mushroom (like the one in Mushroom Gorge) near the tunnel section on the right-hand side. It is possible to see the stem of the mushroom by using a hack that increases the speed of the karts. It is possible that the mushroom is simply there to allow the winner to glide in from above, as the mushroom looks out of place in Toad Circuit, which the track is based on.

Additional Respawn Glitches

Some tracks in the game have additional respawn glitches that can only be done by hacking. The tracks that have them are:

  • Mario Circuit
  • Music Park
  • Maka Wuhu (a different one)
  • N64 Koopa Troopa Beach (backwards)
  • GCN Daisy Cruiser
  • GCN Dino Dino Jungle
  • DS Airship Fortress

Regional Differences

Across different regions, certain tracks and vehicles have different names. These are the names that differ between the European and North American releases, along with a direct translation of the Japanese original (not counting retro courses).

Interestingly, unlike a number of other Nintendo games with separate localizations per region, it's the American script that tends to be more literal and the European script that takes more liberties. Go figure.

Track Names

Japanese European American
Kinopio Circuit Toad Circuit Toad Circuit
Pukupuku Lagoon Cheep Cheep Cape Cheep Cheep Lagoon
Heiho Carnival Shy Guy Bazaar Shy Guy Bazaar
Wuhu Island 1 Wuhu Island Loop Wuhu Loop
Music Park Melody Motorway Music Park
Rock Rock Mountain Alpine Pass Rock Rock Mountain
Pakkun Slider Piranha Plant Pipeway Piranha Plant Slide
Wario Ship Wario's Galleon Wario Shipyard
Neo Koopa City Koopa City Neo Bowser City
Wuhu Island 2 Wuhu Mountain Loop Maka Wuhu
Rosetta Planet Rosalina's Ice World Rosalina's Ice World
Koopa Castle Bowser's Castle Bowser's Castle
Honeybee House Honeybee House Honeybee Hive

Despite the name change, the Japanese and North American name "Music Park" can still be seen on banners in the level in the European version.

Kart Bodies

Japanese European American
Gold Kart Gold Kart Gold Standard
Birthday Girl Royal Ribbon Birthday Girl
Mach Queen Bumble V Bumble V
War Beetle Growlster Bruiser
Jet Soda Soda Jet Soda Jet
B Dash B Dasher B Dasher
Tarupoppo Barrel Train Barrel Train
Retromaru Tiny Tug Tiny Tug
Sand Runner Cact-X Cact-X
H2O Cloud 9 Cloud 9
Dangan Duck Gherkin Zucchini
Cobalt Seven Blue Seven Blue Seven
Banana Buggy Bolt Buggy Bolt Buggy
Skeleton Pipe Frame Pipe Frame

The Japanese version also calls this kart part a frame rather than a body.

Kart Tires

Japanese European American
Normal Tire Normal Standard
Gold Tire Gold Wheels Gold Tires
Roller Tire Roller Roller
Ring Tire Slim Slim
Slick Tire Slick Slick
Sponge Tire Sponge Sponge
Super Kinoko Mushroom Mushroom
Wood Ring Wooden Wood
Wild Red Monster Red Monster Red
Wild Tire Monster Monster

The European version also calls this kart part a wheel rather than a tire.

Kart Gliders

Japanese European American
Super Kite Super Glider Super Glider
Gold Kite Gold Glider Gold Glider
Flower Kite Flower Glider Flower Glider
Beast Kite Ghastly Glider Beast Glider
Basa Basa Kite Swoop Swooper
Parafoil Parafoil Paraglider

Swoop is another name for Swooper in some recent games. The names seem to be used interchangeably. Oddly, the North American name for the Parafoil didn't carry over to Mario Kart 8.

In some European versions, after the three-second countdown, "START!" text is used, similar to Mario Kart: Double Dash!! and Mario Kart DS. But in the other versions, the text is "GO!"

Internal Name

Mario Kart 7 is referred to as "ctr_turbo" internally. "CTR" is the product code for the 3DS.

Revisional Differences

Version 1.1 was first released on May 15, 2012 as a downloadable patch on the eShop. Other than adding "Ver. 1.1" to the Online Multiplayer tab, this update fixed four respawn glitches that could be used to skip parts of several courses during online play:

  • GBA Bowser Castle 1
  • DK Jungle
  • Wuhu Loop / Wuhu Island Loop / Wuhu Island 1
  • Maka Wuhu / Wuhu Mountain Loop / Wuhu Island 2

Note that these glitches were only fixed for online play to avoid exploits; in every other mode, these glitches are still present.

The patch itself actually fixes all the respawn glitches, including the ones that can only be done by hacking. Though they are not included in the patch folder, so its impossible to make them work again online. However, if you were to replace the existing kmp files in the patch with their original kmp, only Maka Wuhu's would work.