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Mario Kart Arcade GP

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Title Screen

Mario Kart Arcade GP

Developer: Namco
Publisher: Namco
Platform: Arcade (Triforce)
Released in JP: December 2005
Released in US: October 2005


AreasIcon.png This game has unused areas.
SourceIcon.png This game has uncompiled source code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.


PrereleaseIcon.png This game has a prerelease article

The red-hatted stepchild of the Mario Kart franchise: a Namco-developed arcade racer in which Mario and Pac-Man meet for the first time. Snubbed by Nintendo in the numbering of Mario Kart 7 and later 8, the game and its sequel both feature cameras mounted above the screen and magnetic save cards for recording progress. It later got a sequel that's more or less the same game but with extra content.

Sub-Page

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

Images

Three JPG images exist in the Arcade GP ROM: camtest00.jpg, camtest01.jpg and camtest02.jpg. It can be assumed that these were somehow used during testing for the NamCam player portrait feature. The EXIF data of all images shows they were processed with Adobe Photoshop Elements 2.0 in 2004.

MKAGP1 camtest00.jpg
Possibly a color test. EXIF data shows it was modified on 10th October 2004 21:34:06.

MKAGP1 camtest01.jpg
The second image depicts the mascots of Expo 2005 in Aichi, Japan. EXIF data shows it was modified on 14th December 2004 20:00:51.

MKAGP1 camtest02.jpg
The source of the third picture is slightly... bizarre. It is a picture of the Beslan school hostage crisis, a terrorist attack where over 1,100 people were taken hostage by armed separatist militants in a school in Beslan, North Ossetia (Russian Federation). Originally photographed by Yuri Tutov, and can be purchased from Getty Images. EXIF data shows it was modified on 9th September 2004 12:25:57 - as this is only days after the event, the image was likely copied from a news website.


(Source: verne94, Rapstah)

Unused Models

LOD Models

Unused LOD models for each character in lod_*character name*. Duplicates exist as well in mirror_*character name*.

obj

Models with the prefix obj_ are present, and many of them don't seem to be used anywhere. Some may be cut items, while some could be background characters or hazards on stages. The Toad model is curiously different than Toad's character model.

Unused Items

Hmmm...
To do:
Can these graphics be ripped, in order to see them in higher quality?

In the credits, some other items otherwise never seen in the game appear in a 10x10 square, like the Golden Banana and the Golden Shell that wouldn't appear until Mario Kart Arcade GP DX, a coin, along with some other unrecognizable items.

MKAGPUnusedItems.png

Unused Courses

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Hmmm...
To do:
Try to load this in Mario Kart Arcade GP 1. The 2 videos shows it loading in Mario Kart Arcade GP 2.

test_course

A number of files in the ROM correspond to a so-called "test_course":

  • test_course_bm.dat (model)
  • grd_test.bin (collision)
  • test_course_coconut.dat
  • test_course_f_ship.dat
  • test_course_ground.dat
  • test_course_obj.dat
  • test_course_road.dat
  • test_course_start_gate.dat

The model and collision can be loaded in-game by replacing files in the ISO (or by applying this xdelta patch to Mario Kart Arcade GP 2, and playing Mario Highway).

It appears to be an early version of Mario Highway / Mario Beach. The collision generally matches up with the walls of the model, but the floor is all at a single height. There is little to no modelling in the background, and the water is floating above a black void. Some of the guard rails look like blocks from Super Mario World. The shape of the course is similar to the final version, but has several differences and does not line up with the mini-map.

MR_highway_ground_C.dat

This file seems to be an early version of the model of Mario Highway / Mario Beach. This is the nighttime version. There are still several differences from the final version. Some of the guard rails look like blocks from Super Mario World, like in test_course. It notably also has gated off all paths, both for Mario Highway and for Mario Beach. These may be objects, able to be enabled or disabled when the course is loaded by the game. In the final game, Mario Beach and Mario Highway have their own separate sets of models. This course also does not align with the mini-map of the final version.

It doesn't follow the same naming conventions of the final files for this track:

  • MR_highway_long_A.dat - Mario Beach Day
  • MR_highway_long_B.dat - Mario Beach Evening
  • MR_highway_long_C.dat - Mario Beach Night
  • MR_highway_short_A.dat - Mario Highway Day
  • MR_highway_short_B.dat - Mario Highway Evening
  • MR_highway_short_C.dat - Mario Highway Night
  • MR_highway_ground_C.dat - this file does not match the pattern.


MR_highway_demo

Two files in the ROM correspond to a so-called "MR_highway_demo":

  • mr_highway_demo_a.bin (collision)
  • MR_highway_DEMO_A.dat (model)

The collision can be loaded in-game by replacing some files in the ISO (or by applying this xdelta patch to Mario Kart Arcade GP 2, and playing Mario Highway). The collision was seemingly unable to load when paired with the final course, so the xdelta patch also replaces that with the test_course model. A video of this patch can be found here.

These files seem to be yet another beta version of Mario Highway / Mario Beach. The main noteworthy difference is that the collision doesn't align with the mini-map.

Given the word "demo" in the name, it's possible this version of the course is used in the Attract Mode.


(Source: verne94 & Joe)
(Source: Original TCRF research)

Development Text

Root

Some server information. This file can be found in an archive along with a file named Entries, which contains a full list of assets. Yamana refers to staff member Masami Yamana.

:pserver:yamana@192.168.200.7:/Users/kartuser/CVS

selist00.h

A header file with an index of defines for sound effects.

#define SE_ID_ENGINE1		0
#define SE_ID_SKID		1
#define SE_ID_ENGINE1_NO_LOOP		2
#define SE_ID_SKID_NO_LOOP		3
#define SE_ID_SIRATASMA_FIRE		4
#define SE_ID_SIRATASMA_VOICE		5
#define SE_ID_SIRATASMA_SMOKE		6
#define SE_ID_GOAL		7

公開シンボル.txt

"Jyugemu" is the Japanese name for Lakitu. "finalrap" is "final lap". Sorry to disappoint.

○表示
●非表示

------------------------------------------------------
jyugemu_start

○signal
○hari
●final_obj
●flag_obj
●reverse_obj
○sao
------------------------------------------------------
jyugemu_flag

●signal
●hari
●final_obj
○flag_obj
●reverse_obj
●sao
------------------------------------------------------
jyugemu_reverce

●signal
○hari
●final_obj
●flag_obj
○reverse_obj
○sao
------------------------------------------------------
jyugemu_finalrap

●signal
○hari
○final_obj
●flag_obj
●reverse_obj
○sao