Mario Kart: Super Circuit
Mario Kart: Super Circuit |
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Also known as: Mario Kart Advance (JP) This game has unused areas. This game has a prerelease article This game has a notes page This game has a bugs page This game has a Data Crystal page |
This game/console's online features are no longer supported. While this game/console's online features were once accessible, they are (as of December 14, 2002) no longer officially supported and online-exclusive features may be documented as now-unseen content. |
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.
Contents
- 1 Sub-Pages
- 2 Unused Tracks
- 3 Unused Items
- 4 Unused Graphics
- 5 Unused Objects
- 6 Unused Behaviors
- 7 Unused Spawn Points
- 8 Regional Differences
- 9 References
Sub-Pages
Prerelease Info |
Notes |
Bugs |
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 33003621 00XX.
Award Ceremony
This is the track seen during the Award Ceremony sequence after finishing a cup. It reuses the music, tileset 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
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, and Fake Item Box from Mario Kart 64 were likely also supposed to make a reappearance, but did not appear in the retail game. The Golden Mushroom was cut from the game due to it not working well with the size of the tracks.[1]
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? The Bob-Omb icon seems to have a unique palette, but is it used for anything else? |
Unused Graphics
SNES Tracks
All
Each SNES track's graphic set includes a unique, revamped oil slick graphic, as well as an earlier version of the coin (Rainbow Road is the exception, as it is identical to Mario Circuit's save for a corrupted palette). Not only are Mario Circuits 2, 3, and 4 the only Super Mario Kart tracks to use oil slicks, but said oil slicks are absent from the versions present here.
Above tilesets are in this order: Mario Circuit, Donut Plains, Ghost Valley, Bowser's Castle, Choco Island, Koopa Beach, and Vanilla Lake.
Interestingly enough, oil slick graphics representing the course themes besides Mario Circuit are present in the original Super Mario Kart's data as well, where they are also obviously unused.
Mario Circuit
The unused multicolored block from the original can be found here as well, this time with an incorrect palette.
Donut Plains
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
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
Just like the frail blocks, the breakable ice blocks also have an animation for getting destroyed, but it simply disappears in-game.
Choco Island
Another Super Mario Kart leftover. This time, it's unused in both games.
Rainbow Road
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.
New Tracks
Most new graphics for new courses were used, but some bit the big one at the hands of Nintendo.
Mario Circuit
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.
Cheese Land
An unused Satellite is found in Cheese Land's graphics, although it looks very similar to the ones in the background of Luigi Circuit.
Sky Garden
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
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 |
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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 |
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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.
Early | Final |
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The ranks originally used SSS, SS and S instead of stars. The early ranks also use an earlier version of the palette, as shown with the A, B and C ranks, otherwise the early rank icons are perfectly identical to the used ones.
Unused Font
Found among the HUD graphics is this small and detailed font. The game uses a bigger font instead. Interestingly, the L, apostrophe and quotation marks have different coloring and are used to denote lap times at the end of racing on an Extra track in either the Grand Prix or Time Trial modes, where the tracks are 5 laps in length.
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.
Luigi Circuit
Two palette rows for objects go unused.
Unused Objects
There is a considerable number of objects that Intelligent Systems have left trapped in the ROM, never to be seen again.
Note: Some objects have the mention "in (track)": that means that the object doesn't have an unique object ID that works in all courses and the following ID will only work in the specified track.
General
Graphic:
2x2 |
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197 198 199 200 |
Palette ID: 00
Object ID: 91, among others
What seems to be a default object, present in every track. Stays on the ground and has no collision. Has either graphics made out of jumbled tiles or no graphic at all depending on the course it's placed in.
Shy Guy Beach
Cannonballs
Graphic:
2x2 | 1x1 | In-game |
---|---|---|
224 225 226 227 |
228 |
Palette ID: 01
Object ID: 9A
The cannon balls from Shy Guy Beach have 4 different timings (moments where it can land), and they're treated as separate objects, but the third timing went unused. Acts like the used cannon balls.
Bowser Castles
Thwomps
Graphic:
Palette ID: 00
Object ID: A9
One of the Thwomp timings goes unused.
Object ID: AE
Note: all directions are in relation to the track map
A Thwomp that goes west, east, south, north in an inverted L pattern, pounding between every movement.
Object ID: AF
A Thwomp that goes north, south, east, west in an L pattern, pounding between every movement.
Object ID: B2
A Thwomp that goes east, west, north, south in an L pattern, pounding between every movement.
Fire Balls
Graphic:
4x4 | 2x2 | 1x1 | In-game |
---|---|---|---|
085 086 087 088 089 090 091 092 093 094 095 096 097 098 099 100 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 |
101 102 103 104 122 123 124 125 |
105 126 |
Palette ID: 01
Object ID: B8
One of the thirteen fireball timings goes unused.
Luigi Circuit
Force field
4x4 | 2x2 | 1x1 |
---|---|---|
096 097 098 099 100 101 102 103 104 105 106 107 108 109 110 111 |
144 145 146 147 |
156 |
Palette ID: 01
Object ID: C5
Some sort of force field with no graphics: acts like a wall but you can easily pass through it with enough speed.
Blue Tree
Palette ID: 00
Object ID: C6, C7
Two duplicates of the tree, using palette 00 instead of palette 02, making it appear blue.
Riverside Park
Intangible object 1
2x2 | 1x1 |
---|---|
160 161 162 163 |
164 |
Palette ID: 00
Object ID: CA
An object with no graphics or collision.
Intangible object 2
2x2 | 1x1 |
---|---|
154 155 156 157 |
158 |
Palette ID: 01
Object ID: CB
Another object with no graphics or collision.
Invisible tree
4x4 | 2x2 | 1x1 |
---|---|---|
128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 |
144 145 146 147 |
148 |
Palette ID: 02
Object ID: CD
An object with no graphics and the same collision as a tree.
Intangible object 3
2x2 | 1x1 |
---|---|
149 150 151 152 |
153 |
Palette ID: 00
Object ID: CE
Yet another object with no graphics or collision.
Yoshi Desert
Glitched rock
2x2 | 1x1 | In-game |
---|---|---|
043 044 045 046 |
047 |
Palette ID: 00
Object ID: D8
An object made out of jumbled rock graphics without any collision.
Mario Circuit
Pipe
4x4 | 2x2 | 1x1 | In-game |
---|---|---|---|
064 065 066 067 068 069 070 071 072 073 074 075 076 077 078 079 |
080 081 082 083 |
084 |
Palette ID: 01
Object ID: DC
A pipe with working collision.
Mushroom
4x4 | 2x2 | 1x1 | In-game |
---|---|---|---|
043 044 045 046 047 048 049 050 051 052 053 054 055 056 057 058 |
059 060 061 062 |
063 |
Palette ID: 02
Object ID: DD
A mushroom with working collision.
Ribbon Road
Star
Palette ID: 01
Object ID: E6
A perfectly functional star object, slightly above ground moving up and down. The player can pass under it but can also collide with it by hopping towards it.
UFO
4x4 | 2x2 | 1x1 | In-game |
---|---|---|---|
210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 |
226 227 228 229 |
230 |
Palette ID: 00
Note: A modified version of the palette with white replacing the darkest shade of blue was used.
Object ID: E9
An UFO on the ground without collision.
Object ID: EB
The same UFO, but in midair, and moving up and down.
Intangible object
4x4 | 2x2 | 1x1 | In-game |
---|---|---|---|
231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 |
247 248 249 250 |
251 |
Note: Only the 4x4 tiles sprite has non-blank graphics. |
Palette ID: 01
Object ID: EA
An object without collisions using a duplicate of the smallest UFO graphic for its sprite.
Boo Lake
Invisible tree
Palette ID: 00
Object ID: F9
An object without proper graphics, having the same collision as a tree.
Intangible object
Palette ID: 00
Object ID: FA
Cycles through animation frames 2, 1, 2, 3. An object moving up and down in midair without collisions.
Broken Pier Pillar
Palette ID: 01
Object ID: FB
A duplicate of Broken Pier's pillar, which use palette 01 instead of 00. Here, the palette is incorrect, as Boo Lake and Broken Pier don't use the same palette set.
Broken Pier Boo
Palette ID: 01
Object ID: FC
A duplicate of Broken Pier's Boos, stealing your coins. Has an incorrect palette and incorrect graphics as Boo Lake and Broken Pier don't use the same graphic and palette set.
Cheese Land
Satellite
4x4 | 2x2 | 1x1 | In-game |
---|---|---|---|
149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 |
165 166 167 168 |
169 |
Note: Only the 4x4 tiles sprite has non-blank graphics. |
Palette ID: 00
Object ID: FF
A satellite with some missing graphics but working collision.
Rainbow Road
Intangible object
2x2 | 1x1 | In-game |
---|---|---|
043 044 045 046 |
047 |
Palette ID: 00
Object ID: 03 (in Rainbow Road)
An object without collisions and jumbled graphics.
Lightning Cloud
Palette ID: 01
Object ID: 04 (in Rainbow Road)
A duplicate of the Lightning Cloud that uses palette 01 instead of palette 02. As a result, its palette isn't animated, unlike other lightning clouds.
Sky Garden
Fuzzy
4x4 | 2x2 | 1x1 | In-game |
---|---|---|---|
043 044 045 046 047 048 049 050 051 052 053 054 055 056 057 058 |
059 060 061 062 |
063 |
Palette ID: 01
Object ID: 03 (in Sky Garden)
A Fuzzy moving up and down in midair. Cannot be collided with.
Broken Pier
Invisible tree
Palette ID: 00
Object ID: 02 (in Broken Pier)
A duplicate of Boo Lake's invisible tree, id F9. Uses different graphics and palette as the graphic and palette set between both tracks is different.
Intangible object
Palette ID: 00
Object ID: 03 (in Broken Pier)
A duplicate of Boo Lake's intangible animated object. Again, the graphic and palette set between both track is different so they'll look different based on which track they're placed in.
Unused Behaviors
Coins
Coins laying on the track will not be collected anymore when the coin count reaches 99 coins, even though the maximum amount of coins obtainable by normal means is 60.
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.
Regional Differences
Title Screen
Japan | International |
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The game is known as Mario Kart Advance in Japan. The international version added another TM next to Super Circuit on the logo.
Graphics Changes
Japan | International |
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Japan | International |
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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 |
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In the Japanese version, the Settings text stays on-screen when you open the menu.
China | International |
---|---|
Like in Mario Kart 64, the Special Cup was changed to iQue Cup in the unreleased Chinese version.
China | International |
---|---|
The Luigi Blimp from Luigi Circuit was edited to use Luigi's chinese spelling and simpler shading. Oddly, the Luigi Blimp present in Sky Garden wasn't changed.
Courses
Battle Course 2
Japan | International |
---|---|
Battle Course 2 was changed for the international releases, changing the jumps' placement and making the course smaller in general. This was most likely done due to the original track layout pretty clearly resembling a Swastika.
Oddly, the track preview was not changed between releases.
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, although it still remains in the ROM.
Miscellaneous
- 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.
References
- Pages missing developer references
- Games developed by Intelligent Systems
- Pages missing publisher references
- Games published by Nintendo
- Game Boy Advance games
- Pages missing date references
- Games released in 2001
- Games released in July
- Games released on July 21
- Games released in August
- Games released on August 26
- Games released in September
- Games released on September 14
- Games released on September 13
- Games with unused areas
- Games with unused code
- Games with unused graphics
- Games with unused items
- Games with unused abilities
- Games with regional differences
- Pages with a Data Crystal link
- Defunct online content
- To investigate
- Mario series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To investigate
Games > Defunct online content
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
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Games > Games by content > Pages with a Data Crystal link
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