Mario Kart Wii
|Mario Kart Wii|
This game has unused areas.
This game has a notes page
This game has a prerelease article
There are more unused graphics, and check what's up with Rosalina's voice replacing an average male Mii's sound clip.
Mario Kart Wii is the sixth game in the series (not counting Arcade editions), which introduced bikes and... Mushroom Gorge.
- 1 Subpages
- 2 Unused Character Icons
- 3 Unused Mii Outfit
- 4 Unused Courses
- 5 Unused Course Objects
- 6 Unused Code
- 7 Unused Music
- 8 Unused Graphics
- 9 Unused Bones
- 10 Unused Items
- 11 Unobtainable Item Boxes
- 12 Empty Folders
- 13 Unused Game Modes
- 14 Internal Project Name
- 15 multi_top.thp
- 16 course.0
- 17 Regional Differences
| English Translation Differences|
Nearly completely different English text.
Unused Character Icons
Petey Piranha's icon appears in the game files. He was a playable character in Mario Kart: Double Dash!!, but was scrapped here. Rarrrrrrrrrrgh!!!
Paratroopa was also a playable character in Double Dash!! Interestingly, he uses a different pose here than in the final Double Dash!! icon.
This same icon can be seen in early screenshots of Double Dash!!
An icon of the Hammer Bros. exists in the game files. This would have been the Hammer Brothers' debut in the Mario Kart series.
Unused Mii Outfit
Apparently, there was going to be a Mii Outfit C. Oddly, though, it has a different icon compared to Outfits A and B. While Outfits A and B are circles with "Mii" on them, C appears to be a grey jacket with the letter "C" on it, suggesting it didn't get much further than testing.
This course is identical to GCN Mario Circuit. However, there is no Chain Chomp, and the Piranha Plants lack pipes (they are floating in mid-air). There is no minimap, and the minimap icon of the character scrolls off the screen. This may in fact be a direct port of the data from Mario Kart: Double Dash!!, since shadows no longer give off a 'shading' effect to anything that passes under them, and the Piranha Plants attack any time a player nears them if the course is accessed in Time Trial mode (the course's Double Dash!! behavior), rather than periodically like in Time Trials for the final version of the course.
This course served as Nintendo's first tex0 test. It's identical to Mario Circuit, but with corrupted textures because the pointers that tell the course which textures to load miss slightly. No objects or items are present. Due to a lack of checkpoints, the lap counter does not work, and Lakitu doesn't tell you to turn around when you're going backwards. It does have a minimap, though, which is also identical to Mario Circuit.
If you replace the BRRES files from Draw Demo into Mario Circuit, you'll get Mario Circuit with stars textured everywhere. However, if you point the Draw Demo MDL0 to Mario Circuit's textures, everything is exactly like the normal Mario Circuit.
This track was used in three tournaments and is now unused. It has an outer-space theme and features a Topman enemy from Super Mario Galaxy. In the tournaments, players had to knock the Topman off of the arena without being knocked off themselves. The outer rings of the arena would fall and disappear in tournament play, but this does not happen when accessed from elsewhere as the script to activate it is not present. This track uses a music file called "n_BossMi_32", unique to the course. It can be accessed with codes by entering the code 008A8093 00000036 (PAL) or 008A33BB 00000036 (US) and selecting Mushroom Gorge.
old_mario_gc_hayasi, old_mario_gc_narita and old_mario_gc_yabuki
Appear to be unused versions of GCN Mario Circuit, much like old_mario_gc_b. They lack of object data, and the course model use and old BRRES and KMP format.
Unused Course Objects
Some more course objects have been found.
Stored in Race/Course/Object, there are various models for objects that either have never been used anywhere or only as part of a few unused courses. Most of these objects use an old BRRES format.
An unused tree model, probably intended to be on Mario Circuit or unused versions of GCN Mario Circuit.
The model for this object consists of a plane with a texture of a tree, presumably the same tree from castle_tree1.
This object stores the model for the Monty Moles enemies found in a few of the tracks in the game. Since the model data for all the obstacles found in the courses are stored inside the track's .szs file, this goes unused.
An unused object that resembles a nail. The name suggests that it could have been a test version of the bouncy mushrooms found in Mushroom Gorge.
This object stores the model for the Goomba enemies found in a few of the tracks in the game. Since the model data for all the obstacles found in the courses are stored inside the track's .szs file, this goes unused.
Believed to be the model for the unused Mii (Outfit C), it appears that, according to the file name, it was actually going to be an outfit that only NPC Miis would wear (those seen in tracks like Luigi Circuit or Coconut Mall). Since all NPC Miis faces are 2D, this could suggest that it was planned for those to be 3D at early development.
It has only one animation: wait, which has 29 frames. As it was never finished, though, the animation does nothing except corrupt the geometry.
It has 4 bones: kinopio_all_root, skl_root, spin and face_1. The first two bones are connected to the entire model; spin controls from the waist upwards; and face_1 is connected to the hat only.
This object stores the model for the Piranha Plants enemies found inside pipes in a few of the tracks in the game. Since the model data for all the obstacles found in the courses are stored inside the track's .szs file, this goes unused.
An unused platform object. Judging by its filename, it could've had a pendulum-like movement, and it would have appeared on an early version of Toad's Factory.
Multiple ghosts in Time Trial
Get a better description and better video for this.
Unused code was found that can be used to put up to four ghosts (or three ghosts and a human player, etc.) into a race at once. It's hard-coded to 4, and trying to load more that 4 forces one to be unloaded. This feature was implanted in Mario Kart 7, although the limit was increased to 7 ghosts. The view is restricted to one ghost, and the race ends when the first player passes the finish line.
"There are no ghosts for this course"
Alternate main loop with performance monitor
The game includes an unused copy of the main game engine, possibly a debug or earlier test build. It includes a performance monitor consisting of three bars displaying frame timings on the bottom of the wrist strap screen, as well as an animated exception handler. The title screen lacks the demo, although the music fades out for it even if you've already advanced past the title screen. The final OK button before entering a race plays the sound effect that plays on any normal button. Races are missing sound effects for drift sparks and tricks, don't seem to render any 2D effects at all, and crash when entering one in VS Mode.
Network Debug Messages "DWC_Log"
DWC_Log is a method providing logging functionality to the DWC library, which is the library used for online mode (Nintendo WFC). When online, the game outputs messages like "I am New Server!!" to the non-existent console. The developers of the game would have had a cable connected to the console allowing them to view the log on development software. The game also contains debugging messages using the printf method, which are also sent to the non-existent console.
Draggable Blue Shells
Blue Shells seemed to have been once intended to be held behind the player before they use it. The game contains a list of values for each item that define what the item does when the player uses it. For example: Red Shell uses 0x01, which means that the item is held behind the player and fires when they let go of it. An item like Star would be 0x00 for the game to immediately use the item as the button is pressed. For some odd reason, Blue Shell is listed as 0x01, which means the item should be held behind the player like a red shell. This doesn't happen because the game has code that prevents it, meaning you immediately fire it. Disabling this code reveals that the Blue Shell has an unused animation for it. There's also an unused action for when a player hits it, which works even if the game is modified so that the blue shell lands on the ground if someone loses it. It's worth noting that the game also has code preventing the console from sending a message for a blue shell explosion, meaning no one else would see the blue shell explode if someone hits it online, and the player that hits it would just stop. An AR Code to disable the code preventing blue shells from being dragged is below. It is also a feature in CTGP.
PAL: 048A5B30 00000000 NTSC-U: 048A1058 00000000 NTSC-J: 048A4C90 00000000 NTSC-K: 04893F90 00000000
This music is only heard in the now-unused Galaxy Colosseum course.
This sound used to be used at the beginning of certain tournaments. The file's name suggests that the game was originally going to have a Mario Kart DS-esque mission mode. It was most likely scrapped in favor of online tournaments.
This song would have played whenever you win a boss at certain tournaments that had them. However, in the final game, winning a boss would play the same song as for winning in battles.
The second part of Wario's Gold Mine (inside the mine) has an opening to its track. Since the race always starts outside this opening is never heard. In addition, no online tournaments taking place in this level start inside.
Additional Lakitu Flags
Through hacking, it is possible to add more than three laps to a track. Doing so shows that Lakitu actually has extra graphics on his flag for laps 3 through 9! While flags 3 and 4 were used in 2 tournaments, where you race the babies in Cookie Land and race around rooms of DS Twilight House with 5 laps, the flags indicating laps 5 through 9 go unused. The lap 5 flag goes unused because in the Cookie Land and Twilight House tournament, Lakitu uses the final lap flag on Lap 5.
A coin graphic from Super Mario Bros.
Some additional graphics that are not used. The circles appear to be simple test graphics.
Koopa Troopa's and Dry Bones' Wings
Koopa Troopa and Dry Bones have two unused bones named wing_l1 and wing_r1 in their model files. While the bones aren't used in this game, they were used in the game's predecessor, Mario Kart: Double Dash!!, as Paratroopa's flapping wings, since both Koopa and Paratroopa shared the same model in that game. These were probably just leftovers from when Nintendo ported the Double Dash!! model to Mario Kart Wii. The bones aren't referenced in any of Koopa Troopa's or Dry Bones' animations, so if someone were to hack a texture over the bones, they wouldn't move.
The fact that Dry Bones has the same unused bones as Koopa Troopa implies that its model was based on the latter's.
Baby Princesses Cap
Baby Daisy and Baby Peach share the same bone structure as both Baby Mario and Baby Luigi. This isn't unusual, as it saves time for the developers of the game, but what is unusual is that the "cap" bone for the baby princesses isn't weighted to move their crowns around when doing tricks and the like, as would be the case with Baby Luigi and Baby Mario. Instead, the crown is part of the "face" bone, despite the crown itself being modelled in such a way that would make it possible to move. If you were to weight it correctly in a 3D model editor, then it's revealed they have a unique animation for the crown!. The losing animation will jiggle the crown as the Baby Princesses cry.
While Chain Chomps DO appear in Mario Kart Wii as obstacles in courses such as Mario Circuit or Chain Chomp Wheel/Roulette, there is an icon for the Chain Chomp item, as seen in Mario Kart: Double Dash!! Next to the mouth is the kanji for "temporary" (仮). Interestingly, this Chain Chomp icon can be seen in an early Mario Kart DS without the 仮, but it was replaced by the Bullet Bill in the Final.
Three placeholder items labeled "NEW1", "NEW2" and "NEW3" are stored in the game's graphics, and are obviously unused.
Unobtainable Item Boxes
There are 3 item boxes in DK Summit located under the map. They are a bit after the S curve, but on the bottom of the level (on the respawn plane). In the image to the left, they are highlighted in red.
A video can be seen here (go to 1:38, and watch out for the volume).
An empty folder named debug can be found in the game's file system. Its exact purpose is unknown. File paths in the executable referring to this folder also contain names of letter texture files (the envelope and content of letters) being posted to the Wii Message Board and the ones being received when a tournament starts. Maybe Nintendo used this to more easily test new variants of the letter?
Again pointing to the scrapped mission mode, a "MissionRun" (Japanese name for Mission Mode) folder can be found inside the Race folder.
Unused Game Modes
There was originally a Mission Mode planned for Mario Kart Wii. All of the missions that were originally created for the mode have been wiped from the game disc, meaning they have been lost. It is very similar to tournament mode on WiiConnect24. You can even port tournaments to Mission Mode and it will work almost exactly the same, which means that it is possible that missions originally created for Mission Mode were ported over to be tournaments.
The menus for Mission Mode have no available text, but the game is trying to load them; they've simply been erased. The only surviving piece of text is "Choose a mission" after finishing a mission. Similarly, a massive file that would've contained mission parameters is not present, and without it, the mode can't start - unless you simulate its existence. The sub-routine still exists, though. It attempts to load files out of the /Race/MissionRun folder on the disc, but that folder is empty. The files would have contained things like where to place objects, the objective, the score required, the time limit, the engine class, which character and kart you were restricted to, etc.
Some of the surviving stuff is drift restrictions on some levels, and/or a video (but since the videos are missing, the game loads a picture). The last level with a video is 2-4, and that's most likely where they decided that they weren't going through with it. The game doesn't even try to load any mission that is 3-4 or later. Interestingly, the code trying to load the videos still have the original video names.
Here is a list:
|Filename||Estimation of Contents|
|00_curve.thp||Steering without drifting (?)|
|02_miniturbo.thp||Obtaining miniturbos from Manual Drift|
|04_jumpaction.thp||Performing tricks on ramps|
|05_halfpipejump.thp||Performing tricks on halfpipe ramps|
|07_spinturn.thp||Turning on the spot (using A+B)|
|09_startdush.thp||Getting a boost start in the countdown|
|10_jugemdush.thp||Getting a boost start after respawning|
|11_slipstream.thp||Getting a slipstream from another racer|
|13_itemequip.thp||Dragging items behind you|
There is no penalty for losing, as the win music plays, and the results screen is bugged.
There seems to be 14 valid game modes.
|0x00||Release miniturbos to score points.|
|0x01||VS Mode. Complete 3 laps before time runs out.|
|0x02||VS Mode. Complete 3 laps before time runs out. (Seems identical to mode 0x01).|
|0x03||Perform any drift to score. (Faulty, increments score too quickly, Manual only)|
|0x04||Break item boxes to score points.|
|0x05||Hit enemies with items to score points.|
|0x06||Attack a boss to score points. (E.g. Spiky Topmen, Big Pokey, etc)|
|0x07||Unknown. (Most likely unused or deleted. A piece of text in StaticR.rel, "EnemyDown03" may indicate it used to be related to modes 0x5 and 0x6, attacking something).|
|0x08||Gather coins to score points.|
|0x09||Drive through gates to score points.|
|0x0A||Perform any level of boost start to immediately win the mission. (If you miss the boost start, you can no longer win, at all).|
|0x0B||Hit CPU opponents with certain items to score points. (All projectiles. Stars, Mushrooms, Mega Mushrooms and Bullet Bills do not score).|
|0x0C||Perform wheelies to score. (Faulty, increments score too quickly, increments for wheelies on the spot).|
|0x0D||Get slipstreams from CPU opponents to score points. (However, the score also increases if they slipstream someone, too).|
There are code names for each of these modes which include an extra 12 of them. The names of them suggest that more were planned but weren't coded.
The names are: MiniTurbo, LapRun01, LapRun02, Drift, ItemBox, EnemyDown01, EnemyDown02, EnemyDown03, CoinGet01, ToGate01, RocketStart, ItemHit, Wheelie, Slipstream, BalloonBattle, CoinBattle, Jump+Halfpipe01, Jump+Halfpipe02, Star3, Star2, Star1, A, B, C, D, E.
Though it is unknown, Star3, Star2, Star1, A, B, C, D, and E seem to represent ranking in order from best to worst from the GP ranking design. It is unknown why these are listed as game modes.
A piece of text found in the layout files (ジャンプアクション) translates directly to Jump action. This text is in common_w088_mission_movie, which is the file responsible for the layout of the mission select (or sub-level) button. jump_action is the name for the sound effects for half-pipe tricks suggesting, with the two referenced code names and the tutorial THP file, there was going to be a game mode, or maybe two, with an objective of tricking.
A star is intended to appear on the right side level select buttons (buttons on the left). It does actually appear, but behind the button making it impossible to see. There is also supposed to be a level number on the left side of the mission select buttons (buttons on the right). This text is took straight from the layout file, so it only gives the text "1-1" but, because the limitations of the font, the text would appear as "1?1" in game. The reason why this doesn't appear is because it's applied to the button but then immediately overwritten by the text appearing in the center of the button, the mission name. If you give the button text, it will write as the text in the center and as the level number.
There also is a Mission Mode button switched off on the Single Player menu. Since it lacks THPs, the movie clips that appear on the buttons, it doesn't fit in well. It also lacks text and a description of the mode. The only available evidence that it is related to Mission Mode is that it takes the player to the mission mode screens and its code name, ButtonMR, stands for Button Mission Run which is the Japanese and Korean name for Mission Mode/Missions.
A code to access Mission Mode and more information is available at Mission Mode.
Internal Project Name
The game is referred to internally as "RevoKart". "Revo" is short for "Revolution", the Wii's internal project name.
There is an unused movie clip in the game's files that seems to have once represented the background of the buttons on the multiplayer menu. The final game just uses the single player menu's movie clip, single_top.thp. Because of the waving flag and the coins + balloons, it is reasonable to suspect that the the back models, the animated models behind the buttons (like the flag, stopwatch, etc.), would have been on the buttons instead of behind them. It also seems to be wide enough to cover the entire buttons, while in the final game, it only covers nearly half of the button with a transparency gradient.
This file is a unique file across all courses, but it appears to be a representation of Bowser's Castle prior to compilation into an U8 file. The file was possibly included in the final build of the game by mistake. The file has been of great use to hackers, as it contains meta data describing the format of courses, and revealing much information about the KMP file format. The file appears to have been created 2007/08/30 11:50 by Yabuki Kosuke using a piece of software called JMap. It seems as though this was prior to the development of much of Mario Kart Wii as it seems to describe features from Mario Kart DS. There is another JMap file found in the original Wind Waker (version 1.31 from 2002). The version for this file is 220.127.116.11. Every course (including beta courses) from Mario Kart DS is listed in this file, but no Mario Kart Wii courses are listed here. The model contained in course.0 appears to be an early version of Bowser's Castle. It contains a few things that are not in the final course, including a cannon.
Contents & In Game View
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).
|Moh Moh Country||Moo Moo Meadows||Moo Moo Meadows|
|Kinoko Canyon||Mushroom Gorge||Mushroom Gorge|
|Kinopio Factory||Toad's Factory||Toad's Factory|
|Coconuts Mall||Coconut Mall||Coconut Mall|
|DK Snowboard Cross||DK's Snowboard Cross||DK Summit|
|Wario Kouzan||Wario's Gold Mine||Wario's Gold Mine|
|Maple Treehouse||Maple Treeway||Maple Treeway|
|Guragura Kazan||Grumble Volcano||Grumble Volcano|
|Karakara Iseki||Dry Dry Ruins||Dry Dry Ruins|
|Moon Ridge & Highway||Moonview Highway||Moonview Highway|
|Koopa Castle||Bowser's Castle||Bowser's Castle|
|Block Hiroba||Block Plaza||Block Plaza|
|Aqua Resort||Delfino Pier||Delfino Pier|
|Wanwan Roulette||Chain Chomp Roulette||Chain Chomp Wheel|
|Dosun Sabaku||Thwomp Desert||Thwomp Desert|
|Galaxy Colosseum||Galaxy Arena||Galaxy Colosseum|
|Super Baby Car||Baby Booster||Booster Seat|
|Super Pukupuku||Cheep Charger||Cheep Charger|
|Mini Charger||Concerto||Mini Beast|
|Hot Rally||Rally Romper||Tiny Titan|
|Jet Ball||Bubble Bike||Jet Bubble|
|Rocket Killer||Bullet Bike||Bullet Bike|
|Raid on Kamek||Magikruiser||Magikruiser|
|B Dash Mk. 2||B Dasher Mk 2||Sprinter|
|Nostalgia||Nostalgia 1||Classic Dragster|
|Super Gesso||Turbo Blooper||Super Blooper|
|Wild Star||Wild Wing||Wild Wing|
|Dolphin Kick||Dolphin Dasher||Dolphin Dasher|
|Fast Glide||Aero Glider||Jetsetter|
|Fire Hot Rod||Flame Flyer||Flame Flyer|
|Pakkun Kart||Piranha Prowler||Piranha Prowler|
|Super Bowser||Bowser Bike||Flame Runner|
|Twinkle Star||Twinkle Star||Shooting Star|