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Mario Kart Wii

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Title Screen

Mario Kart Wii

Developer: Nintendo
Publisher: Nintendo
Platform: Wii
Released in JP: April 10, 2008
Released in US: April 27, 2008
Released in EU: April 11, 2008
Released in AU: April 24, 2008
Released in KR: April 30, 2009


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
ObjectIcon.png This game has unused objects.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.


NotesIcon.png This game has a notes page
PrereleaseIcon.png This game has a prerelease article

Mario Kart Wii is the sixth game in the series (not counting Arcade editions), which introduced bikes and... Mushroom Gorge.


Contents

Subpages

NotesIcon.png
English Translation Differences
Nearly completely different English text.
MKWii MiiOutfitC.png
Unused Objects
A lot of things to speculate upon.
Blank.png
No Longer Accessible Content
All the content that died along with Nintendo WFC.
Blank.png
Prerelease
All the differences seen in prerelease content compared to the final game.

Unused Character Icons

Petey Piranha

MarioKartwiiPeteyP.png

Petey Piranha's icon appears in the game files. He was a playable character in Mario Kart: Double Dash!!, but was scrapped here. Rarrrrrrrrrrgh!!!

Koopa Paratroopa

MarioKartwiiParaTroopa.png

Paratroopa was also a playable character in Double Dash!! Interestingly, he uses a different pose here than in the final Double Dash!! icon.

MKDD Mushroom City 2 Prerelease.png

This same icon can be seen in early screenshots of Double Dash!!

This was probably the one to be cut earliest in development, as Petey and the Hammer Bro are facing left and fit along with the final character icons, whereas this one stands out like a sore thumb.

Hammer Brother

MKWiiHammerbro.png

An icon of the Hammer Bros. exists in the game files. This would have been the Hammer Brothers' debut in the Mario Kart series.

Mii Outfit C

MKWiiMiiOutC.png

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.

Leftover parameter data for Mii Outfit C still exists in the game, like character identifiers, parameters for the size of the Mii's head, etc. Using a code to replace every icon on the character selection screen with the unused character identifier value for Mii Outfit C, the unused icon will appear in all the slots. When using the character, it will work just like Mii Outfit A.


Unused Courses

old_mario_gc_b

This course is identical to GCN Mario Circuit, but there are a few small differences. This may in fact be a direct port of the data from Mario Kart: Double Dash!!. The differences found from the final version are:


  • The minimap seems missing, but in reality, it is loaded, it does not appear on screen because it is way too large. When looking at the map model inside the course file, it is revealed that it's the same as for Mario Circuit from the Flower Cup.
  • The lighting is a bit darker.
  • The Piranha Plants are missing their pipes.
  • The Chain Chomp is missing.
  • The little humps near the goombas are shaped the same as they're in Mario Kart: Double Dash!!'s version.
  • The collision seems to be unfinished. When stepping on grass, it acts like if the player is stepping on dirt, The humps and the bridge are not trickable and the course's collision is bouncier in general.
  • Some textures animations, like those for the water that surrounds the castle, are unfinished and they don't loop properly.
  • No Intro, Replay or Ending Cameras.
  • Shadows no longer give off a 'shading' effect to anything that passes under them.
  • No item boxes in VS Mode.

While the course does mostly function in VS. mode, since it has CPU routes and checkpoints, when one of the final two Piranhas attempt to chomp at a CPU racer or when a CPU reaches the last jump of the course, the game will crash.

There is an .szs file for the multiplayer version of the course (old_mario_gcn_b_d.szs) but it seems to be exactly the same as the single player version.

draw_demo

Hmmm...
To do:
Replace "draw_demo.szs" with "loser_demo.szs and see what happens.". This is because draw_demo is not actually a TEX0 test but rather a version of Mario Circuit that would've played whenever a team would tie in the final results on VS. mode. More info at: http://wiki.tockdom.com/wiki/Draw_Demo

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. The differences from the final version are as follows:

  • All textures are corrupted, due to slightly missing pointers.
  • The ramp and Chain Chomp objects are missing (however other objects like bushes, flowers and trees are still present).
  • There are no CPU routes, no intro, replay or ending cameras, no checkpoints (so no lap counts), and there're no item boxes in VS. mode.

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.

There is an .szs file for the multiplayer version of the course (draw_demo_d.szs). Its mostly the same, aside from a few textures being differently colored

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 an old BRRES and KMP format.

The names of these tracks are the last names of several people on Mario Kart Wii's Planning team.

hayasi = Yugo Hayashi

narita = Minoru Narita

yabuki = Kosuke Yabuki

course.0

Description

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 2.8.4.1. 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.

(Source: Custom Track Wiiki)

Contents & In Game View

Unused Code

Multiple ghosts in Time Trial

Hmmm...
To do:
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"

MKWii-Noghosts.png
A screen that appears if there are no ghosts for a given course. This screen is never seen, since every course has a staff ghost on it.

Exception Handler

When the game crashes, press the following buttons (in order, from left to right) on the 1st Wii Remote (Vertical) to bring up an animated exception handler:

Up, 1, Down, 2, Right, -, Left, +, B, A


(Source: Skawo)

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"

Hmmm...
To do:
Bean and Chadderz showed this off on stream once, see if we can find it and highlight it. There are also other log messages, such as at the start of a VS Mode race.

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.


(Source: Custom Mario Kart Wiiki "DWC Log")
(Source: Custom Mario Kart Wiiki "PrintF")

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.

PAL:
048A5B30 00000000
NTSC-U:
048A1058 00000000
NTSC-J:
048A4C90 00000000
NTSC-K:
04893F90 00000000

Unused Music

o_FanfareMIWinBoss_32

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.

STRM_N_TRUCK_N

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.

Unused Graphics

Additional Lakitu Signs

MKWiilaps.png

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.

Unused copies of these are located in Common.szs, while the ones used in the final game are located in Common_X.szs (where X is replaced with the letter corresponding to the language setting)

Country Flags

Old USA Flag

MKWiiUsaflagunused.png
A very old American flag graphic.

"Country Unknown" Flag

Mario-Kart-Wii-Question-Flag.png
Named flag_blank_00, it was probably meant to display when a player didn't have a region set, but in the final game, the space where a flag would be is empty if there is no region set.

Misc. Graphics

Coin

MKWiiSmbcoin.png
A coin graphic from Super Mario Bros.

Mario in Classic Dragster

MKWiitt ma kartunused.png
The icon of Mario in the Classic Dragster might have been an early design for the banner icon on the Wii Menu.

Placeholder Mii

MKWiitt mii matsuoka unused.png
This Mii is of Shuzo Matsuoka that was sent out to Japanese Wiis in 2007. It could have been used for testing licenses.

Controller Graphics

MKWii tt remocon bodyunused.png
While the Wiimote graphic is used, it's only seen with the Nunchuk.

Test Graphics

MKWiiUnusedGraphics1.png

MKWiiUnusedGraphics2.png

Some additional graphics that are not used. The circles appear to be simple test graphics.


Early Wii Wheel Icons

Early 2-Star Wheel User Icon (Online)

MKWiiUnusedGraphics3.png

Early Wheel User Icon (Time Trials)

Mario-Kart-Wii-Early-Wheel-Icon.png
An ever earlier Wii Wheel icon, named tt_remocon_han_body_mini3 and found in the files of the Mario Kart Channel. It can be seen on prerelease footage.

Early Luigi Circuit Banner

Mario-Kart-Wii-Early-Banner.png
An early version of the banners that display for each course when checking time trial rankings. It is named tt_ghost_ranking_course

Honeycoupe's Hidden Chain Chomp

MKWii-BodyHoneycoupe.png

The bottom right area of the texture of the Honeycoupe has a Chain Chomp with a Prohibition symbol on top of it, and half of a Chain Chomp eyeball. Southwest of the "W" emblem seems to be a Chain Chomp mouth, but with the red part of the mouth removed, and right of that are Chain Chomps teeth. These are never used in game because of the texture mapping. These oddities are in every character's version of the Honeycoupe. Perhaps it relates to the scrapped Chain Chomp item? Or maybe the Honeycoupe was originally going to be a Chain Chomp version of the Piranha Prowler.

Unused Bones & Animations

Koopa Troopa's and Dry Bones' Wings

The Koopa Troopa character texture, in which we can see the unused wing textures.

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

MKW-Bds-Unused-Losing-Daisy-Crown-Animation.gif

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, it's revealed they have a unique animation for the crown. The losing animation will jiggle the crown as the Baby Princesses cry.

Luigi's Test Animations

MKWii-Luigitest.gif

Located within mdf-kart-lg.szs are 4 unused animations for Luigi. Two of them show Luigi putting his foot on the gas and brake pedals (there are no animations for this in the final game) and the other two are him punching to the left and right. These seem to be leftovers from Double Dash!!


(Source: Atlas)

Lakitu's Battle Sign

MKWii-LakituBattle.gif

Lakitu has an unused battle mode variant called jugem_battle.brres The animation seems to be a copy of the backwards animation in VS race, but with an X on the sign instead of a U-Turn. The animation's name is "jg_st" which probably means "stop" (For reference, the name of the "going back" animation is "jg_no"), so maybe was supposed to appear at the end of battle when all the karts stop and wave the sign? (similar to how he waves a flag after you finish a VS race)

Unused Items

Chain Chomp

MKWiiChainchomp.png

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.

Placeholder Items

MKWiiNew123.png

Three placeholder items labeled "NEW1", "NEW2" and "NEW3" are stored in the game's graphics, and are obviously unused.

Disabled Menu Buttons

Mission Mode Button

There is a Mission Mode button switched off on the Single Player menu. Since it lacks THPs, the movie clips that appear on the button don't fit well inside it. 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. The button is located behind the Battle button, so even if you make it appear in game, you must re-arrange the single player VS screen.

Extra Ghost Races Button

Normally this feature is accessible VIA the Mario Kart Channel, but it actually has a button on the Wi-Fi main menu as well. This buttons codename is ButtonGhostBattle and it uses the same text ID as the button in the Mario Kart Channel. Unlike the Mission Mode button, this one isn't hiding behind another button, and if we turn it on we can see that it was supposed to be located below the Friends button. Sadly, unlike the Mission Mode one, this button has no properties linked to it, so it does nothing when pushed.

ELO Leaderboard Button

On the Online Time Trial Rankings screen is a button called ButtonELORanking, It has no text or behaviour associated with it, but from its name we can guess that it was supposed to be some sort of leaderboard for the online players with the highest ELO, which was later implemented in other games such as Mario Tennis Aces ("The Elo rating system is a method for calculating the relative skill levels of players in competitor-versus-competitor games." and Nintendo probably just renamed it to VR) This feature was completely scrapped in the final game, probably because the VR system isn't the most in depth thing ever, and it was quite easy to max out your VR.

Default Drift Type Setting Button

On the License Settings screen is a button called DriftMode, It has no behaviour associated with it, but it uses the same text ID as the drift selection screen. We can guess that it was supposed to be a way to set a default drift option for whenever you boot the game. In the final game, your drift mode is saved as whatever you used last, even after powering off your Wii (However, your character and vehicle choices are always set back to Mario and the Standard Kart M whenever you power on the game)

Drift Fix Buttons?

Also on the License Screen are two more button (.bctr) files; FixDriftModeButton.bctr and FixDriftModeMovie.bctr. The first one leads to a button called ButtonUnfix, and the second one leads to ButtonEasy and ButtonNormal (which seems to resemble the normal drift selection screen) None of these buttons have text or behaviour.

Oddities

Unobtainable Item Boxes

DKSCunuseditems.png

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).

Character Stat Mixup

There is a programming mistake in the code of the game that results in some characters stats being assigned to the wrong characters. The following characters are affected by the bug:

- Small Miis use Rosalina's intended stats, making both characters the only ones that use the same stats slot.

- Medium Miis use Small Mii's intended Stats.

- Large Miis use Medium Mii's intended character stats, which results on their programmed stats to become unused since they're not assigned to any character at all in-game.

This can be proven by modifying the character stats for Large Miis. Whatever changes made will not affect the character stats for Large Miis (nor any other character in the game).

(Source: Custom Mario Kart Wiiki)

Blank Text Entries

When online, the game shows the name of your country under your Mii when you join a room. For some reason, the text entries for Taiwan, Hong Kong, Macau and China are blank (but the game still tries to display them, there's just nothing to display)

MKWiiBlankText.png

Mii T-Pose Glitch

A very obscure glitch where if you are playing 2 player online and someone else in the lobby is using a Heavy Male Mii Outfit A on either the Wario Bike, the Shooting Star or the Phantom, then their Mii will be constantly in a T-Pose. The reason this happens is because Nintendo seems to have forgotten to put the Mii in the sitting back position in files le_bike-la_mii_m_4.szs, lb_bike-la_mii_m_4.szs, and lc_bike-la_mii_m_4.szs. This does not happen when you play as a Mii, and it doesn't appear anywhere else in the game because Mario Kart Wii loads higher quality versions of those files for offline play and single player modes (and these files don't have the glitch). If CPU racers were allowed to use Miis, then it would be possible to view this in 4 players multiplayer too.

Game Not Resetting Values

The game has a pretty big oversight in that when entering a mode, certain flags are set to change the behaviour of certain objects and other things. However, when exiting the mode, the flags are never reset, causing the changed behaviour to carry over to other modes. There are a few different things you can do with this bug:

Bigger Character Icons

Normal Big
MKWii-NormalIconSize.png MKWii-BigIconSize.png

There's a bug in the game's code that causes the minimap character icons to be bigger than they are intended. When playing a normal race, the icons are the normal size, unless you've played Time Trials. When the game launches, these icons are set to a specific scale. When playing Time Trials, these icons are made larger because the only other racer is the ghost. These icons aren't scaled back down when you quit Time Trials so they remain a bigger size until the game is reset.

Online Nametag Drawdistance

In VS mode, nametags of players are only drawn when they are a certain distance to you, if they are too far then they will not be drawn to the screen. However, in battle mode, the nametag will be drawn regardless of how far away the other player is from you. If you enter a battle, quit and then enter a VS Race, then the nametags will be drawn as if it was a battle. Which can help when playing competitively.


Thwomp Desert Physics

The Giant Pokey on Thwomp Desert competition actually sets flags that changes how the sand physics work, and it no longer constantly pulls you inward. If you play this competition and then go play battle mode, the changed physics will carry over. This is particularly problematic for online play, as it could give quite a huge advantage. Luckily this glitch could only be performed when the Giant Pokey competition was the one currently running.

Empty or Deleted Folders & Files

Debug Folder

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?

A list of files that once resided here are located within StaticR.rel at offset 0x389E30 (USA)

  • thumb_jp_d.bin
  • letter_jp_d.bin
  • thumb_jp_v.bin
  • letter_jp_v.bin
  • thumb_jp_c.bin
  • letter_jp_c.bin
  • thumb_nj_d.bin
  • letter_nj_d.bin
  • thumb_nj_v.bin
  • letter_nj_v.bin
  • thumb_nj_c.bin
  • letter_nj_c.bin

MissionRun Folder

Another empty folder, called "MissionRun" (Japanese name for Mission Mode), can be found inside the Race folder. It has been discovered that file resources for Mission Mode, such as mission_single.kmt would have been found here.

Scrapped 3D Wiimote Model

Within Common.szs is an unused string that references wii_controller.brres, .brres files are visual model files, but a file of this name/description exists nowhere on the disc. Mkwii wiimote String.png

Scrapped Character Sound Method

At offset 0x8A73E6 of the RAM on the PAL version of the game, there is a definition of a BRASD folder inside the of character .szs files. (In the final game, they are located in common.szs)


Unused Game Modes

Mission Mode

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 (?)
01_drift.thp Manual Drifting
02_miniturbo.thp Obtaining miniturbos from Manual Drift
03_autodrift.thp Automatic Drifting
04_jumpaction.thp Performing tricks on ramps
05_halfpipejump.thp Performing tricks on halfpipe ramps
06_wheelie.thp Performing wheelies
07_spinturn.thp Turning on the spot (using A+B)
08_back.thp Reversing (?)
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
12_itemthrow.thp Throwing/using items
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.

Game Modes
ID Objective
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.


A code to access Mission Mode and more information is available at Mission Mode.


(Source: MrBean35000vr Video 1)
(Source: MrBean35000vr Video 2)
(Source: Custom Mario Kart Wiiki)

Special Ghosts Mode

Hmmm...
To do:
Investigate more, it seems this mode was pretty much complete but just never used.

Nintendo had once planned to have "special ghost" events, but this feature ended up never being used. Special ghosts are mentioned several times in the game's text:

Text ID Text
1c85 Join the message service to have the latest
updates from the Mario Kart Channel posted
to your Wii Message Board via WiiConnect24.
You can opt out at any time.

Messages will include information about:

・competitions
・special ghost data downloads
1901 Special ghost data now available!
17af Special Ghost Data

These pieces of text were translated to all languages.

The game's manual also makes mention of the special ghosts, showing a unique icon that was not used anywhere else in the game, although it's present within the Mario Kart Channel's banner files, named tk_iconGhost_00.

MKWiiManual.png MKWiiSpecialGhostIcon.png


(Source: MKWii Manual)

multi_top.thp

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.


Unused Chinese Language

Exclusively on the Korean disc, there are files that seem to suggest that a Chinese version of Mario Kart Wii was in development for the Wii. A Chinese version of the game was announced for the NVIDIA Shield almost a decade since the original's release.

Chinese Safety Screen

Found in Boot\Strap\ch\Chinese.szs are the two Wii Remote safety screen pages in Chinese

MarioKartWii-ChineseBootStrapA.png MarioKartWii-ChineseBootStrapB.png

isbn_608x456

Found in Boot\Strap\ch\isbn_608x456.szs is a weird file. It is a Chinese splash screen. The upper larger texts is the "Healthy gaming advice", a 28-character health & safety advice that is required to be displayed upon a game's startup by Chinese law. The lower half consists of the publishing house information and a placeholder ISBN with all zeroes (the ISBN will be replaced by the actual one given by the government upon approval). The publisher is the exact same one used by all games published by iQue.

MarioKartWii-Isbn 608x456.png

It roughly translates to

"Healthy Gaming Advice Resist unhealthy games, reject pirated games Be aware of self-protection, avoid being deceived Moderate gaming is good for the brain, addiction to games hurts your body Manage time appropriately, enjoy a healthy life"


(Source: Chinese Nintendo Twitter)
(Source: akfamilyhomeak Twitter )

Chinese Home Button Menu

Found in the hbm folder is homeBtn_CHN.szs

If you replace the normal homeBtn file with this one and load it in game, it is still mostly functional, besides a few missing bits of text.


Interestingly, if you change the language in dolphin to S. Chinese, then the text properly displays

MKWii-ChineseWiiMenuText1.png MKWii-ChineseWiiMenuText2.png MKWii-ChineseWiiMenuText3.png MKWii-ChineseWiiMenuText4.png

Internal Project Name

The game is referred to internally as "RevoKart". "Revo" is short for "Revolution", the Wii's internal project name.

(Source: Original TCRF research)

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).

Course Names

Japanese European American
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

Vehicle Names

Japanese European American
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
Pokémotor Nanobike Bit Bike
Speed Swan Quacker Quacker
B Dash Mk. 2 B Dasher Mk 2 Sprinter
Nostalgia Nostalgia 1 Classic Dragster
Fantasia Royal Racer Daytripper
Super Gesso Turbo Blooper Super Blooper
Wild Star Wild Wing Wild Wing
Candy Bon Bon Sugarscoot
Dolphin Kick Dolphin Dasher Dolphin Dasher
Interceptor Nitrocycle Sneakster
Polonaise Rapide Zip Zip
Fast Glide Aero Glider Jetsetter
Tricky Dragonetti Honeycoupe
Fire Hot Rod Flame Flyer Flame Flyer
Survival Buggy Offroader Offroader
Pakkun Kart Piranha Prowler Piranha Prowler
Super Bowser Bowser Bike Flame Runner
Wild Spear Torpedo Spear
Twinkle Star Twinkle Star Shooting Star