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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.

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

To do:
Main page too cluttered, more sub-pages please.

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



Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Read about notable bugs and errors in this game.


MKWii draw demo.png
Unused Courses
Earlier versions of a few courses.
MKWii Unused Penguin Tex3.png
Unused Course Elements
Unused stuff found in the final version of the courses.
MKWii npc mii a Model.png
Unused Course Objects
A lot of things to speculate upon.

Characters and Vehicles

MKWii Rosalina Biker Model Unused.png
Early Character Models
MKW Jump 2.gif
Unused Bones & Animations
MKW Toad Quacker 2 render.png
Early Vehicles


MKWiitt ma kartunused.png
Unused Graphics
Unused icons and textures.


Unused Menu Content
Unused buttons, layout designs, and more.
Unused text left across many layout files.


MKWii Moonview Bridge KCL.png
It's no Space Oddity, but these are pretty odd nonetheless.
Nintendo Wi-Fi Connection logo.svg.png
Inaccessible Content
All the content that died along with Nintendo WFC. Rest in peace.

Regional Differences

English Translation Differences
You thought Smash 3DS had a lot of English text differences? This game has almost completely different English text!
Spanish Translation Differences
For the first time ever on the entirety of TCRF, we are going to cover the Spanish text differences instead of just putting it on the "To do" list and ignoring its existence! (Experimental Project)
French Translation Differences
For the first time ever on the entirety of TCRF, we snapped "To do" list from this section and this is now complete outside, but incomplete inside (Experimental Project)

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. This icon appears in many archives, alongside the rest of the character icons. For example, it appears in /Scene/UI/MenuSingle.szs/./button/timg, and is named tt_boss_packun_64x64.tpl. This icon is referenced in the layouts that utilize the character portraits.

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.

This icon appears in many archives, alongside the rest of the character icons. For example, it appears in /Scene/UI/MenuSingle.szs/./button/timg, and is named tt_pata_64x64.tpl. This icon is referenced in the layouts that utilize the character portraits.

Hammer Bro

MKWiiHammerbro.png An icon of a Hammer Bro exists in the game files. This would have been Hammer Bro's debut in the Mario Kart series, before their eventual inclusion in Mario Kart Tour. This icon appears in many archives, alongside the rest of the character icons. For example, it appears in /Scene/UI/MenuSingle.szs/./button/timg, and is named tt_hammer_64x64.tpl. This icon is referenced in the layouts that utilize the character portraits.

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.

A button also exists for Mii Outfit C, but due to the way it's coded, the character ID is immediately replaced with Mii Outfit A when selected. Fixing this "bug" reveals that Mii Outfit C fails to load because all of its files have been removed from the disc. If these files are replaced, Mii Outfit C will work as intended.

A Gecko code to load Mii Outfit C in-game is available at MarioKartWii.com.

Unused Code

Player Number on the Minimap

There's a disabled feature in the minimap icons to display a line with the player number on it, similar to Double Dash!!. It is very big, and player icon headlights are rendered on top of it, making it invisible when they overlap. The colors for each player also seem to be in line with the Wii's default, rather than the different format the game uses.

A Gecko code to enable it is available at MarioKartWii.com.

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 exception handler:

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

Use the D-Pad to scroll.

(Source: Skawo)

Alternative Main Loop with Performance Monitor

Mario Kart Wii has two main game loops. The used one is game-specific, but there is an extra unused loop included in the EGG library, shared across multiple games. The following differences are known:

  • The health and safety screen on startup has an instance of EGG's ProcessMeter, with three bars on the bottom of the screen displaying CPU, GPU, and overall usage. This screen also doesn't listen to GameCube controllers.
  • The game immediately displays the exception handler on crash, rather than waiting for specific controller inputs.
  • The title screen lacks gameplay demos or the opening movie, but the music still fades out expecting the scene to switch.
  • Selecting the final OK button to start the race plays the wrong sound effect.
  • Races are missing several sound effects like drift sparks and tricks, and don't seem to render any 2D effects at all.
  • VS mode crashes the game.

A Gecko code to use the unused game loop is available at MarioKartWii.com. Another code to display the performance monitor is also available at MarioKartWii.com.

Network Debug Messages "DWC_Log"

To do:
Get an image that actually displays DWC messages in the console and possibly a video.

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, though the game has code to prevent this and instead have the player immediately fire it. Disabling this code reveals that the Blue Shell has an unused animation for being held. 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. Here is an AR/Gecko code to enable it:

Gecko Code
0048A5B30 00000000
048A1058 00000000
048A4C90 00000000
04893F90 00000000

Double-Sized Green Shells

In one of the routines that sets up items, there is code that scales up the green shells (including their hitbox) to double their size when fired (and also when they're stationary in the ground), but only if the course has defined the Big Pokey object (with ID 0x1AB). This version of the enemy was only used in one competition/tournament, and even then, the only items present there were Bob-Ombs, leaving this functionality unused.

The code that performs these changes starts at 0x80790d1c in RAM (PAL). You can use the following code to enable this functionality outside of this competition/tournament:

Gecko Code
04790D18 60000000

(Source: MrBean35000vr)

Unused Competition/Tournament Game Mode

The competition/tournament file format (RKC) supports an additional game mode that was never present in any competition/tournament released by Nintendo: hit CPUs with items to increase the score (ID 0x07). The items needed for the score to increase are projectiles (shells, etc.). Stars, Mushrooms, Mega Mushrooms and Bullet Bills do not score.

This mode is also present in the unused Mission Mode.

(Source: Custom Mario Kart Wiiki)

Unused kartCameraParam.bin Parameters

kartCameraParam.bin in /Race/Common.szs has 3 additional duplicated entries for camera entities that are never used.

MKWii UnusedCamera.png

Online Squish Command

In the online protocol, there is an unused bit that can make players squished on command. This could mean that originally, players that you hit in a Mega Mushroom on your screen would make them squished globally, instead of just them getting squished on their screen.

Unused Collision Type Effects

Several collision types have unused variants, often showing different sounds/graphical effects.

Slippery Road 1 (does not slow the player) (0x01)

Effect ID Description
2 Water
3 Snow
4 Grass
6 Sand (no graphical effects)
7 Dirt (no graphical effects)

Off-road (0x03)

Effect ID Description
3 Water (no graphical effects)

Slippery Road 2 (slows the player) (0x05)

Effect ID Description
1 Mud
2-5 Water
6-7 Normal road, different sound effect

Boost Panel (0x06)

Effect ID Description
2-7 Unknown

Boost Ramp (0x07)

Effect ID Description
2-7 The character doesn't do any flips upon tricking.

Jump Pad (0x08)

Effect ID Description
7 The distance travelled when jumping is the same as for the jump pad found in Mushroom Gorge.

Item Road (0x09)

This road type is solid for items only.

Effect ID Description
4 Unknown
6-7 Unknown

Moving Road (0x0B)

This type moves the player along a predefined route.

Effect ID Description
4 Moving asphalt. Seems to behave like effect 0.
5 Moving asphalt. Seems to behave like effect 0.
6 Moving road. Seems to behave like effect 0.
7 Moving road. Seems to behave like effect 0.

Invisible Wall (0x0D)

Effect ID Description
1-2 Makes sparks upon contact, and the character emits the sound effect for when hitting a wall.
3-7 Unknown. Seems to behave like effect 0.

Item Wall (0x0E)

This wall type is solid for items only.

Effect ID Description
4 Unknown.
6-7 Unknown.

Wall 3 (0x0F)

Effect ID Description
5 Bush

Cannon Activator (0x11)

Effect ID Description
3 Shoots the player to a 3rd destination point defined in the parameters.
4 Shoots the player to a 4th destination point defined in the parameters.
5 Shoots the player to a 5th destination point defined in the parameters.
6 Shoots the player to a 6th destination point defined in the parameters.
7 Shoots the player to a 7th destination point defined in the parameters.

Half-pipe Ramp (0x13)

Effect ID Description
2-7 Unknown.

Wall (0x14)

Much like with the invisible wall, this type only collides with players, and not objects.

Effect ID Description
0 Normal
1 Rock
2 Metal
4 Ice
5 Bush
6 Rope

Moving Road (0x15)

This type of moving road is not controlled by routes defined in the parameters, but by objects.

Effect ID Description
6-7 Unknown.

Road (0x17)

This type of moving road is not controlled by routes defined in the parameters, but by objects.

Effect ID Description
6 Dirt

Wall (0x19)

A wall type that affects players, but not items. Only seen in Wario's Gold Mine and Rainbow Road.

Effect ID Description
1-7 Unknown.

Effect Trigger (0x1A)

Effect ID Description
7 Unknown.

Item State Modifier (0x1B)

This type is used to stop items dropped in the curved conveyor belts from Toad's Factory.

Effect ID Description
1-7 Unknown.

Half-Pipe Invisible Wall (0x1C)

Effect ID Description
1-7 Unknown.

Rotating Road (0x1D)

This type can be found on Chain Chomp Wheel, which is used to rotate the road if the object casino_roulette is present. If it isn't, it will act just like a regular road.

Effect ID Description
1 Normal road with different sound effects.
5 No sound with star crash impact sound effect, which can only be heard if the object starGate is defined in the parameters.
6 Sand
7 Dirt

Special Wall (0x1E)

A type of wall that has different properties depending on the speed that the player crashes into it with.

Effect ID Description
  • When driving fast, crashing into the wall will bump the player backwards, producing a graphical spark with the same sound effect used for regular walls.
  • When driving slow, crashing into the wall will result in many bumps, like the ones seen in the "rubber" wall type. It won't produce any sound effect at all.

Wall 5 (0x1F)

A type of wall that has different properties depending on the speed that the player crashes into it with.

Effect ID Description
1-7 When driving slow, players won't be able to drive through it, but items can (much like invisible walls).

(Source: Custom Mario Kart Wiiki)

Unused Music

These can be found in /sound/strm.


This song would have played whenever you win a boss at certain tournaments that had them. However, in the final game, winning a boss plays the same song as for winning in battles. Judging by the filename, it's possible that this theme was intended for use when beating bosses in the early Mission Mode as well. Its song ID is 0x6F.

There is code to load this song starting at RAM address 0x80712408 (PAL): There's a class that controls the background music, and when it plays the opening camera pan music for Competitions/Tournaments, it copies the byte at 0x34 in the RKCO (the intro mode setting inside the Competition/Tournament file) to field 0x74 in itself.

When it gets the results music ID to play, if field 0x74 is set to 3 (intro with Boss music) and it is Competition/Tournament mode (does not include Mission Mode, apparently), the Boss music is enabled. However, it only sets field 0x74 on before the opening pan. When the scene switches from the intro to the actual gameplay scene, the class is reconstructed, causing the field to default back to 1 (intro with Battle music), which results in the Battle winning song being played instead.

(Bug Discovery and Explanation: TheTrueScruffy)


The second part of Wario's Gold Mine (inside the mine) has an opening to its track. While technically not unused, this opening is never heard, since the race always starts outside. In addition, no online tournaments taking place in this level start inside.

Unused Sound Effects

Early Trick Sound

Early Final

An early trick sound effect can still be found in /sound/revo_kart.brsar (index 644). It is the fourth sound located inside GRP/GP/N/RAINBOW.brbnk (the sound files for Rainbow Road). Compared to the final version, it has a higher pitch and it is also slightly longer. A similar sound (if not the same) can be heard in a prerelease trailer.

Curiously, a variant of this sound was used in a few competitions/tournaments, more specifically the ones that had the player race a Wiggler, when said character does a trick (named SE_CC_HANACHAN_JUMP_ACTION). However, besides sounding slightly different than the one documented above, it is also sequenced, while both the early and the final trick sounds are streamed.

This sound is actually used in the sequel, Mario Kart 7, when the player does a trick in Rainbow Road and SNES Rainbow Road.

Unused Items

Chain Chomp


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 prototype without the 仮, but it was replaced by the Bullet Bill in the final.


MKW Boo NintendoPower.png

Nintendo Power Volume 227 mentions that a Boo item was among the items to be included in the game. The only trace of anything resembling it in the game files is the lack of any behavior for item 0x13. (Normally, if the game tries to execute behavior of an item that doesn't exist, it just gives a mushroom, but the fact that it does nothing implies that an item was present at slot 0x13 at some point and then subsequently stripped from the game.).

Placeholder Items


Three placeholder item icons labeled "NEW1", "NEW2" and "NEW3" are stored in /Scene/UI/Race.szs inside /./game_image/timg, named from left to right tt_item_new1.tpl, tt_item_new2.tpl, and tt_item_new3.tpl. They are obviously unused.

Empty or Deleted Folders & Files

Debug Folder

To do:
Do the leftover strings actually refer to /debug (in the filesystem's root) or instead to /debug inside /Scene/UI/Channel.szs? There are also strings referring to the letter files in the subdirectory /LetterForm inside that same .szs file.

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 the game's code.

  • 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 "Race/MissionRun" (the Japanese and Korean name for Mission Mode), can be found in the game's files. It has been discovered that file resources for Mission Mode, such as mission_single.kmt and mrXX.szs, would have been found here.

.svn Folders

All of the game directories (except for /debug and /Race/MissionRun) contain an empty folder named .svn. This is a leftover from Apache Subversion, a version control system. All of these folders were removed in the Korean version of the game (except for one).

Scrapped 3D Wiimote Model

Strings exist for a file called wii_controller.brres which would reside within Race/Common.szs. BRRES files are visual model files, but a file of this name/description exists nowhere on the disc.

Scrapped Character Sound Method

To do:
Add the information from the video here.

In the game's code, there is a definition of a BRASD folder inside of the character archive files.

Unused Dutch Language

Oddly, Dutch is the only selectable language in the Wii Menu that is not available as a language option for Mario Kart Wii; though if your Wii is set to Dutch, the Home Button menu and Wii Remote safety screens will be in Dutch and the rest of the game will be in English. This seems to not have always been the case, however, as the code that detects which language is set in the Wii menu and adjust the game accordingly has an unused pointer to a set of files that end with "_N.szs" (N standing for Netherlands).

Unused _Dif Files

Similarly to the section above, another reference exists in the code for files ending with "_Dif.szs". Supposedly, these files were meant to be used as multiplayer variants for the courses. The game would have loaded the original course file as a base, and then the "_Dif" file would contain a few modified files from the base course that would eventually be replaced with the respective ones from Single Player at runtime to create the multiplayer version of the track. While a similar approach was used for competitions/tournaments, as well as in the unused Mission mode, the final multiplayer versions of the tracks are actually stored in the disc itself, ending with "_d.szs", which already contain all the necessary files to load the entire course.

BMS Files

Strings in the game's memory refer to .bms files, but these files exist nowhere on the disc. They were probably similar to BMM Files.

BFOG and BFOBJ Files

BFOG and BFOBJ Files are defined in the code, but the game only uses BFG Files instead, probably because they have a simpler format. This may be a remnant from New Super Mario Bros. Wii, as both games share the same EGG library.

BDOF File Extra Functions

BDOF (Binary Depth Of Field) is a post-effect file that controls effects like focus, sharpness, and blur in tracks.

There is unused code that allows the usage of a secondary BDOF file, named posteffect.bdof_demo. This one has the same format as a normal BDOF file, and it seems to be used only in the course introduction if present.

(Source: Custom Track Wiiki)

Multiplayer-exclusive Skybox Models

The game supports loading files named vrcorn_d_model.brres, which would have been low-poly versions of the skybox models intended for the multiplayer version of the courses (for reference, the low-poly multiplayer versions of the course models are named "course_d_model.brres"). In the final game, there're no files named "vrcorn_d_model.brres", only "vrcorn_model.brres" (the regular skybox model), which are found in both the single and multiplayer versions of the courses.

Removed Symbol Maps

At offsets 0x241B2C and 0x241F28 respectively (PAL) of the main.dol executable resides leftover strings for two missing symbol maps: StaticR.SMAP (for StaticR.rel) and RevoKartR.SMAP. The Home Menu version of the Mario Kart Channel also mentions another removed symbol map for it at offset 0x313EC8 (PAL) of its main.dol executable variant, named RevoKartNR.SMAP. All of these files would have resided in the /rel directory.

Interestingly, there is leftover code to load the RevoKartR.SMAP file, as shown in the following decompiled code:

if (MAIN_SMAP != nullptr) // "/rel/RevoKartR.SMAP"
		u32 map_size;
		mpMap = SystemManager::sInstance->ripFromDisc(MAIN_SMAP, pModuleInfo, 0, &map_size, 0);
		if (mpMap != nullptr) {
			EGG::Exception::setMapFile(mpMap, map_size, pModuleInfo);
			OSReport("[SYS] Load MapFile \"%s\" success.\n", MAIN_SMAP);
		} else {
			OSReport("[SYS] Load MapFile \"%s\" fail.\n", MAIN_SMAP);
(Decompiled code: riidefi)

Alternative Mario Kart Channel version

At offset 0x37F4A4 (PAL) of StaticR.rel, there's a string referring to a missing version of the Home Menu version of the Mario Kart Channel, named RevoKartTR.wad (for reference, the final version is named RevoKartNR.wad).


At offset 0x241173 (PAL) of the main.dol executable there is a string that mentions a removed file, named RKChRes.arc, that would have resided in the root of the game's filesystem. While it is unclear what this file would have been for, it is listed alongside the files from the /contents directory inside an array in the game's code, which also reveals that it has an ID assigned to it (8).

Interestingly, the IDs assigned to the files from the /content directory in said array match the numbering of the equivalent files from the extracted Mario Kart Channel, plus 00000008.app contains most directories and files found in the main game's filesystem root, which matches how RKChRes.arc would have resided in the root. Sadly, said file is not found in that .app container either.

Unused Modes

Mission Mode

To do:
See if you can record what might have been for the videos that no longer exist in the game; also, rename and reformat them to the videos' names and try to see if that changes anything. Try recording in-game footage of doing those things.

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, and thus 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. Because this content is missing, it is impossible to know what the original missions were.

Some of the surviving content is drift restrictions on some levels, and/or a video (but since the videos are missing, the game just displays a still image of the last loaded video). 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 attempt to load any mission that is 3-4 or later. Interestingly, the code for trying to load the videos still has 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.

Game Modes

There seems to be 14 valid game modes.

Game Modes
ID Code Name Objective
0x00 MiniTurbo Release miniturbos to score points.
0x01 LapRun01 VS Mode. Complete 3 laps before time runs out.
0x02 LapRun02 VS Mode. Complete 3 laps before time runs out. (Seems identical to mode 0x01).
0x03 Drift Perform any drift to score. (Faulty, increments score too quickly, Manual only)
0x04 ItemBox Break item boxes to score points.
0x05 EnemyDown01 Hit enemies with items to score points.
0x06 EnemyDown02 Attack a boss to score points. (E.g. Spiky Topmen, Big Pokey, etc)
0x07 EnemyDown03 Unknown. (Most likely unused or deleted. A piece of text in StaticR.rel, "EnemyDown03" may indicate it used to be related to modes 0x05 and 0x06, attacking something).
0x08 CoinGet01 Gather coins to score points.
0x09 ToGate01 Drive through gates to score points.
0x0A RocketStart 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 ItemHit Hit CPU opponents with certain items to score points. (All projectiles. Stars, Mushrooms, Mega Mushrooms and Bullet Bills do not score).
0x0C Wheelie Perform wheelies to score. (Faulty, increments score too quickly, increments for wheelies on the spot).
0x0D Slipstream 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 for the extra 12 are: 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.

Unused/Disabled Menu Content

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 code name for half-pipe tricks; along with the two referenced code names and the tutorial THP file, this suggests there was going to be a game mode, or maybe two, with an objective of tricking.

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 taken straight from the layout file, which only has one text entry, "1-1", but because of font limitations, 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. The text normally supplied is loaded as the text in the center and as the level number.

A star is intended to appear on the right side of the level select buttons. It does actually appear, but is behind the button, making it impossible to see.

A button exists for Mission Mode on the Single Player Menu, and oddly enough on the Multiplayer Menu as well. Both of the buttons crash the game when selected because they link to the Mission Mode screens, which aren't loaded in that context. Loading the Mission Mode screens on the Single Player Menu causes the button to work, but loading them on the Multiplayer Menu crashes because it lacks the necessary files for the screens, like layouts, textures, etc.

Accessing Mission Mode

A code to access Mission Mode and more information is available at the Custom Mario Kart Wiiki.

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

Special Ghosts Mode

To do:
Special Ghosts were actually delivered by Nintendo. More details.

Nintendo had once delivered "special ghost" events. If a special ghost was available, you would find it in the Time Trial rankings for its course. A notification would appear in the main menu of the Mario Kart Channel, and selecting it would take you directly to the ghost in the rankings menu. Once highlighting the ghost, the bottom right text would simply say "Battle [name]." and would prompt you to connect to Nintendo WFC once you select it. Special ghosts are mentioned several times in the game's text:

Text ID Text
0x1C85 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:

・special ghost data downloads
0x1901 Special ghost data now available!
0x17AF Special Ghost Data

These pieces of text were translated to all languages.

The game's manual also makes mention of special ghosts, showing a unique icon that isn't 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)

Early File Leftovers

In Scene/UI/ are a bunch of unused .bin files that seem to be very slightly early versions of the used .bin files (located in /Race/Common.szs).


This file controls the statistics of the vehicles.

Three "Tilt Strength" values for certain karts have been lowered in the final game.

Kart Early Value Final Value
Standard Kart L 0.02 0.015
Tiny Titan 0.03 0.02
Sprinter 0.02 0.015


This file controls the statistics of the characters.

Several "Slippery Road Type 2" speed values were changed as well.

Character Early Value Final Value
Toadette 0.01368 0.01283
Yoshi 0.01368 0.01283
Birdo 0.00684 0.00641
Bowser Jr. 0.00684 0.00641
Medium Mii 0.00684 0.00641
Wario 0.00684 0.00641
Waluigi 0.00684 0.00641
King Boo 0.00684 0.00641
Funky Kong 0.00684 0.00641
Dry Bowser 0.01368 0.01283


This file controls the position of the camera for the vehicles.

Two camera parameters have been ever-so-slightly changed.

Early Near Camera 1 Final Near Camera 1
Mkwii near camera 1 beta.png MKWii near camera 1 original.png
Early Near Camera 2 Final Near Camera 2
Mkwii near camera 2 beta.png MKWii near camera 2 original.png

Unreleased Chinese Version

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 after the original's release.

Home Menu Banner Name

The name displayed when highlighting the game in the Home Menu when the console's language is set to Simplified Chinese is 马力欧卡丁车Wii.

In addition, the "Channel" string seen when previewing the Mario Kart Channel's Home Menu banner is 频道.

Found in the banner data of the game.


(Source: [UNOFFICIAL Chinese Nintendo Twitter])

Simplified Chinese Wii Menu Banner

Main Game Mario Kart Channel

(Source: Twitter)

Chinese Safety Screen

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

MarioKartWii-ChineseBootStrapA.png MarioKartWii-ChineseBootStrapB.png


Found in Boot\Strap\ch\isbn_608x456.szs is a weird file. It is a Chinese splash screen. The upper, larger text 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: UNOFFICIAL Chinese Nintendo Twitter)
(Translation: akfamilyhomeak Twitter)

Chinese Home Button Menu

Found in the /hbm folder is homeBtn_CHN.szs

Interestingly, when the console's language is set to Simplified Chinese, the game will display the Chinese Home Menu:

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

Uncompiled Camera Animation

Present in Demo/Ending.szs/Camera is just an uncompiled camera animation file titled dummy.rsca, created on 2007-11-05 16:10:33 by Eriko Kimura, from the Demo Movie team. A binary format of said file doesn't exist in the archive, so this most likely went unused. The Model folder inside it is empty.

<?xml version="1.0" encoding="utf-8"?>
<nw4r_3dif version="1.3.0"
	xsi:schemaLocation="http://www.nintendo.co.jp/NW4R/3DIntermediateFileFormat ver_1_3_0/rsca.xsd"
	<create user="kimura_eriko" host="KIMURAE-GRP" date="2007-11-05T16:10:33" source="los_cam.ma"/>
	<title>Scene Animation Data</title>
	<generator name="NW4R_Export for Maya 8.5 Service Pack 1" version="1.3.1"/>
<scene_anim_info frame_size="2" tool_start_frame="1" tool_end_frame="2"
	bake_animation="on" frame_precision="1_1" loop="off"
<camera_anim_array size="1">
	<camera_anim index="0" name="los_camera" camera_type="rotate" projection_type="perspective"
		<camera_anim_target target="pos_x">
			<anim_constant value="-12676.701172"/>
		<camera_anim_target target="pos_y">
			<anim_constant value="6468.499023"/>
		<camera_anim_target target="pos_z">
			<anim_constant value="53316.898438"/>
		<camera_anim_target target="aim_x">
			<anim_constant value="0.000000"/>
		<camera_anim_target target="aim_y">
			<anim_constant value="0.000000"/>
		<camera_anim_target target="aim_z">
			<anim_constant value="0.000000"/>
		<camera_anim_target target="rot_x">
			<anim_constant value="-5.138353"/>
		<camera_anim_target target="rot_y">
			<anim_constant value="-37.400002"/>
		<camera_anim_target target="rot_z">
			<anim_constant value="0.000000"/>
		<camera_anim_target target="twist">
			<anim_constant value="0.000000"/>
		<camera_anim_target target="aspect">
			<anim_constant value="1.500000"/>
		<camera_anim_target target="near">
			<anim_constant value="1.000000"/>
		<camera_anim_target target="far">
			<anim_constant value="1000000.000000"/>
		<camera_anim_target target="persp_fovy">
			<anim_constant value="58.445305"/>
		<camera_anim_target target="ortho_height">
			<anim_constant value="100.000000"/>
Early Final
MKWii Unused Results Camera Angle.png MKWii Used Results Camera Angle.png

It is actually possible to compile this code back to a binary file, which reveals an earlier camera angle used for the total results screen that can be seen when the player loses a Grand Prix/VS Race/Battle.

(Source: Wii-Homebrew forum)

Internal Project Name

The game is referred to internally as RevoKart. Revo is short for "Revolution", the Wii's internal project name. course.0 also indicates the project name as RVL-MarioKart.

(Source: Original TCRF research)

Regional Differences

Title Screen

Japan America Europe Korea
MKWiititle JP.png
MKWiititle US.png
MKWiititle KR.png
  • The Press the A Button text from the European and American releases is PRESS (A) BUTTON in the Japanese and Korean versions.
  • The European and Korean versions display the trademark as TM, while in the Japanese and American builds it is an R.
  • The Korean version displays the year 2009 in the copyright text, reflecting its actual release date. This is positioned lower than in the rest of the versions, and in addition, the font here is in bold.
  • Both the Japanese and Korean releases display the game's name in their respective languages under the romanized logo.
  • Both the Japanese and Korean versions have a mistake in which the "R" from the MARIOKART logo is missing one of its corners, making the logo slightly thinner.
  • The Korean version fixes a small oversight in which Luigi's Kart shadow was slightly cut in the bottom left corner.
  • The Korean release (unlike with the Japanese version) has the same blur version of the background image as the one used in the European and American releases, despite its title screen having more differences, such as the game's name in Korean.

License Selection Screen and Main Menu

Japan Korea
MKWii Final License Screen Comparison.png
MKWii License Screen Korean version.png
  • When setting the console's aspect ratio to 16:9, the Korean version will display the Title Screen image slightly offset to the left, which could be seen in a prerelease screenshot.
  • In the European version, the 1/2/3/4 players' text numbers are slightly bigger than in the American version. In contrast, the "Player(s)" text is slightly larger in the American release in comparison to the European one.


  • The Korean release uses a completely different font from the one seen in the other versions.
  • The icon graphics for the controller buttons are noticeably smaller in the Korean version (as seen in the "Back" button, for example). They are also positioned slightly lower than in all other versions.