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Mickey's Speedway USA (Nintendo 64)
|Mickey's Speedway USA|
Also known as: Mickey no Racing Challenge USA (JP)
This game has unused animations.
This game has a notes page
Mickey's Speedway USA is a racing title by Rare in a style similar to Diddy Kong Racing, with the obvious exception that the drivers have been replaced with various Disney characters.
- 1 Debug Mode
- 2 Crash Debugger
- 3 Unused Areas
- 4 Unused Multiplayer Mode: Capture the Flag
- 5 Unused Textures
- 6 Unused Animations
- 7 Unused Music
- 8 Unused Dialog
- 9 Unused Text
- 10 Unused Models
- 11 Unused Starting Points
- 12 Regional Differences
A simple debug mode can be enabled by entering the following button sequence on the title screen (directions refer to the d-pad):
- Right, Up, B, B, Up, Left, B, Z
Alternatively, this GameShark code will also unlock the feature:
After the code is enabled, DEBUG TOGGLED will appear momentarily. Whatever "rub bulbz" is supposed to mean, the game will now display various details about player 1's position on the track: exact X, Y and Z coordinates, and the angle (A) their kart is facing.
If the game crashes without the debug mode enabled, it will display a basic crash debug screen with a version number.
If the game crashes with the debug mode enabled, it will display a more complex crash debugger which is almost identical to the one in Jet Force Gemini.
All tracks can be seen in this video. Furthermore, all unused tracks use Speedway's "Malibu" music as a default. All of the unused areas and animations can be seen by using one of the below GameShark codes.
Replace ?? with one of the below values, enable the code after the character selection screen and choose the practice track.
Early "White House" Track
There is an early version of the White House battle track. It is titled "maze" in the ROM. The collision is intact. There is an unused Token Dispenser on this track that shoots out a total of 20 "Oomph Tokens". The dispenser has no collision and can be driven through. The animation is intact and appears on the two unused battle tracks. This map contains 12 item boxes around the perimeter with 3 of them on each side. The final version only has 5 of them in the center.
The first two tracks are textureless and contain the unused Token Dispenser.
The first battle track is named "battletest" in the ROM. The track features two towers at opposite ends, each with an entrance. The entrances go to an underground area, seen in the third screenshot. This map contains no item boxes.
The second battle track is named "cascade" in the ROM. The main feature is that it has three height levels, cascading downwards. This map contains no item boxes.
Practice Track Battle
There is also a carbon copy battle version of the Practice stage. It's identical to the original Practice stage, with the exception of any seagulls or chickens in their respective locations. Apart from having no AI programming, this map is mostly functional. It contains spawn points for the second, third, and fourth players as well as six item boxes with two of them in each area.
A very empty test map exists. Its file name is "mushcan". There is a large empty space in the middle of the map. Some of the hole is actually transparent track. There are also seven boost pads but they're all placed underneath the map, so they never show up in game.
A large empty cube. Each of its six faces are a different color. This "front-end" cube also appears in Diddy Kong Racing and Jet Force Gemini.
An identical copy of the above map.
Leftover Tracks from Other Rare Games
These maps are bare and do not contain any objects, unless specified.
The first leftover track is Mizar Race from Jet Force Gemini. All collision data is intact. The map may have been used for testing. Two object placeholders appear on the track: "Bomb Collect" and "Upside Down Collect".
The second leftover track is Greenwood Village from Diddy Kong Racing, specifically the version from Jet Force Gemini which removed the well shortcut near the start. Collision is intact and this map may have been also used for testing. Unlike the Mizar Race track, this one can be completed and even has a path for the AI to follow.
Unused Multiplayer Mode: Capture the Flag
The unused battle tracks have proven that there is an unused multiplayer mode in which players must collect Oomph Tokens and bring them back to their personal hub. This mode appears in the "maze", "cascade", and "battletest" maps. In the "cascade" map, all four player hubs are next to each other. Once the player drives over their hub, the tokens disappear and more tokens are shot out of the Token Dispenser. "Maze" allows for a total of 20 tokens on the map at one time, whereas "cascade" and "battletest" limit this to 8 tokens.
The most noticeable difference is that Speedway is blue instead of yellow. This is identical to the logo shown in the E3 2000 demo. The USA lettering is also missing white stars on the blue border.
Early Track Previews
There are four preview images that suggest the game was originally going to be a world tour instead of just the United States. The tracks appear to be The Great Wall of China, Hawaii, Niagara Falls, and Washington D.C. respectively.
Hawaii and Washington D.C. are tracks in the final game, but their preview images are quite different.
The flag and plate textures for each trophy. 2nd and 3rd place are somewhat obscured when viewed in-game due to the forced camera angle.
When entering the options menu, a device quickly opens to display the settings. There are two outer textures that can barely be seen every time.
Underneath the Gone to Lunch note is an embossed Von, similar to the one on Von Drake's PC.
This is the cover of the book underneath the options device. The cover is mostly obscured in-game, but this texture reveals that it's the 1995 revision of The Art of Walt Disney.
Jet Force Gemini Leftovers
The infamous skybox seen in all of the unused tracks.
Textures for Mizar Tokens are in the game, despite not appearing on the actual Mizar track.
It's Mr. Pants! He made a cameo appearance in Jet Force Gemini.
Controller button graphics.
The blood/oil graphics.
The weapon icons from the racing mini game.
The widescreen graphic displayed at the startup.
There are various textures with early designs.
The popular Hollywood sign in LA was replaced with a dinky street sign.
The N64 Controller used to be one of those knock off models.
Time Trial Page Flag
A bumper image between Time Trial pages.
Time Trial Page Mickey
A pattern texture that didn't match itself well.
An alternate font, featuring uppercase letters.
A slightly different version of the image used on the TV in the main menu.
A texture intended for the Los Angeles track.
The Token Dispenser texture.
A bunch of development related graphics that appear when the level models are viewed in a level editor. These are loaded into memory during gameplay but are always invisible. The "bomb collect" and "upside down collect" graphics can be seen in the unused Mizar racetrack.
The butterfly graphics from Diddy Kong Racing.
Three crosshair graphics.
A font used in the crash debugger.
An animation of a push pin.
One of the fonts used throughout the game has a full set of number graphics. Only the 1 and 2 graphics are ever used. The 3 graphic was used in the E3 2000 demo version of the game.
Internally known as "Mickeys Head" is an animated version of the image used on the TV in the main menu. It was likely meant to be a title screen or menu.
Mickey's Head Short Tune
A seemingly identical copy of the above animation.
These trophies are never seen in the game. The gold trophy continually rotates on a horizontal axis and the silver & bronze trophies stay still. There are sparkle effects on the trophies. The flags and plates can be seen more clearly in the textures section above. Its internal name, "Level Select", indicates that it may have been a difficulty select at one point.
Disney Castle Logo
Internally known as "Castle", this is the well known Disney Castle Logo rendered in 3D, which was meant for the beginning credits. The resolution changes depending on how it's accessed. If brute forced, it'll be rendered at 446 x 331 pixels. If accessed using the below codes, it'll render at 320 x 237. If the player brute-forces their way into this scene, it doesn't render the fireworks effect or the Disney logo. To see this scene as intended, use the following codes and press L and R simultaneously.
D00D8455 0030 8007A40F 000D D00D8455 0030 8007A42F 0006 D00D8455 0030 8007A457 0010
D00D80F5 0030 8007A14F 000D D00D80F5 0030 8007A16F 0006 D00D80F5 0030 8007A197 0010
Disney Castle Awards Ceremony
This castle appears to resemble Le Château de la Belle au Bois Dormant, the castle present at Disneyland Paris. There's a short animation and song here. Once the song is done, a cartoon *bang* sounds. There appears to be a transparent gold award falling from the top of the screen. The animation is internally known as "sb_Castle".
Unused Ceremony Song
A short song that plays during the Disney Castle Awards Ceremony. It can still be listened to in the sound test as tune number 7.
Malibu (Early Version)
An early version of the song for Malibu. It can still be listened to in the sound test as tune number 8.
Broken Records in Time Trial
Each character (except Goofy, Donald, and Dewey) has dialog for breaking a course record. The final game uses one of three "New record!" lines from the nephews.
|Pete's Record 1|
|Pete's Record 2|
There are some alternate takes for certain items.
There are also a handful of item delivery lines that match Ludwig's final dialog for the ImpervoShell.
|Ooh, take this! (Alternate)|
|That might help!|
|Oh, this is good!|
|Oh, use that!|
|There you go!|
A couple of unused voice clips indicate that four and five lap races were possible at one point.
|Three laps to go!|
|Four laps to go!|
A couple of unused menu sounds that were used in the E3 2000 demo version.
A couple of unused engine revving sounds.
A bunch of random sound effects. It's unknown how they would've been used.
Jet Force Gemini Leftovers
Present at 0x7A0C6 in the ROM are strings left over from Jet Force Gemini:
Player hit (soft) Player hit (normal) Player hit (hard) Player Fired Player Threw Grenade Enemy hit (soft) Enemy hit (normal) Enemy hit (hard) Killed Enemy Player Saved a Bear Player hit a Bear Player Killed a Bear Enemy killed a Bear
There are a bunch of text strings in the ROM that are error messages for various scenarios.
Hint text load failed - load table is full! No I'm not playing MIDI sequence %d, its over 32K WARNING: Sync arrived before wait - music will be out of sync with sequence I'm not playing any ditty over 4K nowadays (%d) amSndPlay: Illegal sound effects table index amSndPlayDirect: Somebody tried to play illegal sound %d Invalid midi sequence index audio: ai out of samples OH DEAR - No audio DMA buffers left Dma not done OUT OF AUDIO POINTS It# am: Unknown OSCILLATOR type %d am: Out of oscillator states Objects out of ram(1) !! ObjSetupObject(1) Memory fail!! ObjSetupObject(2) Memory fail!! ObjSetupObject(5) Memory fail!! ObjSetupObject(6) Memory fail!! ObjSetupObject(3) Memory fail!! ObjList Overflow %d!!! NoAddObjList Overflow %d!!! ObjSetupObject(4) Memory fail!! objSetupObject: clone shadow set up failed objSetupChild: memory fail WARNING: visible blocks exceeded 100 trackPolyHeight: Overflow!!! trackGetHeights: Height list overflow The maximum number of camera objects has been exceeded. Cannot delete camera object, it is not in list Error: Model no. out of range on load. !! TEXTURE ERROR!! %d,%d Error: Model table overflow!! CREATE LOD MODEL :: null model pointer! MODELS Error: Tryed to deallocate non-existent model! MODELS Error : cannot free NULL model instance pointer!! WARNING: Stack overflow/underflow!!! Camera Error: Illegal mode! Cam do 2D sprite called with NULL pointer! LOADLEVEL Error: Level out of range 18/08/00 13:08 pmountain null setting up freeing processing exploding WARNING: couldn't find 'ra=0x666' in function %d *** mmAllocAtAddr: size = 0 *** *** mm Error *** ---> No more slots available *** mm Error *** ---> Can't allocate memory at desired address. (%x, size = %d bytes) *** mm Error *** ---> Can't free ram at this location: %x *** mm Error *** ---> stbf stack too deep! packBitStreamInit - alloc error Fix odd failure! Fix even failure! packSaveTime:No EEPROM SAVING TIME: %d, at %d, size %d packSaveTime: SAVE ERROR (Time) packSaveTime: SAVE ERROR (Checksum) SAVE: CHECKSUM = %x packLoadTimes:No EEPROM packLoadTimes: LOAD ERROR (Times) packSaveTime: LOAD ERROR (Checksum) TIMES: (%x == %x) Checksum error - set default times packSetDefaultTimes:No EEPROM packSetDefaultTimes: SAVE ERROR (Times) packSaveTime: SAVE ERROR (Checksum) DEFAULT: CHECKSUM = %x Global Flags size = %d packLoadGlobalFlagsEprom:No EEPROM packLoadGlobalFlagsEprom: LOAD ERROR Loaded Globals :: (%04x == %04x) ? RESET GLOBAL FLAGS packSaveGlobalFlagsEprom:No EEPROM packSaveGlobalFlagsEprom: SAVE ERROR Saved Globals :: %04x packResetSaveEprom:No EEPROM packResetSaveEprom: SAVE ERROR (Audio task) (Game task) (DI task) (DI benchmark test) (Clone task) (Refract task) (Blur task) (Unknown task type %d) RCP TASK INFO ------------- type = %u flags = %u ucode_boot = %p ucode_boot_size = %u ucode = %p ucode_size = %u ucode_data = %p ucode_data_size = %u output_buff = %p output_buff_size = %u data_ptr = %p data_size = %u framebuffer = %p Branch DisplayList Crash gfx ptr = %x *** CHILD DISPLAY LIST Crash gfx ptr = %x Surrounding traces: Previous: %s:%5d gfx=%x Next: %s:%5d gfx=%x No traces available scheduler: Looks like the SP has crashed %s scheduler: Looks like the DP has crashed %s 2.7 SP CRASHED, gfx=%x DP CRASHED, gfx=%x ** GFX overflow ** ** MTX overflow ** ** VTX overflow ** ** POL overflow ** Version %s WARNING: Unimplemented linkage operation %d ERROR:MIPS_HI16 without matching MIPS_LO16 REALLOC: %08x (%d) Error: Texture no %x out of range on load Restore to %x TEX Error: Palette memory overflow!! TEX Error: TexTab overflow!! texFreeTexture: NULL tex!! TEX Error: Tryed to deallocate non-existent texture!! SRPBUF overflow!! Error: Sprite table overflow!! texFreeSprite: NULL sprite!! TEXSPR Error: Tryed to deallocate non-existent sprite!! SCREEN: No out of range!! loadFrontEndItem() - Item no %d out of range 0-%d UNKNOWN TRACK Queued %d) %d Unknown trigger type in partInitTrigger %d, Max %d Unknown trigger type in partInitTrigger %d, Max %d Unknown particle type in partInitTriggerPos %d, Max %d Unknown trigger type in partInitTriggerPos %d, Max %d allocParticle: Illegal particle type %d %s particle buffer full Particle of type %d has been freed twice, this is Super Safe, Honest! freeParticle: Unknown particle type %d Drawing Line %08x *** diPrintf Error *** ---> Out of string space (Print less text!) diRcpTrace: Buffer not allocated! diRcpTrace: Buffer overflow! ERROR TURNING OFF POWER ERROR TURNING OFF POWER Get status error ERROR TURNING ON POWER READ/WRITE ERROR %d ERROR TURNING ON POWER Get status error - reset Bad soundState: voices =%d, states free =%d, states busy =%d, type %d data %x playing a playing sound Nonsense sndp event Sound state allocate failed - sndId %d WARNING: Attempt to stop NULL sound aborted WARNING: Attempt to modify NULL sound aborted WARNING: region %d seems to be its own child AIO_RACE AIO_NONE Length of track = %f ERROR: asked for SP %d but model only has %d CPE:Out of workspace IGNORE POINT ERROR:MAX_LINE_SEGMENTS exceeded LINE ON PARTITION Horizontal Vertical Side:%d,%d ERROR:MAX_BSP_NODES exceeded DryTarmac WetTarmac IcyTarmac DustTrack Mud DeepMud SandTrack Sand Gravel Wood Grass LongGrass SnowTrack IceTrack DeepSnow Undefined here %d Hinttext load failed - load table is full! Warning: too many mud generators Particle warning: colour cycle table exceeds 255 entries WARNING: MAX_POSTPONED_READS too small clone/clone.c polyFontCreate: mmAlloc failed MAX number of actions exceeded (%d) Invisible Window Story %d >> %d Main Window Freed
Buried in the developer related strings are the version number as well as the SP CRASHED, gfx=%x and DP CRASHED, gfx=%x messages that appear on the crash debug screen. Also, the Invisible Window string appears 19 times in a row.
Present at 0x7B2C4 in the ROM are some resolution related strings.
Ntsc LowRes Ntsc Widescreen Ntsc MediumRes Ntsc HiResWide Mpal LowRes Mpal Widescreen Mpal MediumRes Mpal HiResWide Pal LowRes Pal Widescreen Pal MediumRes Pal HiResWide Ntsc Reset Mode Mpal Reset Mode Pal Reset Mode
UpsideDownBomb and Bomb can be seen in the leftover Mizar Race track.
There is no game mode named Championship.
Idaho is the internal name for the Dakota track.
Michigan is the internal name for the New Mexico track.
At 0x18C0F0C in the ROM is a small cluster of strings that suggests Speedway was intended to save player ghost data on a memory pak, much like Mario Kart 64. The final game cannot save ghost data at all.
WON ghost token (%d/21) MSU-GHOST Mickey Minnie Donald Daisy Goofy Pete Huey Duey Louie Ludwig %s %s Slot : %d Size : %d %s %s Time: %02d:%02d.%02d Slot : %d Size : %d %s %s Pak Free : %d MORE MORE PAK PAGE LOAD GHOST SAVE GHOST ERASE FILE TASK DONE NO PAK PAK ERROR PAK FULL YES NO RETRY ABORT SAVE TO SG SAVE GHOST EXIT MSU-GHOST MSU-GHOST MSU-GHOST
Present in the ROM is a build date along with a version number that is displayed in the crash debugger.
|Version||Hex Address||Build Message|
1.1153 18/08/00 13:08 pmountain 2.7
1.1157 22/08/00 14:15 jpegg EU1.2
1.1157 22/08/00 14:15 jpegg J1.0
Hidden with the rest of the used text is an unused string of text. This string appears 4 times.
Hullo Pluto! Look! I've got stupid big ears!
Present at 0x7AD0C in the ROM is an early name.
A camera that is used in cutscenes to represent where the actual camera is. It's never visible in game because it's always off screen. This is also used in Diddy Kong Racing and Jet Force Gemini.
A multicolored arrow.
An unused character select frame. This was used in the E3 2000 version of the game.
Leftover models from Jet Force Gemini.
Unused Starting Points
The New Orleans Track contains six starting points at the starting line. However, since the track never appears in any of the grand prix cups, only the first four are ever used.
The Japanese title screen actually shows Mickey. The Japanese version uses a different font style for English lettering.
The text on the giant tire in the Indianapolis track was changed from Speedway to Speedy. This was most likely because the Japanese game title doesn't have the word speedway in it.
The time trial preview image was also changed accordingly.
Options Menu Typo
Triple is misspelled in the European release. This is peculiar, because the European version was released after North America.
In the North American/European release, Huey can only be unlocked when booting up the game with the GBC release in a transfer pak. Since the GBC version was never released in Japan, Huey is unlocked when the player gets their first time trial Ghost Token.