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Prerelease:Mario Kart 64/Internal Material

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This is a sub-page of Prerelease:Mario Kart 64.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • Near-final proto
  • Partial source code - remember to look in the kimura.lzh file too.
  • Town's track icon, and dump all unused textures from it (Maybe track name?).
  • Early versions of tracks in the final

A portion of Mario Kart 64's source code, as well as other early assets such as textures and models, were present among the July 25, 2020 asset leak, having seemingly been among the assets given to iQue by Nintendo in order to produce the Chinese version.

Courses

A developer interview in 1996 mentions two courses that were cut during development. "There were a number of courses we had to drop, too. One was a big, multi-story parking garage-like structure, which you’d race around and around as you ascended it. At first, we thought it would be a nice, realistic track, and that it would be really fun, but when people actually played it the constant turning and turning as you went up quickly made them feel sick. (laughs) We also made a big city track, with a castle, and a nice pond, where you got to race around all these different houses and buildings. Unfortunately, it was a very large map, and it took too much time to race through. So we cut it."

TOWN

The city track's model is located in TOWN_PK within the kimura archive, complete with all the textures. It is referred to as TOWN internally, and seems to match the description by the developers of it being very large. Similar-looking city tracks were later used in Mario Kart Tour.

MK64 TOWN Path.gif MK64 TOWN Render1.png
A GIF showing the path racers were intended to take. A render of the startline.
MK64 TOWN Render2.png MK64 TOWN Render3.png
A render showing a cafe (left) and the church (right). A render showing more buildings.
MK64 TOWN Render4.png MK64 TOWN Render5.png
A render showing the tunnel entrance. Another render of the tunnel entrance.
MK64 TOWN Render6.png MK64 TOWN Render7.png
A render showing some farmlands. A render showing a restaurant.

A minimap for the track was found in image/minimap.c. Oddly, it shows all the roads in it, rather than just the roads that were driveable.

MK64 TOWN Minimap.png

There is also a TOWN_point file which contains data like enemy paths, item paths, and object placement. Oddly, the points for this seem to match up with Luigi Raceway, suggesting that it replaced TOWN eventually.

Garage

The parking garage track mentioned in the interview also has remnants left over. While no model was among the asset leak, there were several textures for stuff like level markers.

MK64 Garage 1FArrow.png MK64 Garage 1F.png MK64 Garage 1FLine.png MK64 Garage New1FArrow.png MK64 Garage New1F.png MK64 Garage New1FLine.png

MK64 Garage 2FArrow.png MK64 Garage 2F.png MK64 Garage 2FLine.png MK64 Garage New2FArrow.png MK64 Garage New2F.png MK64 Garage New2FLine.png

MK64 Garage 3FArrow.png MK64 Garage 3F.png MK64 Garage 3FLine.png MK64 Garage New3FArrow.png MK64 Garage New3F.png MK64 Garage New3FLine.png

MK64 Garage 4FArrow.png MK64 Garage 4F.png MK64 Garage 4FLine.png

MK64 Garage R.png MK64 Garage RLine.png

MK64 Garage Out.png

MK64 Garage Grey2F.png MK64 Garage Grey3F.png MK64 Garage Grey4F.png

Minimaps

There are minimaps located in image/minimap.c, which have the first 8 minimaps with Debug Menu order and Town. Most of them are the same as final, but some of them are different.

Bowser's Castle

Proto Final
BetaBowsersCastle.png
FinalBowsersCastle.png
  • There are much less turns than in the final, and the end part was simplified.

Banshee Boardwalk

Proto Final
BetaBansheeBoardwalk.png
FinalBansheeBoardwalk.png
  • The house part has no holes or walls.

Yoshi Valley

Proto Final
BetaYoshiValley.png
FinalYoshiValley.png
  • The early version had a few more paths.

Koopa Troopa Beach

Proto Final
BetaKoopaBeach.png
FinalKoopaBeach.png
  • The lake near the shortcut was missing.

Royal Raceway

Proto Final
MK64 Unknown Minimap.png
FinalRoyalRceway.png
  • The track looked way different, jumps may have not been implemented at that point in developement.

Misc.

There is a copy of Moo Moo Farm in [LOCATION], but it uses the old file format (the same one that TOWN uses).

Items

Multiple scrapped items were found.

MK64egg.pngMK64marble.pngMK64oldmushroom.pngMK64oldmushroom3.pngMK64feather.pngMK64sinker.png

From left to right:

  • A Yoshi egg, which in Super Mario Kart could only be used by the CPU-controlled Yoshi.
  • A set of six marble-like objects.
  • An old design for singular Mushrooms.
  • An old design for Triple Mushrooms.
  • A Cape Feather, also from Super Mario Kart.
  • A weight.

The egg would eventually appear as an item in Mario Kart: Double Dash!!.

Textures

Miscellaneous Track Textures

Several track textures that never ended up being used.

MK64 Leak Welcome1.png MK64 Leak Exit.png MK64 Leak Welcome2.png MK64 Leak Exit2.png

Two pairs of "Welcome" and "Exit" signs, probably meant for Yoshi's Valley.

Koopa Troopa Beach

MK64LeakShark.png MK64LeakWave.png

A shark and a wave texture, meant to be used in the water of Koopa Troopa Beach.

Kalimari Desert

MK64LeakLeaf.png MK64LeakSoil.png

Leaves and soil meant to be used for a scrapped tornado.

Billboards

MK64LeakYoshiBboard.png

An early international Yoshi billboard.

MK64LeakGoodEar.png

An early Koopa Air billboard that instead says Good Ear. It could've been removed to be less copyright-infringing or to be more Mario-themed (or both).

MK64LeakShellBboard.png

An early "Shot!" billboard that originally said "Shell" Strangely, the S is reversed. The S also uses an early design.

result00

MK64 result00.png

result/result00.sgi is an early screenshot featuring the old sprites, Magikoopa/Kamek, and an early version of the item box. This screenshot seems to be taken just before this other screenshot.

MK64EarlyiQueLogo.png

Originally, the Chinese version of Mario Kart 64 was called Mario Kart iQue, instead of just Mario Kart.

Mario kart titlelogo.png

There is also a very early placeholder logo, probably used at the very start of the localization's developement.

Placeholder Title Screen

Located in kimura.lzh/kwastatic.c and nearly identical to the Japanese Super Mario Kart logo, with the exception that Mario's mouth is not open.

This was used in many Super Mario Kart prototypes that were also part of the July 25, 2020 leak.

Internal MarioKart64 OldTitleScreen.png

(Image: MonsterDruide1)

Misc.

Speedometer

MK64EarlySpeedometer.png

An early sprite from kimura/sprite.c, this may have been used as an early speedometer.


Goomba

MK64LeakGoomba.png

A Goomba texture, from Super Mario 64, meant to test animations.


Egg

Yoshi egg.png

A Yoshi egg, probably meant for the unused Egg item.


Unused Font

Ripped MK64 font.png

This font seems to be from an early version of Super Mario 64.


+Z Lighting

CommentedOutCodeSystemH.png.png

Lighting possibly meant for Super Mario 64, as it matches the lighting on Mario seen in an animation made for the Space World 1995 B-Roll, seen here.

References