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WildWaters: Extreme Kayak

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Title Screen

WildWaters: Extreme Kayak

Developer: Looking Glass Studios
Platform: Nintendo 64


GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.


We could only wish we were playing this right now... maybe...
This game was never completed and/or given a public release.
As a result of this, keep in mind that the developers might have used or deleted some of the content featured here, had the game actually reached store shelves.

WildWaters: Extreme Kayak is a cancelled kayak racing game for the N64. Set to be released in 1999, it was scrapped the following year due to the developer falling into bankruptcy. A prototype version was dumped and released by Team CARROT on April 1, 2012; it is presumed to be the one exhibited behind closed doors at E3 during said year.

Most notably, it features a rather impressive water rendering effect, making use of the Expansion Pak in order to be played on hardware. This would have made the game the fourth one on the console to require the peripheral (alongside Donkey Kong 64, The Legend of Zelda: Majora's Mask and, partially, Perfect Dark).

(Source: Prototype cart owner)

Unused Graphics

WW64 logo.png

A logo for the game. A smaller version can also be found on the ROM.

Press Start

WW64 pressStart.png

An informational graphic urging the player to press Start. This graphic and the above imply that a title screen was to be implemented but ultimately wasn't.

HUD Elements

WW64 pos.png

A position counter going all the way up to 12; the game never overlays this information on the multiplayer mode. A smaller version can also be found on the ROM.

WW64 nums.png

An italicized set of numbers. The in-engine menu only ever uses the regular typeface to display these symbols.

WW64 mkph.png

MPH and KPH labels that most likely would have indicated the kayak's speed.

(Graphic rips: Zoinkity)

Development Text

Present at offset 0x438AC in the ROM are two build dates from some sort of proprietary piece of software, each separated by a few bytes.

8004914C NON
80049150 ODD
80049154 EVEN
80049168 DISABLE
80049170 MAGICSQ
80049178 BAYER
80049180 NOISE
8004919C Frame Setup
800491A8 Interlace 
800491B4 Dither 
800491BC FIFO Shift
800491C8 Frame Rendering System is BUSY!
800491E8 -------------------------------
80049208 RCP Wait NumFrames : %d
80049220 RCP Pending Tasks  : %d
80049238 System is waiting for rendering
80049258 task to complete on the RCP....
80049278 CMD=%03ld%% PIPE=%03ld%% TMEM=%03ld%%
800492A0  DMA
800492A8 ----
800492B0  CMD
800492B8 PIPE
800492C0 TMEM
800492C8 BUSY: %s %s %s %s
800492DC CMD=%ld%% PIPE=%ld%% TMEM=%ld%%
800492FC CPU=%d%%
80049308 FPS=%d Frames=%d
8004931C Triangles=%ld
8004932C LoadTiles=%ld
8004933C Dyn=%ld
80049344 Fix=%ld
80049350 Mem_DB_DynAllocAlign(): Failed to allocate %d bytes
80049388 Mem_DynResize: Start=%p Size=%d Pad=%d NewSize=%ld
800493E0 Video Setup
80049878 RSP Gfx ucode F3DEX       fifo 2.07  Yoshitaka Yasumoto 1998 Nintendo.
80049C98 RSP Gfx ucode S2DEX       fifo 2.07  Yoshitaka Yasumoto 1998 Nintendo.
8004A8AC Fri Jul 31 22:37:18 1998 [GMT]
8004A8CC PARTNER_TOOLS NDEBUG _FINALROM N64
8004A8F4 Sat Jan 24 12:07:32 1998 [GMT]
8004A914 PARTNER_TOOLS NDEBUG _FINALROM N64
8004A938 Alloc skin vtx %x
8004A94C Alloc skin DL %x
8004A960 Free skin DL %x
8004A974 Free skin Vtx %x
80083704 GS_AudioManager_t
80083718 AudioManager_t
80083850 Exiting: *REINITIALIZING WATER*
80083878 Freeing water
8008F8D0 GS_AudioHandler_t
8008F8E4 AudioHandler_t
8008FAC0 RACE 
8008FAC8 BEST
8008FAD0 LAP
8008FAD4 NOT AVAILABLE
8008FAE4 PLACE
8008FAEC NAME
8008FAF4 TIME
8008FAFC POINTS
8008FB04 TOTAL
8008FB0C 1ST
8008FB10 2ND
8008FB14 3RD
8008FB18 4TH
8008FB1C PAUSE
8008FB24 PRESS START TO CONTINUE
8008FB3C DESTRUCTION DERBY 3
8008FB50 COPYRIGHT 1999 NOTICE
8008FB6C --:--:--
8008FB75 --:--:--
8008FB7E --:--:--
8008FB87 --:--:--
8008FB90 --:--:--
8008FB99 --:--:--
8008FBA2 --:--:--
8008FBAB --:--:--
8008FC4C RETURN TO MENU
8008FC5C RETURN TO GAME
8008FE9C Track SkyDome Size of DL = %d Size of Vtx = %d\n\r
8008FED0 Track SkyDome Current Size of DL = %d Current Size of Vtx = %d\n\r
80090340 DL size used %d\n
80090354 Vertices used in DL: %d\n

Moreover, what appears to be text for a debug display can be located at offset 0x88E9C.

Track SkyDome Size of DL = %d
Size of Vtx = %d
Track SkyDome Current Size of DL = %d
Current Size of Vtx = %d