General[]
Item Box Color Pattern[]
Course Selection Screen Cameras[]
All of the game's courses contain two additional cameras that were used in development to record the small video clips, which the player sees when selecting a track. The CAME (camera) section of the course.kmp file contains a byte (CAME's section offset + 0x07) that points to the first camera used in this sequence, with each track containing two of this kind of cameras defined. It's possible to see these cameras in-game by (for example) replacing the course's intro cameras with these ones. This can be done by changing the byte at the CAME's section offset + 0x06 to be the same as the byte that is right after it.
Unused Battle Mode Coins[]
In Battle mode, each arena has a maximum limit of how many coins will appear at the start of a Coin Runners round. A starting coin refers to those coins that have their second setting set to a value equal or higher than 0 and not equal to 0xFFFF.
At the start of a round, the game will only place those starting coins to of whose second setting value is lower than the maximum limit defined for the arena. However, there are coins that set this value to an equal or higher number and are ignored by the game to not load them in, which in turn make them go unused.
The unused coins, shown below, are highlighted in red and viewing the unused coins (alongside the rest of the starting coins) can show that the distribution of starting coins was originally much more symmetrical.
Moo Moo Meadows[]
Unused Animation[]

The Moo Moos have an unused running animation, which can be seen in the E3 2007 footage for the game. In the final game, all they do is walk around to get in the player's way to be a unexpected obstacle for the player to dodge before the idea was dropped altogether.
Mushroom Gorge[]
Unused Parameters[]
Toad's Factory[]
Unused Steam Effect Designs[]
The file rk_steam.breff contains several designs for the steam effect that's used when in the tunnel of the red lights. The file stores 5 unique designs, but only one of them is used (rk_steam). The rest of them appear to be unused copies and backups, as their names suggest otherwise.
- rk_steamBAK: The shape of the steam is different, being thinner on the back.
- rk_steam0: The effect overall looks more opaque.
- rk_steam_Copy_1: This design looks similar to rk_steamBAK, aside having a thinner shape. In addition, the design is not centered properly.
- rk_steam0_Copy: This design looks similar to rk_steam0, aside looking even more opaque compared counterpart.
Mario Curcuit[]
Unused Textures[]
An early version of the flags, seen at the top of Peach's Castle, can be found in the texture for the finish line's "MARIO KART" logo and the castle's main front window (p_unionE17.tex0). While the texture itself is not unused, the part that has a red texture with an "M" (located in front of the star graphic) is not assigned anywhere in the model's geometry. In comparison, aside of being larger than the used texture, the "M" is stylized differently (as the final version looks more like the "M" in Mario's cap), which can be seen in a prerelease screenshot for the game. This is in fact the same flag design seen on top of Peach's Castle in Mario Circuit from Mario Kart: Double Dash!!.
Image (Full) | Image (Early) | Image (Fina) | Prerelease image |
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Coconut Mall[]
Unused Parameters[]
DK Summit[]
Unused Parameters[]

Highlighted above in red, there are three item boxes that located under the map. They are a bit after the S curve, but very far away in the bottom of the level.
Wario's Gold Mine[]
Unused Textures[]
Daisy Curcuit[]
Unused Skybox Texture[]
Koopa Cape[]
Image | Element | Object | Description |
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Texture | Dummy Mii Icon | The texture that's found in Wario's Gold Mine can also be found in this course too. |
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Parameters | Disabled Flag Objects | There are 3 disabled flags on top of the green giant Koopa shell. These flags can be seen in the course selection screen video for this track. They do appear in the Gates on Koopa Cape competition/tournament. |
Maple Treeway[]
Unused Parameter[]
- Respawn 0 is unused, which is possibly meant for the starting area of the course.
Grumble Volcano[]
Unused Graphics[]
Image (Early) | Image (Final) | Name | Filename | Description |
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Dirt | FlamePole.tex0 | A dirt graphic that's Lava Plume's models, which are seen near the finish line. It was ripped from Mario Kart: Double Dash!! where it was used as the road texture for Bowser's Castle. It seems that it was rotated 90 degrees to the right in comparison.
Given how the final texture is based on the regular ground texture found in the course, it's possible that the early texture represents an early rendition of the ground texture as well. |
Rainbow Road[]
Unused Textures[]

An unused cloud texture (cloud02_d.tex0), that consists of an opaque, is a smaller version of the one that is used in the final game (cloud02.tex0). A blurrier version of it is also present in the game's files for the main course model (cloud03.tex0).
N64 Sherbet Island[]
Unused Textures[]
There unused eye textures meant for the large and medium sized penguins. penguin_eye.1.tex0 and penguin_eye.2.tex0 seem they were meant for blinking, while penguin_eye.3.tex0 features an angry eye expression. In the final game, the penguins don't change their expression at all, which leaves these textures go unused. These extra textures seem to be leftovers from Super Mario 64 DS as the penguin model in this game uses the same textures as in the files.
penguin_eye.1.tex0 | penguin_eye.2.tex0 | penguin_eye.3.tex0 |
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Unused Parameters[]
- Respawn 0 is unused, which is possibly meant for the starting area of the course.
GBA Shy Guy Beach[]
Unused Textures[]
An early version of the palm tree's shadow texture (hey_kage.tex0). In the final version, the shadow texture is present and used only as part of the main course model. The early version of the texture lacks one leaf and also seems to be less blurry compared to the final design. The unused version also features 4 additional mipmaps, which is saved in the CMPR format (Note: The final version uses IA8).
Image (Early) | Image (Final) |
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GCN Waluigi Stadium[]
Unused Parameters[]
There total of 5 cameras are unused within this course.
Replay/Result Screen[]
- OxOC: Is almost similar to the one used in the final game, having more of a zoom in compared to the final game.
- 0x07: With the unused camera, there was a wide zoom out of the player from the Piranha Plant to the turning curve. In the final game, it zooms in on the player.
- 0x12 (#1): It's basically similar compared to the final game. However, the jumping ramps are not seen in the replay.
- 0x11: The early version shows the player viewing the character from the front side (not showing the jump ramps) while the final version shows the player viewing the character from the back side (seeing the jump ramps in the replay).
- 0x12 (#2): Almost the same as the final one. The most noticeable thing is the bridge's underside being seen in the early version.
Opening Camera[]
This camera was used for one of the opening cameras in Mario Kart: Double Dash!!, with it's code properly transitioned into the rest of the opening cameras as well. In the final game, only 3 opening cameras are used (0x19, 0x1B and 0x1C), leaving camera 0x1A unused.
DS Desert Hills[]
Unused Parameters[]
- Respawn 5 is unused.
GBA Bowser's Castle 3[]
Unused Parameters[]
- Respawn 0 is unused.
SNES Mario Circuit 3[]
Unused Textures[]

An unused road texture (D_road5_00.tex0). It uses the RGB565 format (which is the used textures for the CMPR).
N64 Bowser's Castle[]
Unused Textures[]
Image | Texture Name | Filename | Description |
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Red and White Arrows | lc_kabe2b.tex0 | While the texture is used in many of the course's walls, the part with the red and white arrows is not mapped anywhere in the model as these arrows came from Mario Kart: Double Dash!!, where it was used in many courses (such as Luigi Circuit). |
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Yellow Stripe | s64_kanban.tex0 | The texture is used for some of the walls as well as the "MARIOKART" logo. However, the yellow stripe under the logo is not mapped in the model, thus making it go unused. |
Funky Stadium[]
Unseen Skybox[]

Funky Stadium has a skybox that can only be seen by hacking the game as the track takes place in the interior. This skybox is fact the same one that is used in DK Summit.
Chain Chomp Roulette[]
Disabled Item Boxes[]

There are 4 disabled item boxes in the star ring (arrows shows the exact spots). These item boxes have the same settings as the ones used in the final game.
DS Twilight House[]
Unused Textures[]
Luigi Circuit (Ending)[]
Inaccessible Item Box[]
Highlighted in the red, on the map to the left, there is a single item box located far away under the map. This was obviously left here by mistake from the developers.
Image |
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