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General[]

Item Box Color Pattern[]

Image (Early) Image (Final) Description
MKWii Itembox Color Pattern UNUSED
MKWii Itembox Color Pattern USED
An unused texture, (named ef_itemBoxMipLow.tex0) can be found within the textures for the item boxes. Judging by its filename and similarities, it's possibly an early version of the filename itemBoxMipColor6.tex0, which depicts the coloring pattern that's used for the low poly versions of the item boxes.

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[]

Image Element Description
MKWii-MG-Items
Disabled Item Boxes Five item boxes, meant to appear on top of the mushroom platforms near the end of the track, are disabled in the final game and was present in some prerelease footage (along in the true ending credits video). They are also mentioned in the official Prima guide for the game.
N/A Unused Bouncy Mushroom Parameters Each of the two variants of the bouncy mushrooms have a set of parameters that can manipulate their position and rotation in several ways (kinoko_bend and kinoko_ud). However, these values are always set to 0 making their effects unseen and thus having both kinds of mushrooms behave identically to each other.

kinoko_ud (for two mushrooms that make the shortcut at the beginning of the course) can be moved up and down, while kinoko_bend (the rest of the bouncy mushrooms throughout the map) can be rotated left and right. These behaviours explain the names of these objects as "bend" (in kinoko_bend) refers to its ability to rotate while "ud" (in kinoko_ud) could possibly stand for "up-down".

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
MKWii Mario Circuit Unused Flag Full Texture
MKWii Mario Circuit Unused Flag Texture
MKWii Mario Circuit Used Flag Texture
MKWii Fall 2007 MarioCircuit

Coconut Mall[]

Unused Parameters[]

Image Name Description
MKWii-CM-Tables-1
MKWii-CM-Tables-2
Disabled Decorative Benches There are some extra decorative picnic benches that have been disabled, with one of them found in a beta screenshot for the game.
MKWii Coconut Mall Disabled Piantas
Disabled Piantas Before the bifurcation, which leads to the exit of the building, there are various stands to the right hand side. Normally, there's only one Pianta sitting in the background in the stand on the center. However, there are actually two extra Piantas defined, sitting in the left and rightmost stands. They never appear in-game however as they have been disabled in the final game.

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[]

Image (Unused) Image (Final) Element Name Description
MKWii MiiDummy icon placeholder
N/A Dummy Mii Icon A faceless dummy Mii icon (MiiDummy.tex0). Normally this image is completely transparent, due to it being encoded in the IA4 format.
MKWii unused Wario decoration
MKWii used Wario decoration
Wario Banner Contains many of the billboards and signs used in the course with one of them being a banner of Wario looking down. However, this graphic is actually loaded from a separate object file (MiiSignWario.brres) as the one in the aforementioned texture goes unused. In comparison, the early texture (aside of being much darker) has very slightly longer fingertips.

Daisy Curcuit[]

Unused Skybox Texture[]

Image (Early) Image (Final) Description
MKWii Unused Daisy Circuit Skybox Texture
MKWii Used Daisy Circuit Skybox Texture
An unused skybox texture (senior_VR.tex0). In the final game, the skybox that is used is called senior_VR2.tex0. They both have a similar design, but the final version uses vertex colors to paint the skybox instead of the colors being in the texture itself. The design of the clouds is less cartoon-ish as well.

Koopa Cape[]

Image Element Object Description
MKWii MiiDummy icon placeholder
Texture Dummy Mii Icon The texture that's found in Wario's Gold Mine can also be found in this course too.
MKWii-KC-Unused-Flags
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
MKWii Fire Geisser UNUSED
MKWii Fire Geisser USED
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
MKWii Unused Penguin Tex1
MKWii Unused Penguin Tex2
MKWii Unused Penguin Tex3

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)
MKWii Unused Palm Tree Shadow Texture
MKWii Used Palm Tree Shadow Texture

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
MKWii N64 Bowser Castle Unused Arrows
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).
MKWii N64 Bowser Castle unused Yellow Line
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[]

Image Filename Description
MKWii Unused DS Twilight House Trees
yh_ki.tex0 Four realistic tree textures. Trees are only placed in the bottomless pit and the the stage the player is driving on. There is also no grass around the pillars, which would've been an great place to put them in.

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
MKWii ending luigi circuit map itembox red
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