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Mario Kart

Models[]

Image (Early) Image (Final) Filename(s) Description
MKWii-Castle tree1
MKWii early Mario Circuit 3D tree texture
MKWii final Mario Circuit 3D tree texture
castle_tree1.brres An earlier version of the 3D trees, which are used in Mario Circuit and Moo Moo Meadows. It's almost identical to the final version, except with the texture having a bit of a different design. Some other changes include:
  • The final version adding a low-poly version of the model, with its own texture.
  • The model, animation, bone and file names are all the same compared to the final game.
MKWii-Castle tree2
MKWii final Mario Circuit 2D Tree
castle_tree2.brres An earlier version of the 2D trees, which are used in Mario Circuit and Moo Moo Meadows. Just like with the 3D Model above, it is almost identical to the final version, except with this version having a bit of a different design. Some other changes include:
  • The early version lacks an animation.
  • The model, animation, bone and file names are all the same compared to the final game.
MKWii unused choropu model

Model

MKWii unused choropu animation

Animation

MKWii Final choropu animation

Final

choropu.brres An earlier version of the Monty Moles, which were used in Moo Moo Meadows, with the model being ported from Super Mario 64 DS. This is apparent as not only the model and texture from both games look the same, but the texture is named the same across both games too (choropu_cmp4).


The early version only has the animation for jumping (jump.chr0) while the other one, where it looks above the hole (known as start.chr0 in the final game), is missing. It's noticeably smaller in size and looks more primitive than the final model.

MKWii-Kinoko lift1

kinoko_lift1.brres

MKWii kinoko lift1 texture

katachi_g_10.tex0

N/A kinoko_lift1.brres

katachi_g_10.tex0

Seems to have been a test version of the bouncy mushrooms from Mushroom Gorge. Its only texture resembles several test textures that are found in other Nintendo games, such as Wii Sports Resort amd Mario Kart 8.
Mario Kart Wii-Kuribo

Model

MKWii early Goomba texture

Texture Files

MKWii Final Goomba model

Model

MKWii Final Goomba texture

Texture Files

kuribo.brres An earlier version of the Goombas found throughout various courses.
MKWii npc mii a Model

Model

Npc mii a Animation

Animation

MKWii npc mii a texture

Texture Files

N/A npc_mii_a.brres Believed to be the model for the unused Mii Outfit C during the time, it appears that (according to the file name), it was originally going to be an outfit that only NPC Miis would wear (which seen in courses like Luigi Circuit and Coconut Mall) and is very unlikely that it has anything to do with the actual Mii Outfit C in the first place. It has also one animation (wait.chr0).


When comparing it to the unused model textures with the original Toad textures, there are no differences between the two other than the clothes, which are red instead of blue. The texture mapping is also slightly different, as the clothing covers the belly.


The model has a face_1 bone located in the neck, which is much like every model in the game that is supposed to have a Mii head attached to it. Upon hacks, it can be placed in game.

However, the object entity (npc_mii_a) does not seem to support loading Mii head models since restoring the model, and placing the object entity in-game, will not make a Mii head appear (not even when playing as a Mii, or when the object entity is placed in courses that have Mii statues).

MKWii unused piranha plant model
N/A pakkun_f.brres An earlier version of the Piranha Plants, which are used in GCN Mario Circuit. The model is pretty much identical to the final version, with the exception being that the pipe model being present alongside the Piranha Plant model. In the final game, both the Piranha Plant and the pipe models are split into two separate models as both are controlled by two separate object entities (pakkun_f and pakkun_dokan). Some minor changes include:
  • The model looking a bit darker.
  • The material that controls the model makes the leafs of the plant look opaque around its edges instead of transparent.
  • The culling of the model is set to Inside, when in the final game, it's set to None. This means that (for example) looking at the leafs of the plant from below will make them look invisible.

This model also contains the three animations for idling, attacking and getting hurt. They all seem to be identical to the final versions, with the only exception being that the attacking animation is set to a constant loop (whereas in the final version, it only plays once when attacking).

MKWii-Pendulum

pendulum.brres

MKWii pendulum texture

katachi_e_01.tex0

N/A pendulum.brres

katachi_e_01.tex0

An unused pendulum object. Just like the kinoko_lift1.brres, its only texture resembles several test textures found in other Nintendo games, such as Wii Sports Resort and Mario Kart 8. It has one material (test01_lambert3) and a bone (pCube8).

Object entities[]

Image Filename ID Number Description
N/A sound_sand_fall 0x00F Generates a sand fall sound effect. The range where the sound comes from is controlled by it's route.

It may have originally been used for the rising sand piles in Dry Dry Ruins before being replaced.

N/A gnd_sphere

gnd_trapezoid

gnd_wave1

gnd_wave2

gnd_wave3

gnd_wave4

0x069

0x06A

0x06B

0x06C

0x06D

0x06E

These object, as their name imply, form into a shape of the following filename that's labeled and were likely used for testing purposes. The objects doesn't need any external files to work properly as both its model and collision are culled from any side it has associated to it. However, if an item is dropped on it (such as a Banana or a Fake Item Box), it will stay in place in whatever position the extruded object was when the said item was dropped.
  • gnd_sphere: A small light green object that can be culled from both sides on it's model and collision.
  • gnd_trapezoid: A small red object that can be culled from the upper side only on it's model and collision.
  • gnd_wave1: A blue waving object that can be culled from it's model on the upper side only, while its collision is culled from both sides. The object looks similar to the wavy section of Rainbow Road.
  • gnd_wave2: A green waving object that can be culled from both sides on it's model and collision..
  • gnd_wave3: A brown waving object that can be culled from both sides on it's model and collision. It's waves resembles sloshing water
  • gnd_wave4: A blue waving object that can be culled from both sides on it's model and collision. from it's model on the upper side only, while its collision is culled from both sides. The waves also follow in a ripple effect.
N/A dossunc_soko 0x0DC Possibly some type of Thwomp (possibly an early version of the Thowmp as "dossunc" is it's Japanese name)
N/A pile_coin 0x077 It's a normal coin model that the player can pass through, creating a wall bonk effect along with it.
N/A K_bomb_car_dummy

car_body_dummy

kart_truck_dummy

0x0DF

0x0E0

0x0E1

Possibly a dummy version of the following vehicles (associated to the filename) for Moonview Highway.
N/A basabasa_dummy 0x0EF Possibly a dummy version of the Swoopers in Wario's Gold Mine.
N/A Twanwan_ue 0x0E6 Possibly an alternate version of the Chain Chomp in Chain Chomp Roulette.
N/A Kdossunc 0x0F1 Presumably some sort of Thwomp. Has data in the "GeoHit" tables.
N/A dummy 0x12D A dummy object.
N/A npc_mii_a

npc_mii_b

npc_mii_c

0x139

0x13A

0x13B

Three scrapped NPCs for the Mii. "npc_mii_a" relates to the unused costume (npc_mii_a.brres)
N/A kinokoT2 0x143 Likely was meant to be a moving bouncy mushroom decoration variant for Mushroom Gorge, considering another similarly named object (kinokoT1) corresponds to the moving bouncy mushroom decoration used in the course.
N/A DKmarutaGCc 0x15E Supposed to be used in GCN DK Mountain. [Note: Maruta (丸太) translates to Log]
N/A DKropeGCc 0x15F Another object that was supposed to be used in GCN DK Mountain. Judging by the filename, it's possibly a rope object.
N/A v_stand1 (Solo)

v_stand2 (Team)

0x173

0x174

This is the solo/team match podium (where one contains the 1, 2 and 3 placements), which are seen in Mario Circuit when winning a Grand Prix/VS Race/Battle. Although the model is technically used (being stored in /Demo/Award.szs/v_stand1.brres/v_stand1.mdl0), it never appears in the game as a object entity that can be placed in courses. When loaded in, its respective model will be automatically placed much higher and farther than the position it was originally placed in the parameters file.
N/A BlackHole 0x179 Possibly was meant to appear on Rainbow Road, considering its ID number is placed together with other decorative objects used in the course.
N/A MiiSphinxY1 0x17E A carbon copy of MiiSphinxY2, except without the head and is also unsolid unsolid.
N/A FlagA4 0x182 This object was probably meant to be for the starting line flag of a track, considering other similarly named objects are starting line flags (for example, "FlagA3" is the starting line flag used for DS Delfino Square).
N/A MiiStatueDK1 0x18D As the name implies, it was originally meant to be a statue for Donkey Kong that would've had its head replaced with a Mii instead.
N/A Press_soko 0x19E Though it's unknown what object this would represent, it's possible that may have been related to the used object (Press) for the press button of Toad's Factory (over the belts).
N/A choropu_ground 0x1A0 Choropu is Japanese for Monty Mole. Judging by it's file name, it's possible that it would've been an early build for a Monty Moles digging.
N/A dc_pillar_c 0x1A7 Though it's unknown what the object would represent, a similar named object (dc_pillar) corresponds to the falling pillars for Dry Dry Ruins.
MKWii sanbo big
sanbo_big.2 0x1AC Appears to be identical to sanbo_big (the Giant Pokey boss used in the Thwomp Desert competition/tournament) and also has identical information in the GeoHit tables to it's respectful counterpart.


However, when loaded in-game, the minimap icon shown won't be the Pokey's head, but rather one of its own body parts. This implies that the object would've originally intended the player to handle one of the body parts against the Big Pokey. In the final game, all of it's body parts (including the head) are handled by the same object (sanbo_big).

N/A kinoko_kuki 0x201 An object that was most likely meant to appear in Mushroom Gorge as "kinoko" is the Japanese name for "Mushroom".
N/A FlamePoleEff 0x203 An unused version of the Lava Plume, which are seen in some courses of the game with lava in the level. Despite the game not having a .brres model file (named FlamePoleEff), most of the .brres files corresponding to the Lava Plume (such as FlamePole_v.brres) have most of their subfiles named FlamePoleEff. This means that it's possible to load this object in Bowser's Castle or N64 Bowser's Castle by placing the object entity in the parameters file (KMP) for those courses, making a copy of FlamePole_v.brres, and renaming it to FlamePoleEff.brres


This version of the Lava Plume is much smaller than others that are used throughout the game. It will also always stay in place, whereas the Plume found in the game often rise and hide from the floor/lava. This version of the Plume also doesn't seem to load any additional effect files, which explains why the top of it doesn't have lava sparkles.

N/A venice_gondola 0x20B This object is a gondola ship that would have traversed around the Delfino Pier arena, with a Pianta waving in the stern of the ship. None of the graphical files needed for this object to work are in the game anymore.

When placing the object in the game (and creating the necessary files to make it work), it will appear floating in the sea (no matter if the object was placed above or below it), following the route assigned to it in the course parameters (the traversing speed can be changed in one of its settings).

When players crash into the gondola, it does not produce any sound. In addition, stepping on it from above will repel the player with a slight boost, much like what happens when stepping through a truck's roof in Moonview Highway.


This objects seems to appear in the course preview video in the arena selection screen having it's design matching with the red static, unsolid gondolas that appear farther away in the distance in the final course, and a Pianta can be seen waving there as well. The object seems to be traversing across one of the unused routes in the course (route 0) believing this object was scrapped in favor of the static gondolas that appear farther away in the distance than in the final course (which are part of the object that controls the sea, named venice_nami), in an attempt to make the course be less resource-intensive.

N/A HP_pipe 0x218 As the name implies, it's most likely a pipe. It's unknown if the "HP" would be used for Balloon Mode is it abbreviates to "Health"
N/A BeltCurveB 0x25D Possibly an unused set of conveyor belts on Toads Factory.
N/A Mstand 0x2C1 Though it's unknown what the object would represent, a similar named object (Mdush) corresponds to the small boost ramp in Mario Circuit.
N/A group_enemy_d 0x2C6 An unused set of NPCs, which can found on Mario Circuit and its winning cutscene variant. When enabling the object, Toad sounds can be heard, implying that this was meant to be another group of Toads (much like the group_enemy_c object, which is used in the final game).
FallBsC 0x2CD An unused waterfall splash effect (which was meant to be used in Koopa Cape). Since it's name is similar to the other waterfall splash effect entities used in the course (such as "FallBsA" and "FallBsB"), this object would've also required the same external resources.
N/A volfall 0x2DE Though it's unknown what the object would represent, a similar named object (volsmk) is used for the smoke effect by the trembling rocks in Grumble Volcano.


The codename for the effect it uses is placed together with the names of other effects that are used for waterfall splash effects in other courses, implying that this object was originally meant to be a waterfall splash effect. In fact, the material that controls the lava waterfalls in the course model is called ef_volFall.

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