List of Mario Kart 64 pre-release and unused content: Difference between revisions

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{{italic title|List of ''Mario Kart 64'' pre-release and unused content}}
{{italic title|List of ''Mario Kart 64'' pre-release and unused content}}
This is a list of pre-release and unused content for the game ''[[Mario Kart 64]]''.
This is a list of pre-release and unused content for the game ''[[Mario Kart 64]]''.
[[File:Super Mario Kart R logo.png|thumb|250px|Original logo]]


==Early builds==
==Early builds==
The working title of this game was '''''Super Mario Kart R''''' (the "R" stands for "Rendered"). [[Kamek]] was originally intended to be one of the playable characters, but ended up being replaced by [[Donkey Kong]]. The Character Select screen was also different, the characters faced the player, and Kamek can be seen in Donkey Kong's space. [[Boo]]s from [[Banshee Boardwalk]] had also a different look, the HUD was different from the final version, and [[Item Box|item box]]es were also completely black with colored question marks on them.
The working title of this game was '''''Super Mario Kart R'''''<ref>[https://www.youtube.com/watch?v=tYnWfkENKSk Gaming Mysteries: Super Mario Kart R Beta (N64)]</ref> (the "R" stands for "Rendered"),<ref>''Nintendo Magazine System'' (AU) Issue #42, page 40. "''Super Mario Kart R (that’s ’R’ for ’Rendered’)''[...]"</ref><ref>''Nintendo Magazine System'' (AU) Issue #54, page 70. "[...]''Originally called ‘R’ (for Rendered) this was dropped later for the highly original but clearly identifiable ‘64’.''"</ref> also reported as '''''Mario Kart 64 R'''''. [[Kamek]] was originally intended to be one of the playable characters, but ended up being replaced by [[Donkey Kong]]. The Character Select screen was also different, the characters faced the player, and Kamek can be seen in Donkey Kong's space. [[Boo]]s from [[N64 Banshee Boardwalk|Banshee Boardwalk]] had also a different look, the HUD was different from the final version, and [[Item Box|item box]]es were also completely black with colored question marks on them. The [[Cape Feather]], which was in ''[[Super Mario Kart]]'', was also intended to be included, as seen in a certain screenshot of ''Super Mario Kart R''. This particular screenshot can be seen on the back of the packaging of the [[Nintendo 64]] system. Additionally, [[N64 Royal Raceway|Royal Raceway]] was originally named "Toadstool Turnpike".<ref>''"[...] and it also included a track called Toadstool Turnpike – a course that would be renamed as Royal Raceway for the final, published games."'' - ''Guinness World Records 2013 Gamer's Edition'', page 134.</ref>
The [[Cape Feather]], which was in ''[[Super Mario Kart]]'', was also intended to be included, as seen in a certain screenshot of ''Super Mario Kart R''. This particular screenshot can been seen on the back of the packaging of the [[Nintendo 64]] system.  
 
The track order of ''Mario Kart 64'' was also arranged differently, with noticeable differences being [[N64 Banshee Boardwalk|Banshee Boardwalk]] being the first race in the Flower Cup, [[N64 Bowser's Castle|Bowser's Castle]] being the first race of the Star Cup, and [[N64 Toad's Turnpike|Toad's Turnpike]] being the final race of the Special Cup.<ref>[[tcrf:Prerelease:Mario_Kart_64#Track_Order|''Mario Kart 64'' track order on The Cutting Room Floor]]</ref><ref>[https://archive.org/details/nintendo-magazine-system-uk-51-december-1996/page/26/mode/2up Nintendo Magazine System, issue 51, showing a different track layout for Star Cup] - archive.org</ref>
 
===Gallery===
===Gallery===
<gallery>
<gallery>
Super Mario Kart R Title Screen.png|The original title screen of ''[[Mario Kart 64]]''. It was named ''Super Mario Kart R'' at this point.
Super Mario Kart R Title Screen.png|The original title screen of ''[[Mario Kart 64]]''. It was named ''Super Mario Kart R'' at this point.
Beta MK64 Character Select.png|[[Kamek]] would have once been playable in ''[[Mario Kart 64]]'' (he was replaced by [[Donkey Kong]]); note the rest of the players also look different in terms of both camera angles and model design.
MarioKartDriversPreRelease.jpg|[[Kamek]] would have once been playable in ''[[Mario Kart 64]]'' (he was replaced by [[Donkey Kong]]); note the rest of the players also look different in terms of both camera angles and model design.
MK64MagikoopaPrerelease.jpg|A race at [[Mario Raceway]] in an early build. Note the presence of Kamek and the early HUD.
MK64MagikoopaPrerelease.jpg|A race at [[N64 Mario Raceway|Mario Raceway]] in an early build. Note the presence of Kamek, the Nintendo sign, and the early HUD.
PIC5.GIF|Early screenshot of [[Banshee Boardwalk]].
Smkrscreenshot.png|Early screenshot of [[N64 Choco Mountain|Choco Mountain]]. Kamek can be seen in the distance.
PIC5.GIF|Early screenshot of [[N64 Banshee Boardwalk|Banshee Boardwalk]].
Kart2.jpg|Early Boos. Note [[Bowser]]'s blue kart.
Kart2.jpg|Early Boos. Note [[Bowser]]'s blue kart.
Beta MK64 Start.png|The early start.
Beta MK64 Start.png|The early start.
Betaclassic2.jpg|An early HUD.
Betaclassic2.jpg|An early HUD.
Mk64beta.jpg| An early build of [[Moo Moo Farm]]. Notice the use of the Japanese names for the track and [[Mushroom Cup|the Mushroom (Kinoko) Cup]]. Also notice the track and cup name in the unused corner, instead of the level map.
Mk64beta.jpg| An early build of [[N64 Moo Moo Farm|Moo Moo Farm]]. Notice the use of the Japanese names for the track and [[Mushroom Cup|the Mushroom (Kinoko) Cup]]. Also notice the track and cup name in the unused corner, instead of the level map.
Betamkart10.jpg
Betamkart10.jpg
WarioBoardwalk.jpg|The 1st through 4th icons face the opposite direction in the final.
WarioBoardwalk.jpg|The 1st through 4th icons face the opposite direction in the final.
SMKR Spanish magazine blurb.jpg|Mexican ''Club Nintendo'' coverage
</gallery>
</gallery>


==Unused Data==
==Unused data==
There is a debug menu that remains in the game's coding. It has a few more options than the regular gameplay, and some are unused. It can be enabled with the Gameshark code <code>8818EDEF 0002</code> and accessed by pressing the GS button at the title screen. On its content there is a bizarre vertical splitscreen that appears to be unfinished. If the users play in battle mode, on the vertical splitscreen the lap counter can be seen. Also when drifting in vertical splitscreen, there is no smoke shaped like V and Es.
*[[Monty Mole|Chubby]] has a full body. In normal gameplay, though, only the top half is seen. Coincidentally, ''[[Mario Kart DS]]''{{'}}s remake of [[N64 Moo Moo Farm|Moo Moo Farm]] would replace Chubby with jumping Monty Moles.
*Early promotional screenshots show the [[Cape Feather]] being a possible item. It presumably would have worked the same way it did in ''Super Mario Kart''. Two different jumping animations for it still linger in the ROM. The Cape Feather would not legitimately be seen again until ''[[Mario Kart 8 Deluxe]]'', and then only in Battle Mode.
*At one point, it appears that it was possible to obtain [[Lightning]] in Battle Mode. However, using it would have caused all the other racers to lose one balloon, making it a very broken, overpowered item, so it was taken out. Lightning would not legitimately be obtainable in Battle Mode until ''Mario Kart DS''.
*Code exists that allows CPU racers to drift, but it is never used. CPU racers would not be able to drift until ''[[Mario Kart: Double Dash!!]]''.
*There is a debug menu that remains in the game's coding. It has a few more options than the regular gameplay, and some are unused. It can be enabled with the Gameshark code <code>8818EDEF 0002</code> and accessed by pressing the GS button at the title screen. On its content there is a bizarre vertical splitscreen that appears to be unfinished. If the users play in battle mode, on the vertical splitscreen the lap counter can be seen. Also when drifting in vertical splitscreen, there is no smoke shaped like V and Es.
*Unused sprites for the [[Boo]]s in [[N64 Banshee Boardwalk|Banshee Boardwalk]] show that they were initially going to cover their faces when facing the screen similar to their mainline appearances up to that point. The sprites exist in the game's ROM, but go unused.
*There exists a model of an unused track named "TOWN", which is a large city course. It was cut as it took too much time to race through.<ref>[[tcrf:Development:Mario Kart 64|Development:Mario Kart 64]]. ''The Cutting Room Floor''. Retrieved December 7, 2022.</ref><ref>[https://shmuplations.com/mariokart64/ Mario Kart 64 – 1996 Developer Interview]. ''shmuplations''. Retrieved December 7, 2022.</ref>
 
<gallery>
<gallery>
MarioKartDebug.png|The debug menu appears at the title screen.
MarioKartDebug.png|The debug menu appears at the title screen.
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</gallery>
</gallery>


==External Links==
==External links==
*[[tcrf:Mario Kart 64|''Mario Kart 64'' on The Cutting Room Floor]]
*[[tcrf:Mario Kart 64|''Mario Kart 64'' on The Cutting Room Floor]]
==References==
<references/>
{{Pre-release and unused content}}
{{Pre-release and unused content}}
{{MK64}}
[[Category:Pre-release and unused content|Mario Kart 64]]
[[Category:Pre-release and unused content|Mario Kart 64]]
[[Category:Mario Kart 64]]
[[Category:Mario Kart 64|*]]
[[it:Elementi beta di Mario Kart 64]]
[[it:Sviluppo ed elementi scartati di Mario Kart 64]]
[[de:Mario Kart 64/Beta-Elemente]]
[[de:Mario Kart 64/Beta-Elemente]]

Latest revision as of 12:37, May 15, 2023

This is a list of pre-release and unused content for the game Mario Kart 64.

Early logo for Mario Kart 64, originally titled Super Mario Kart R
Original logo

Early builds[edit]

The working title of this game was Super Mario Kart R[1] (the "R" stands for "Rendered"),[2][3] also reported as Mario Kart 64 R. Kamek was originally intended to be one of the playable characters, but ended up being replaced by Donkey Kong. The Character Select screen was also different, the characters faced the player, and Kamek can be seen in Donkey Kong's space. Boos from Banshee Boardwalk had also a different look, the HUD was different from the final version, and item boxes were also completely black with colored question marks on them. The Cape Feather, which was in Super Mario Kart, was also intended to be included, as seen in a certain screenshot of Super Mario Kart R. This particular screenshot can be seen on the back of the packaging of the Nintendo 64 system. Additionally, Royal Raceway was originally named "Toadstool Turnpike".[4]

The track order of Mario Kart 64 was also arranged differently, with noticeable differences being Banshee Boardwalk being the first race in the Flower Cup, Bowser's Castle being the first race of the Star Cup, and Toad's Turnpike being the final race of the Special Cup.[5][6]

Gallery[edit]

Unused data[edit]

  • Chubby has a full body. In normal gameplay, though, only the top half is seen. Coincidentally, Mario Kart DS's remake of Moo Moo Farm would replace Chubby with jumping Monty Moles.
  • Early promotional screenshots show the Cape Feather being a possible item. It presumably would have worked the same way it did in Super Mario Kart. Two different jumping animations for it still linger in the ROM. The Cape Feather would not legitimately be seen again until Mario Kart 8 Deluxe, and then only in Battle Mode.
  • At one point, it appears that it was possible to obtain Lightning in Battle Mode. However, using it would have caused all the other racers to lose one balloon, making it a very broken, overpowered item, so it was taken out. Lightning would not legitimately be obtainable in Battle Mode until Mario Kart DS.
  • Code exists that allows CPU racers to drift, but it is never used. CPU racers would not be able to drift until Mario Kart: Double Dash!!.
  • There is a debug menu that remains in the game's coding. It has a few more options than the regular gameplay, and some are unused. It can be enabled with the Gameshark code 8818EDEF 0002 and accessed by pressing the GS button at the title screen. On its content there is a bizarre vertical splitscreen that appears to be unfinished. If the users play in battle mode, on the vertical splitscreen the lap counter can be seen. Also when drifting in vertical splitscreen, there is no smoke shaped like V and Es.
  • Unused sprites for the Boos in Banshee Boardwalk show that they were initially going to cover their faces when facing the screen similar to their mainline appearances up to that point. The sprites exist in the game's ROM, but go unused.
  • There exists a model of an unused track named "TOWN", which is a large city course. It was cut as it took too much time to race through.[7][8]

External links[edit]

References[edit]

  1. ^ Gaming Mysteries: Super Mario Kart R Beta (N64)
  2. ^ Nintendo Magazine System (AU) Issue #42, page 40. "Super Mario Kart R (that’s ’R’ for ’Rendered’)[...]"
  3. ^ Nintendo Magazine System (AU) Issue #54, page 70. "[...]Originally called ‘R’ (for Rendered) this was dropped later for the highly original but clearly identifiable ‘64’."
  4. ^ "[...] and it also included a track called Toadstool Turnpike – a course that would be renamed as Royal Raceway for the final, published games." - Guinness World Records 2013 Gamer's Edition, page 134.
  5. ^ Mario Kart 64 track order on The Cutting Room Floor
  6. ^ Nintendo Magazine System, issue 51, showing a different track layout for Star Cup - archive.org
  7. ^ Development:Mario Kart 64. The Cutting Room Floor. Retrieved December 7, 2022.
  8. ^ Mario Kart 64 – 1996 Developer Interview. shmuplations. Retrieved December 7, 2022.