This track is also possible to fall through because a small part of the road isn't solid, and under all tracks is actually completely solid road that goes on forever. Omatsuri Circuit actually has a bit of different mapping, like a shortcut slope, which is similar to the ones in GP1/2, and the part where the underwater section is, has a higher height. Unlike the debug track, these have their own collision data. 00 is an early version of Bon Dance Street, 01 is a very early version of Omatsuri Circuit, and 02 is an early version of Aerial Road. In the Develop directory, there's 3 folders called RegulationMap00, RegulationMap01, and RegulationMap02. This track also doesn't have its own collision file or any other sort of file. The video shows how the track looks (the water, mushroom model, star model, and shadows aren't originally part of the track). The track is an early/unfinished version of Kingdom Way with only a dirt road of the entire track. In it, is a debug track with only the dirt road texture and the skybox texture with one of the areas from the Toad Cup tracks, and the skybox model. In Model/stage_debug, all the folders for the tracks are present, but all are empty except the KP folder (Toad Cup). There's a total of 4 unused tracks in this game. The texture and model directories in Data\Effects have this file called test_01.dds, the base and update(s) of the game have this file. A glitch can be done to force the player to go backwards by disabling the warps at Peach Castle or Kingdom Way, but the sign doesn't attempt to appear either. Lakitu's object graphics have a U-turn sign, along with a specular map for it, for when the player goes backwards, but since the player can't go backwards, it goes unused. Yellow Yoshi's slot ID is 16 ( 0x10), and Blue Yoshi's is 18 ( 0x12). Red Yoshi's icon is present as well, but Black Yoshi's wasn't added yet. Only Red Yoshi and Black Yoshi were released. There may have been plans for more palette swap Yoshis as DLC, but got cut for unknown reasons. Present in flash/data_jp/common_tex/tex/chara_p00.pac, in the first release, are character select icons for Yellow Yoshi and Blue Yoshi. It reuses artwork from GP1/2, Mario Kart Wii, and Mario Kart 7.
They may have been used to test the camera.įlash/data_jp/select_00/select_00tex.pac has placeholder sprites for the class selection and other sorts. There's also smaller versions of the same icons.įlash/data_jp/test_data/test_datatex.pac contains two Mario icons (much like the ones in test.pac), and sprites for a test menu and two images of old cars in Japan, most likely at some kind of car show. In the final, he uses his appearance from Pac-Man and the Ghostly Adventures.
The most notable difference is Pac-Man, as he uses his older model from GP1/2.
For example, players who select Mario will appear wearing the iconic red hat and moustache.Present in flash/data_jp/common_tex/tex/test.pac are test character icons of all the characters from the first release (Rosalina is there as well because her files are present in the first release) in dds format. Mario Kart also features live play by play commentary and a camera above the monitor, known as a 'Nam Cam', which projects the player's face onto the screen as their chosen character.
Coins can then be traded in by the player to customize their cart, and can also be redeemed for hidden items, carts and more.ĭifferent classes are also available, which help players of all skill levels enjoy the game. Mario Kart 2 is available with an optional re-writable card-playing system, which allows players to collect coins and save them on their card each time they play. Mario Kart 2 features not only the familiar characters such as Mario, Luigi and Yoshi, but also welcomes new characters from Bandai, including Pac Man and popular Tamagotchi character Mamechilis. Multi-player is a blast, and is even more fun than before in single play. Mario Kart 2 features 32 variations of courses across eight different worlds, with the ability to link up to four players.