The shade of red used is darker in the final sprite. On the early version of the zippers, the arrows do not flash, and the arrow and yellow square are outlined. Perhaps they were meant for Rainbow Road and took a wrong turn.Įvery track tileset in the game has an early, static version of the zipper and jump panel graphics, which are overwritten with the animated versions in-game. The UFO has no palette of its own, so a modified version of the present box palette (with white replacing the darkest shade of blue) was applied to it. Likewise, Fuzzies from Super Mario World 2: Yoshi's Island appear with Sky Garden's beanstalk graphics, implying they were intended to appear in the course at some point.Ī spinning, smiling star and a strange UFO toy(?) appear near the gift box sprite graphics for Ribbon Road. Pipes were a feature in several Super Mario Kart tracks, and a big Mushroom appeared in Mario Kart 64's Mario Raceway. Most new graphics for new courses were used, but some bit the big one at the hands of Nintendo.Īlong with the used tree, a pipe and mushroom can be found in Mario Circuit's sprite graphics. The mysterious unused coin makes an comeback, albeit with an incorrect palette, again. Just like the frail blocks, the breakable ice blocks also have an animation for getting destroyed, but it simply disappears in-game.Īnother Super Mario Kart leftover. This graphic can also be found in Boo Lake's and Broken Pier's tileset. Instead, the blocks just instantly disappear. There are unused frames for an animation for the frail blocks falling like it was done in Super Mario Kart, but it strangely isn't used in here.
Super mario kart sprites update#
The unused multicolored block from the original can be found here as well, this time with an incorrect palette.ĭespite the removal of Monty Moles from Donut Plains 2 and 3, the holes they pop out of were still given a graphical update in the track's tileset. The images above are in the following order: Mario Circuit, Donut Plains, Ghost Valley, Bowser Castle, Choco Island, Koopa Beach, and Vanilla Lake. Mario Circuits 2, 3, and 4 are the only Super Mario Kart tracks to use oil slicks, but they are not used in this game. With the exception of Rainbow Road (which are identical to Mario Circuit's, save for a bad palette), each SNES track's graphic set includes a unique, revamped oil slick graphic, as well as an earlier version of the coin.
Super mario kart sprites code#
These items can be accessed using the item modifier GameShark code 83003D12 10XX, not including the Bob-omb.
Along with the other used items, the Banana Bunch, Golden Mushroom, and Fake Item Box from Mario Kart 64 were likely also supposed to make a reappearance, but did not appear in the retail game. The Bob-omb icon may have been intended for when a player becomes one in Battle Mode, as instead the player's portrait is crossed out, or for something similar to the Bob-omb item in Mario Kart: Double Dash!!. The slots 0x0 to 0x3 and 0x1D to 0x1F are not assigned any track. The AI route was not programmed for other characters. It reuses the music and minimap from Peach Circuit some sprites for the trees are also loaded but aren't present in the scene proper, since most of the track can not be seen during the sequence. This is the track seen during the Award Ceremony sequence after finishing a cup. In December 2011, it was released for the 3DS Virtual Console (with no difference aside from lack of multiplayer functionality), as part of the 3DS Ambassador Program. The game uses a similar pseudo-3D engine to Super Mario Kart along with the same control scheme, but includes all of the characters and several items from Mario Kart 64, even sharing a number of sprites from it.
Mario Kart: Super Circuit is the third game in the Mario Kart series, the first to be released on a handheld system, and the first not to be developed by Nintendo EAD.