Peach Texture Hack Mkwii Olympics
Peach Texture Hack Mkwii Tas. You can use B to use items with Manual transmission. Peach Texture Hack Ssbb. List of Texture Hacked Tracks. This is because there are many texture hacks. This is the list of all the texture hacked tracks made for Mario Kart Wii. The World Of Hacking Blog: Mario Kart Wii Hack Pack All Codes RMCE0.
Oddities, let's see.Unused Character Icons Petey PiranhaPetey Piranha's icon appears in the game files. He was a playable character in, but was scrapped here. Rarrrrrrrrrrgh!!!Koopa ParatroopaParatroopa was also a playable character in Double Dash!!
Interestingly, he uses a different pose here than in the final Double Dash!! Icon.This same icon can be seen in early screenshots of Double Dash!!This was probably the one to be cut earliest in development, as Petey and the Hammer Bro are facing left and fit along with the final character icons, whereas this one stands out like a sore thumb.Hammer BroAn icon of a Hammer Bro exists in the game files. This would have been the Hammer Bro's debut in the Mario Kart series.Mii Outfit CApparently, there was going to be a Mii Outfit C. Oddly, though, it has a different icon compared to Outfits A and B. While Outfits A and B are circles with 'Mii' on them, C appears to be a grey jacket with the letter 'C' on it, suggesting it didn't get much further than testing.Leftover parameter data for Mii Outfit C still exists in the game, like character identifiers, parameters for the size of the Mii's head, etc.A button also exists for Mii Outfit C, but due to the way it's coded, the character ID is immediately replaced with Mii Outfit A when selected. Fixing this 'bug' reveals Mii Outfit C fails to load because all of its files have been removed from the disc. If these files are replaced, Mii Outfit C will work as intended.
Unused Courses oldmariogcbThis course is identical to GCN Mario Circuit, but there are a few small differences. This may in fact be a direct port of the data from Mario Kart: Double Dash!!, indicated by the lack of certain data whose formats were changed in this game. The differences found from the final version are:. The minimap appears to be missing, but it is present, it's simply too large to fit on the screen.
Checking the map model inside the course file reveals that it's the same one as for the game's own Mario Circuit. The lighting is a bit darker. The Piranha Plants are missing their pipes. The Chain Chomp is missing. The little humps near the goombas are the same shape as in Mario Kart: Double Dash!!' S version.
The collision seems to be unfinished. DrawdemoDue to the name (draw), it was guessed that it was used for TEX0 testing. This is very unlikely, since this course uses TEX0 version 2, while the direct ports of GCN Mario Circuit use version 1. It also uses MDL0 version 11, instead of 8 like the direct ports of GCN Mario Circuit. Course.0 DescriptionThis file is a unique file across all courses, but it appears to be a representation of Bowser's Castle prior to compilation into an.
The file was possibly included in the final build of the game by mistake. The file has been of great use to hackers, as it contains meta data describing the format of courses, and revealing much information about the. The file appears to have been created 2007/08/30 11:50 by Yabuki Kosuke using a piece of software called JMap. It seems as though this was prior to the development of much of Mario Kart Wii as it seems to describe features from. There is another JMap file found in the original (version 1.31 from 2002). The version for this file is 2.8.4.1.
Every course (including unused courses) from Mario Kart DS is listed in this file, but no Mario Kart Wii courses are listed here. The model contained in course.0 appears to be an early version of Bowser's Castle. It contains a few things that are not in the final course, including a cannon. Alternate main loop with performance monitorThe game includes an unused copy of the main game engine, possibly a debug or earlier test build. It includes a performance monitor consisting of three bars displaying frame timings on the bottom of the wrist strap screen, as well as an animated exception handler. The title screen lacks the demo, although the music fades out for it even if you've already advanced past the title screen.
The final OK button before entering a race plays the sound effect that plays on any normal button. Races are missing sound effects for drift sparks and tricks, don't seem to render any 2D effects at all, and crash when entering one in VS Mode. (Source: ) Draggable Blue ShellsBlue Shells seemed to have been once intended to be held behind the player before they use it. The game contains a list of values for each item that define what the item does when the player uses it.
For example: Red Shell uses 0x01, which means that the item is held behind the player and fires when they let go of it. An item like Star would be 0x00 for the game to immediately use the item as the button is pressed. For some odd reason, Blue Shell is listed as 0x01, which means the item should be held behind the player like a red shell. This doesn't happen because the game has code that prevents it, meaning you immediately fire it. Disabling this code reveals that the Blue Shell has an unused animation for it. There's also an unused action for when a player hits it, which works even if the game is modified so that the blue shell lands on the ground if someone loses it.
Unused kartCameraParam.bin ParameterskartCameraParam.bin has 3 additional duplicated entries for camera entities that are never used.Leftover AssertionsIt appears, leftover from development, there are assertions in the code. These assertions contain extra things like the source file name, variable name, and line number. Due to the way they are set up, it is impossible to trigger one of them without modifying the game.Online Squish CommandIn the online protocol, there is an unused bit that can make players squished on command. This could mean that originally, players that you hit in a mega on your screen would make them squished globally, instead of just them getting squished on their screen.Unused Music oFanfareMIWinBoss32This song would have played whenever you win a boss at certain tournaments that had them. However, in the final game, winning a boss would play the same song as for winning in battles. Through hacking, it is possible to add more than three laps to a track.
Doing so shows that Lakitu actually has extra graphics on his flag for laps 3 through 9! While flags 3 and 4 were used in 2 tournaments, where you race the babies in Cookie Land and race around rooms of DS Twilight House with 5 laps, the flags indicating laps 5 through 9 go unused. The lap 5 flag goes unused because in the Cookie Land and Twilight House tournament, Lakitu uses the final lap flag on Lap 5.Unused copies of these are located in Common.szs, while the ones used in the final game are located in CommonX.szs (where X is replaced with the letter corresponding to the language setting)Country Flags Old USA FlagA very old American flag graphic.' Country Unknown' FlagNamed flagblank00, it was probably meant to display when a player didn't have a region set, but in the final game, the space where a flag would be is empty if there is no region set.Misc. Graphics CoinA coin graphic from.Mario in Classic DragsterThe icon of Mario in the Classic Dragster might have been an early design for the banner icon on the Wii Menu.Placeholder MiiThis Mii is of Shuzo Matsuoka that was sent out to Japanese Wiis in 2007. It could have been used for testing licenses.If you convince the game to not load a Mii for the image on the license, this graphic will load instead.Controller GraphicsWhile the Wiimote graphic is used, it's only seen with the Nunchuk.Unused Mario Kart Channel Question Mark IconAn unused question mark icon, named tkiconEvent00, exists within the banner for the Mario Kart Channel.Test GraphicsSome additional graphics that are not used. The circles appear to be simple test graphics.Early Wii Wheel Icons Early 2-Star Wheel User Icon (Online)Early Wheel User Icon (Time Trials)An ever earlier Wii Wheel icon, named ttremoconhanbodymini3 and found in the files of the Mario Kart Channel.
It can be seen on.Early Luigi Circuit BannerAn early version of the banners that display for each course when checking time trial rankings. It is named ttghostrankingcourse Honeycoupe's Hidden Chain ChompThe bottom right area of the texture of the Honeycoupe has a Chain Chomp with a Prohibition symbol on top of it, and half of a Chain Chomp eyeball. Southwest of the 'W' emblem seems to be a Chain Chomp mouth, but with the red part of the mouth removed, and right of that are Chain Chomps teeth. These are never used in game because of the texture mapping. These oddities are in every character's version of the Honeycoupe. Perhaps it relates to the scrapped Chain Chomp item? Or maybe the Honeycoupe was originally going to be a Chain Chomp version of the Piranha Prowler.Early Mii's Body Pose EarlyFinalAn early version of the female mii's body (used in the photo you get for completing all the cups in the game).
It is found in /Scene/UI/MenuOther.szs/mamiif.brres. There is also a placeholder head texture that is never seen.Metallic Lumatico.brres (The model for luma that accompanies for rosalina) has an unused metal texture, it can be seen in use in certain recordings of the pre-release game.Unused Items Chain ChompWhile Chain Chomps DO appear in Mario Kart Wii as obstacles in courses such as Mario Circuit or Chain Chomp Wheel/Roulette, there is an icon for the Chain Chomp item, as seen in Mario Kart: Double Dash!! Next to the mouth is the kanji for 'temporary' (仮).Interestingly, this Chain Chomp icon can be seen in an without the 仮, but it was replaced by the Bullet Bill in the Final.Placeholder ItemsThree placeholder items labeled 'NEW1', 'NEW2' and 'NEW3' are stored in the game's graphics, and are obviously unused.Unused Menu Content Mission Mode ButtonThere is a Mission Mode button switched off on the Single Player and Multiplayer Menu. Since it lacks THPs, the movie clips that appear on the button don't fit well inside it.
It also lacks text and a description of the mode. The only available evidence that it is related to Mission Mode is that it takes the player to the Mission Mode screens and its code name, ButtonMR, stands for Button Mission Run which is the Japanese and Korean name for Mission Mode/Missions. The button is located behind the Battle button, so if you make it appear in game, it will not fit with the other buttons.The version on the Multiplayer Menu is also located behind the Battle button. And for some odd reason, it loads the 'Controller Registration' screen, despite it being codenamed ButtonMR.
It could possibly be the game doesn't have a screen for it to load, so it just acts as the next button in the table, which is usually the back button. That is not the case, however, as unlike the Single Player screen, each button's linked screen is defined by its own unique code. The code for ButtonMR is different than the code for the back button, so changing the screen the button links to will not change the screen the back button is linked to. It couldn't have been initially intended to link there by the developers, because the code name is ButtonMR, and MR is short for Mission Run, so it either was a placeholder, or that's where the Mission Mode screens were initially placed. The Mission Mode screens can't load on the Multiplayer Menu, since its main archive, MenuMulti.szs, is missing necessary files.Extra Ghost Races ButtonNormally this feature is accessible VIA the Mario Kart Channel, but it actually has a button on the Wi-Fi main menu as well. This button's codename is ButtonGhostBattle and it uses the same text ID as the button in the Mario Kart Channel.
Unlike the Mission Mode button, this one isn't hiding behind another button, and if we turn it on we can see that it was supposed to be located below the Friends button. Sadly, unlike the Mission Mode one, this button has no properties linked to it, so it does nothing when pushed.ELO Leaderboard ButtonOn the Online Time Trial Rankings screen is a button called ButtonELORanking, It has no text or behaviour associated with it, but from its name we can guess that it was supposed to be some sort of leaderboard for the online players with the highest ELO, which was later implemented in other games such as Mario Tennis Aces ('The Elo rating system is a method for calculating the relative skill levels of players in competitor-versus-competitor games.' And Nintendo probably just renamed it to VR). This feature was completely scrapped in the final game, probably because the VR system isn't the most in depth thing ever, and it was quite easy to max out your VR.Default Drift Type Setting ButtonOn the License Settings screen is a button called DriftMode, It has no behaviour associated with it, but it uses the same text ID as the drift selection screen.
We can guess that it was supposed to be a way to set a default drift option for whenever you boot the game. In the final game, your drift mode is saved as whatever you used last, even after powering off your Wii (However, your character and vehicle choices are always set back to Mario and the Standard Kart M whenever you power on the game)Drift Fix ButtonsAlso on the License Settings screen are two more button layout (.brctr) files; FixDriftModeButton.brctr and FixDriftModeMovie.brctr. Loading them in-game results in this screen. The first two buttons seem to ask for a drift type, and the third button's purpose is unknown, but based on the code name, ButtonUnfix, it seems it would have once disabled the default drift selection. This is believed to be the screen DriftMode would link to.Extra Character ButtonsOn the Character Select screen, there are 4 button layout files for the three weight classes and one for both Mii outfits. There are also three separate layouts which are chosen depending on how many characters you've unlocked. On the fully unlocked screen, there are a total of 10 unused buttons.
Three of the unused buttons are shared evenly across the 3 weight classes, meaning each class has an unused character. The last seven are for the Mii outfits.It would normally be likely that the 3 unused buttons for the weight classes were just from a programmer who, while entering the number, didn't realize 0 also counted as its own button. But that is most likely not the case as this doesn't happen with any other screen layout. The buttons all merge and stack in the exact same position, which isn't a position that fits with the used buttons around it. They don't have any character IDs assigned to them. They don't have any delay for the animations when the game enters the screen, so they come on screen at the exact same time as the top row of characters, which they aren't close to at all.The unused Mii buttons are all over the place. Their horizontal positions all appear to fit with the rest of the buttons though, which isn't the case with the other buttons.
All but three of them have character IDs attached to them, including the unused Mii Outfit C IDs. Like the unused character buttons, these also have no animation delay for entering the screen, causing them to load way before all the other Mii buttons. The Mii Outfit C buttons just load the Mii Outfit A ID without modifications.No Ghosts ScreenA screen that appears if there are no ghosts for a given course. This screen is never seen, since every course has a staff ghost on it.Team Race RuleIn the rules menu there would have been an option to select whether or not you want to play with teams.
This exists for both VS and Battle, and the option didn't exist in any form for the latter in the final game, so battle mode can only be played with teams. In the final game, VS mode had a dedicated screen for selecting this rule.Choose Mii from Wii RemoteThere is layout data for an additional tab to choose a Mii from a Wii Remote on the Mii selection screens (both when choosing a Mii for a license, and selecting a Mii for use in a race), named TabRemote (the existing ones are named TabWii and TabGuest). It is positioned almost in line with the console and guest buttons, though it is slightly misaligned vertically. There does not appear to be any remaining code for actually loading Miis off of a remote.' Test' MenusThe menus from ID 0x6-F don't load properly because of missing code. These menus attempt to load the file '/Scene/UI/Test.szs' and then load the screen 0x00 by ID.
Test.szs and screen ID 0x00 don't exist anymore, so it is unknown what purposes these menus had.Empty or Deleted Folders & Files Debug FolderAn empty folder named debug can be found in the game's file system. Its exact purpose is unknown. File paths in the executable referring to this folder also contain names of letter texture files (the envelope and content of letters) being posted to the Wii Message Board and the ones being received when a tournament starts. Maybe Nintendo used this to more easily test new variants of the letter?A list of files that once resided here are located within the game's code.
thumbjpd.bin. letterjpd.bin. thumbjpv.bin. letterjpv.bin. thumbjpc.bin.
letterjpc.bin. thumbnjd.bin. letternjd.bin. thumbnjv.bin. letternjv.bin. thumbnjc.bin.
letternjc.binMissionRun FolderAnother empty folder, called ' Race/MissionRun' (Japanese and Korean name for Mission Mode), can be found in the game's files. It has been discovered that file resources for Mission Mode, such as missionsingle.kmt and mrXX.szs would have been found here.Scrapped 3D Wiimote ModelStrings exist for a file called wiicontroller.brres which would reside within Race/Common.szs. BRRES files are visual model files, but a file of this name/description exists nowhere on the disc.Scrapped Character Sound Method. In the game's code, there is a definition of a BRASD folder inside the of character archive files.Unused Dutch LanguageOddly, Dutch is the only selectable language in the Wii Menu that is not available as a language option for Mario Kart Wii, but if your Wii is set to Dutch, the home button menu and Wii Remote safety screens will be in Dutch, and the rest of the game will be in English. This seems to not have always been the case, however, as the code that detects which language is set in the Wii menu and adjust the game accordingly has an unused pointer to a set of files that end with 'N.szs' (N standing for Netherlands).BMS FilesStrings in the games memory refer to.bms files, but these files exist nowhere on the disc. They were probably similar to.BFOG and BFOBJ FilesBFOG and BFOBJ Files are defined in the code, but the game only uses instead, probably because they have a simpler format. This may be a remain from New Super Mario Bros.
Wii, as both games share the same EGG library.BDOF File Extra FunctionsBDOF (Binary Depth Of Field) is a post-effect file that controls effects like focus, sharpness and blur in tracks.There is unused code that allows the usage of a secondary BDOF file, named posteffect.bdofdemo. This one has the same format as a normal BDOF file, and it seems to be used only in the course introduction if present.
(Source: ) Unused Game Modes Mission ModeThere was originally a Mission Mode planned for Mario Kart Wii. All of the missions that were originally created for the mode have been wiped from the game disc, meaning they have been lost. It is very similar to tournament mode on WiiConnect24. You can even port tournaments to Mission Mode and it will work almost exactly the same, which means that it is possible that missions originally created for Mission Mode were ported over to be tournaments.The menus for Mission Mode have no available text, but the game is trying to load them; they've simply been erased. The only surviving piece of text is 'Choose a Mission' after finishing a mission. Similarly, a massive file that would've contained mission parameters is not present, and without it, the mode can't start - unless you simulate its existence. The sub-routine still exists, though.
It attempts to load files out of the /Race/MissionRun folder on the disc, but that folder is empty. The files would have contained things like where to place objects, the objective, the score required, the time limit, the engine class, which character and kart you were restricted to, etc. Because this content is missing, it is impossible to know what the original missions were.Some of the surviving stuff is drift restrictions on some levels, and/or a video (but since the videos are missing, the game just displays a still image of the last loaded video). The last level with a video is 2-4, and that's most likely where they decided that they weren't going through with it.
The game doesn't even attempt to load any mission that is 3-4 or later. To do:Investigate more, it seems this mode was pretty much complete but just never used.Nintendo had once planned to have 'special ghost' events, but this feature ended up never being used.
DriverParam.binSeveral Slippery Road Type 2 speed values were changed as well.CharacterBeta ValueFinal ValueToadette0.03Yoshi0.03Birdo0.01Bowser Jr.0.01Medium Mii0.01Wario0.01Waluigi0.01King Boo0.01Funky Kong0.01Dry Bowser0.03kartCameraParam.bin2 Camera parameters have been ever so slightly changed.Early Near Camera 1Final Near Camera 1Early Near Camera 2Final Near Camera 2multitop.thpThere is an unused movie clip in the game's files that seems to have once represented the background of the buttons on the multiplayer menu. The final game just uses the single player menu's movie clip, singletop.thp. Because of the waving flag and the coins + balloons, it is reasonable to suspect that the the back models, the animated models behind the buttons (like the flag, stopwatch, etc.), would have been on the buttons instead of behind them. It also seems to be wide enough to cover the entire buttons, while in the final game, it only covers nearly half of the button with a transparency gradient. Chinese Safety ScreenFound in BootStrapchChinese.szs are the two Wii Remote safety screen pages in Simplified Chinese.and Traditional Chineseisbn608x456Found in BootStrapchisbn608x456.szs is a weird file. It is a Chinese splash screen.The upper larger texts is the 'Healthy gaming advice', a 28-character health & safety advice that is required to be displayed upon a game's startup by Chinese law.
The lower half consists of the publishing house information and a placeholder ISBN with all zeroes (the ISBN will be replaced by the actual one given by the government upon approval).The publisher is the exact same one used by all games published by iQue.It roughly translates to'Healthy Gaming AdviceResist unhealthy games, reject pirated gamesBe aware of self-protection, avoid being deceivedModerate gaming is good for the brain, addiction to games hurts your bodyManage time appropriately, enjoy a healthy life'.
.: April 10, 2008.: April 11, 2008.: April 24, 2008.: April 27, 2008Mode(s),Mario Kart Wii is a developed and published by for the. It is the sixth installment in the series and was released worldwide on April 27, 2008.Like its previous installments of games, Mario Kart Wii incorporates from the, who participate in kart races on 32 different using specialized items to hinder opponents or gain advantages. It sold 37.20 million copies, making it the 9th, the best selling game of the series, and the, only behind.
The game features multiple and game modes including a four-person split screen. Online multiplayer via was available at launch but was discontinued on May 2014, along with other Wii and games that supported online play.Mario Kart Wii uses the 's to provide intuitive and conventional controls; each copy of the game is with the accessory to augment this feature.
During a race on Mario Circuit.Mario Kart Wii is a game featuring and modes. The players control one of many selectable and participate in races or battles using or on thematically based on locations from the. During gameplay, the player views the action from a that tracks the player from behind his or her kart. The player can perform tricks while driving that produce speed boosts, such as mid-air, and (bikes only).While driving, the player collects from boxes placed in various points on the track. These power-ups allow the player to attack opponents, causing them to slow down or spin out of control; defend against such attacks, or gain boosts in speed. These include the series staple items, such as the, shell projectiles, the,. There are also three new items: the Mega Mushroom, Thunder Cloud, and POW Block.
The temporarily grows the player to an enormous size and allows them to flatten opposing karts, the POW Block causes all racers ahead of the user to spin out and drop their items if used (unless they dodge it by being mid-air or shaking the Wii Remote), and the Thunder Cloud gives the recipient a speed boost and off-road capabilities, but the recipient has to collide with other racers to pass it onto them before the item delivers a shock, shrinking them to a tiny size.Mario Kart Wii supports four different control schemes. The primary control scheme is the, optionally used in conjunction with the plastic accessory, which uses the controller's to simulate operating a. The other supported control schemes are the Wii Remote with the attachment; the; and the. Characters and vehicles. Main article:Mario Kart Wii features twenty-four from the Mario series, which was the largest roster of any Mario Kart game until the release of in 2014.
The game features characters who have appeared in previous installments, including, and, in addition to characters such as and Dry Bowser who are playable for the first time. Unlike Mario Kart DS, where characters can drive a kart exclusive to that character and the standard go-kart, each character is assigned to one of three different weight classes, which affects the selection of vehicles the character can drive.
In addition to this, Mario Kart Wii introduced two different classes of vehicles, Karts and Bikes, with the latter being a new addition to the series. Bikes were also subdivided further into two categories: regular and sports bikes, with sports bikes featuring an alternate drift type known as inside drifting.
Characters saved in the console's are also playable. Thirty-six vehicles, which include both karts and bikes, are available in Mario Kart Wii, each of which has different properties that affect how the vehicle handles while driving. Half the characters and vehicles are initially unavailable to the player; certain objectives must be completed to each one.Tracks The tracks in Mario Kart Wii are based thematically on locations seen in the Mario series, such as 's Castle. Each of the eight cups features four different tracks for a total of 32 unique tracks, 16 of which are new to the series, while the other 16 are several tracks ported from previous installments.
The cups (groups of tracks) are the Mushroom, Flower, Star, Special, (all new tracks) Shell, Banana, Leaf, and Lightning Cups (all old tracks). The Shell, Banana, Leaf, and Lightning Cups each contain retro tracks, updated versions of tracks originally found in the five previous Mario Kart installments. There are ten courses available for Battle mode, which include five original courses and five retro courses. Game modes. Mario Kart Wii is with the accessory.Mario Kart Wii features multiple game modes:, Versus, and Battle.
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All modes support gameplay; Versus and Battle support for up to four players, with or without. In Grand Prix, the player participates in four three-lap races from one of eight cups against eleven opponents. The player is awarded points at the end of each race based on their ranking. The total number of points collected, among other factors, determines the player's overall rank. Versus mode is similar to Grand Prix, but the presented courses and items are configurable.
In Time Trials, the player must quickly complete the race in the fastest time possible— there are no opponents or items except for three Mushrooms given at the start of each race. The player can compete against a character, which mimics a player's movements from an earlier race. Ghost data can be in the Wii console memory.Mario Kart Wii 's Battle mode is similar to that seen in previous installments in which players drive around an enclosed arena and attack each other using items. The players are divided into two teams, red and blue, and teammates cannot harm each other with their items. There are two variants of Battle mode available: Balloon Battle and Coin Runners. In Balloon Battle, each player's kart has three attached balloons.
A player gains a point each time they pop or steal a balloon belonging to an opposing team player but loses a point each time they lose all balloons. In Coin Runners, the players collect coins scattered throughout the arena and attack opposing team members to make them drop coins. The team that has accumulated the most points or coins total when the three-minute expires wins.Mario Kart Wii supported via until its discontinuation on May 20, 2014. Versus and Battle modes were available and supported up to twelve participants, and up to two players could connect and play from the same Wii console. Players could compete against random players from within the same region or from any continent, or could compete only against players registered as friends. At the end of each race or match, each player's VR (versus rating) or BR (battle rating) would change based on their final ranking.
Mario Kart Wii featured the 'Mario Kart Channel', which was available as an optionally selectable channel on the, that presented current regional or worldwide rankings for Time Trials, and the option of sending or receiving ghost data via (it is no longer supported and does not function as of June 28, 2013). Mario Kart Channel also offered worldwide tournaments from Nintendo, which were modified courses that sometimes had special objectives. There were two tournaments hosted each month. Despite the Wi-Fi connections discontinuation, fans have created numerous private servers to continue playing online, the most notable being 'Wiimmfi' which was launched on May 10, 2014, ten days before the shutdown of the official servers. Development Mario Kart Wii was the sixth game in the series, following, and., who worked with the Software Development Department of 's division and had previously worked on the first 2 Mario Kart games as well as Mario Kart DS, served as the game's producer. Acted as “General Producer” and gave miscellaneous advice on various aspects of the game.Producer wanted to include certain online features for, but they were left out due to time constraints. These features would, however, be implemented in Mario Kart Wii.
The developers wanted to avoid races becoming more deserted as they progressed, thus altering the online matchmaking to allow players to join a race once it is finished for participation in the next one. The game was the first in the series to feature as drivable vehicles, an idea which Konno had proposed since Double Dash out of his passion for but was rejected due to the seemingly bizarre image of Mario riding a bike. The concept of extreme sports elements was considered in Mario Kart DS, but due to the difficulty in including the concept in a handheld game, it wasn't able to be implemented until Wii. Because of the feature's inclusion, the game was briefly known internally under the name ' Mario Kart X' before its final name was decided upon, referring to the 'X' in the word 'extreme'. The designers tested roughly 30 different prototypes with different shapes, colors, and weights based on real-life go-karts.
The final design for the wheel was made to be as lightweight as possible for it to suit long-term periods of gameplay, and it was made entirely white despite experimentation with two-colored designs for it to fit with the color scheme of previous peripherals such as the and the. A blue ring with the Wii logo inside of it was also placed on the backside of the wheel to give spectating players something interesting to look at; as a result, this blue ring ended up being featured in the game's logo.Mario Kart Wii was officially announced at; the online features and the first footage of the game were shown at the Expo. During Nintendo of America CEO 's presentation, he unveiled the game via a trailer that showed some of the new characters and tracks. The trailer also displayed that the game would include up to twelve simultaneous racers. Additional details of the game were later released in conjunction with the Nintendo Fall 2007 Conference held on October 2007, where it was revealed that it would include bikes and the Wii Wheel. New gameplay footage from the game was also shown, and the release date was revealed to be set for spring 2008. Audio The music was composed by Asuka Ohta and Ryo Nagamatsu; who both used new interpretations of the familiar melodies from earlier games alongside original material.
A 46-track official soundtrack was released on December 2011 as a reward in Japan. The speaker on the Wii Remote is frequently used during gameplay, as like crashes and warning signals are emitting from it. During the extensive testing of the different Wii Wheel, the developers decided to have the voice actors playing the game during recording sessions.
Reception ReceptionAggregate scoresAggregatorScore82.07%82/100Review scoresPublicationScore6/108/1037/408.5/108.5/108.4/108.5/109/10Nintendo World Report7.5/1094%Mario Kart Wii was well-received, earning praise for its online capability and a large number of tracks, characters, and karts. Joe Sinicki of Blast Magazine comments: 'While it still does suffer from some of the problems of the older games, Mario Kart Wii takes the simple and accessible formula set by its predecessors and tweaks it enough to make it feel fresh and fun, creating one of the most entertaining and rewarding gaming experiences in quite some time.' Commented that the worked very effectively and loved the different multiplayer modes. Producer Lark Anderson praised the game for being easy to jump into for players of any skill level and stated that motorcycles provide a great alternative to go-karts, and commented: 'Nintendo has delivered one of the best console Karts in years.' Stated that the racing is easy to do and that 'the Grand Prix Cup events and several team battle modes keep things interesting' while praised the game for its high production value and great replay value. They also liked that the online play was a major strength of the game., however, claimed that the tracks are too big for local multiplayer matches.
Also, criticized the in the 150cc races of the Grand Prix and was disappointed that Battle mode can now only be played in teams; no free-for-all option is offered which removes the 'last man standing' element of previous Mario Kart Battle modes. Reviewers such as and IGN also commented that it is easy to fall from first place to last by being continuously attacked by several weapons, many of which are unavoidable, leading to a certain amount of luck in racing. This makes it more accessible for beginners, but can be extremely discouraging for skilled players. Also noted that 'nostalgia doesn't save most of the classic courses from being boring.'
In 2010, Mario Kart Wii was included in the book. Sales Mario Kart Wii had a successful launch and sold 300,000 copies on the launch day in Japan alone, compared to Mario Kart DS which sold 160,000 copies on its first day and Mario Kart: Double Dash which sold 180,000 on its first day. In the week ending May 4, 2008, Mario Kart Wii had sold over a million copies in Japan alone, less than a month since its release in the region.
In the UK, Mario Kart Wii was the best-selling video game in the week ending April 12, 2008, having 'the eighth biggest opening sales week in UK software history,' according to /. The game dwarfed all other five Mario Wii games released up until then for the Wii combined when comparing first week sales. In the United States, Mario Kart Wii was the second-best-selling video game in April 2008, selling 1.12 million copies, according to the; putting it behind the version of and ahead of the version, both released in the same week. It ranked the fourth-best-selling game of December 2008 in the United States, selling more than 979,000 copies. According to the NPD Group, Chart-Track, and, the game has sold 2.409 million copies in the United States, 687,000 in the United Kingdom, and 1.601 million in Japan, respectively, for a total of 4.697 million copies sold by August 1, 2008.
As of March 2009, Nintendo has sold 15.4 million copies of Mario Kart Wii worldwide. As of January 4, 2009, it has sold 2,133,000 copies in Japan. It is also the fourth best-selling game of Japan in 2008. According to the NPD Group, GfK Chart-Track, and Enterbrain, the game has sold 856,000 copies in the United States, 394,000 in the United Kingdom, and 218,000 in Japan, respectively, for a total of 1.468 million copies sold in the third quarter of 2008 (July–September). It was the second-best-selling game of 2008 in the, selling more than 5 million copies.
In France, it sold 4.8 million units, which is more than it sold in Japan (3.7 million).With 37.20 million copies sold worldwide as of March 31, 2019, the game is the best-selling Mario game for the Wii console, and is the racing video game of all time. Awards The game won multiple Wii-specific awards from IGN in its 2008 video game awards, including Best Racing Game and Best Online Multiplayer Game. IGN also nominated it for Best Family Game for the Wii. The game was ranked ninth in 's 'Best of the Decade.' It also won the award for 'Favorite Video Game' at the. Has awarded Mario Kart Wii with a record for being the best-selling racing video game of all time. Archived from on 2011-09-19.
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