Mario Kart Wii Europe Game Id

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Edelmar Easley

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Aug 4, 2024, 3:16:07 PM8/4/24
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ThisEurope kiosk demo is unique in that it is a pre-final demo which has multiplayer functionality. A ROM dump was released on the 27th of April 2019. It's not clear if this was actually used at store or event kiosks, despite it being a "not for resale" cart with a "DIS-" (DISplay) prefix on the label. In fact, the former owner of one of two of the carts said it was given to Swedish magazines for preview purposes, but it may have been used by Nintendo for multiple purposes. Its build date a month earlier than that of the more well-known USA demo (which is single player), but only the differences between this and the USA demo will be documented on this page.

Without cheat codes, this is a multiplayer-only game, and it will only boot to the title screen if you connect at least two cartridges, otherwise it will just sit on the copyright screen. This can be accomplished by booting the ROM on multiple nearby DS's. After a minute or so, they should all advance into the title screen. If a communication error occurs after booting, then the game(s) will be reset back to the copyright screen.


The title screen lacks the "Demo Version" text, and there is no attract mode. There is no character select or course select in this version of the game. The character is random, and the courses are in a pre-determined order, that loops infinitely. This is likely because of the game being multiplayer-only. The courses are in the following order:


To start a race, there must be at least 2 "registered" racers. If there are 3 or more DS's connected, but not all of them register, then the unregistered DS's will be CPU's. All the HUD elements will be displayed, and map screen can be toggled, but a replay-like camera will be used, instead of a camera behind the kart. The CPU DS('s) will briefly display a message saying "Unable to enter race. The CPU is runnig this race. Please wait for the next race.", with "running" misspelled as "runnig". There is only 1 race before the game resets to the title screen.


The game will not reset to the title screen if there is no user input on any of the DS's (unlike the US Demo, which resets if there is no user input for awhile). It will only reset after a race is completed (to the title), or if there is a communication error (to the copyright screen).


If step 2 is skipped, the game will crash when attempting to enter the Debug Menu. After completing step 3, the debug menu can be accessed any time with just the Start button (i.e. step 2 does not need to be repeated).


Other menus (between Speed and Race Courses for example) do exist, but the game automatically pushes you through them. If you hit B to try to go back to these options, the game will automatically go forward again, as if you hit A.


After this, a Nitro grand prix will start. After the results screen is shown, the game will automatically advance to the next course. The grand prix will never end, looping the final course (Luigi's Mansion) over and over.


Along with the normal multiplayer gameplay, you can also play multiplayer with the debug menu, which allows multiplayer gameplay with all the courses, and battle mode too. If you want multiplayer with the debug menu, use the Action Replay code found here and follow these steps:


Below is a list of the karts that can be chosen in the European Kiosk Demo multiplayer debug menu, using Left and Right. The numbers on the left are the button presses needed to select that kart, if your character selected is Mario. The kart selection resets to the selected characters default kart every time the debug menu is loaded. "- Mario" indicates that is Mario's default kart, "- Donkey" is Donkey's default kart, etc. *CRASH* means the game will crash if this kart is selected.


/Main/MapObj.carc > itembox.nsbmd is an earlier version of the itembox model, with itembox.nsbca in the same directory being its animation. Suggests the itemboxes originally used a bone animation, rather than its animation being hard-coded.


Other files in the archive, such as itembox_hahen.nsbmd which might be used for when the itemboxes are broken, and copies of used final itembox model. Itemboxes are, however, loaded from /Main.carc > MapObj folder, rendering the ones in MapObj.carc unused.


The sign in N64 Moo Moo Farm is written MOH MOH FARM in this European demo, as in the Japanese version of Mario Kart 64. This was changed to international versions' MOO MOO FARM in the USA demo and the final.


While Donkey Kong's name appears as "DK" in the USA demo, it appears as "Donkey" in this demo, as in earlier footages and screenshots. Interestingly, it can also be seen in /Scene/E3_Menu.carc/E3_select_character_gp_m_name.NCGR, but since there's no character selection menu in this demo (as the character is chosen randomly), this goes unused.


While the content of the course CARCs (not the CARCs themselves as some of them were rebuilt for the USA demo) found in this demo are identical to that of its American counterpart, some names of the CARCs are not, particularly the scrapped courses.


Interestingly, despite them being abandoned/intentionally unused by this point in development (as proven by the fact they're both grouped with the rest of the unused courses in the debug menu), old_mario_gc and test_circle both have the lower naming convention the rest of the used courses have.


The Europe and US demos are so similar in terms of the filesystem, that a US demo ROM can be converted to a multiplayer-only ROM by replacing arm9.bin and header.bin in the US ROM with the ones from the European ROM. Conversely, a European multiplayer only ROM can be converted to a single player ROM by replacing the same files and E3_Title.carc with the US demo versions.


While doing some experiments and such, a CPU DS that was supposed to be Luigi ended up having the camera focused on Bowser. The HUD and map were all for Luigi, but the camera was on Bowser. Interestingly, the other DS it was previously (but no longer) connected to was also focused on Luigi when doing races, but the camera was not displaced. This happened when doing tests with the Emblem Editor (see below), then putting them into the trophy screen, and starting a race.


If you connect a pair of DS's, then load into the Emblem Editor by pressing Start on both DS's at the same time, using an Action Replay code (see below), then Player 1 will have control of the Emblem Editor, and Player 2 will have no control, but will see what Player 1 is doing (i.e. Player 1's screen will be on Player 2's screen). After saving, a race will begin, and each DS will have the (glitched) custom emblem, but only on their own kart.

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