I like documenting trivia and unused content regarding some games, mainly Mario Kart Wii. Discord: B_squo#5127 MKWii TCRF Server: https://xitter.cf/t.co/AFB46ycP9L

/Race/Course/loser_demo.szs
Joined May 2021
I'm looking for Mario Kart Wii's first special ghost, distributed (exclusively?) to Japanese Wiis back in 2008. More info here: tcrf.net/User:B_squo#About_M… If you have it, please DM here or in Discord! #MarioKartWii #マリオカートWii
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In Mario Kart Wii, using a Mega Mushroom while on the Cheep Charger and then holding a Fake Item Box makes the latter so large that it will block almost the entire screen. This is even more intrusive when playing in 4:3 aspect ratio, due to the different FOV values.
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Using the Cheep Charger is key in this case, as it's the vehicle that grows the most when in a Mega Mushroom (2.7, as defined in Race/Common.szs/kartParam.bin). I previously talked about the differences in aspect ratio during races here: xitter.cf/B_squo/status/15048786…
In Mario Kart Wii, the differences between 4:3 and 16:9 aspect ratios go beyond the resolution or button placement. First, the field of view inside races is different accross both modes. In 4:3, the view looks deeper, allowing you to see more of the background at once: (1/3)
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In Mario Kart Wii, the Bullet Bill's hitbox size actually varies slightly depending on the vehicle being used. Below is a comparison between a large sized vehicle (Piranha Prowler) and a small one (Standard Bike S).
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Codes used for this showcase: * Bullet Bill Lasts Forever [davidevgen]: mariokartwii.com/showthread.… * Bullet Bill Speed Modifier [davidevgen, CLF78]: mariokartwii.com/showthread.…
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In Mario Kart Wii, several course textures have strings of seemingly arbitrary numbers in their filenames, as shown below. Interpreting these as dates in Japan's YY-MM-DD format reveals a timeline spanning August 2006 to November 2007, fitting the game's development timeline.
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The second image shows all the textures that follow this pattern, and the dates they would represent when interpreted as dates (alt: pastes.io/Ju4FNqk6). Note that this interpretation is speculative, and there's no way to tell for certain if these numbers are actually dates.
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In Mario Kart Wii, Funky Stadium's minimap has a slight visual mistake (circled in red) in which a polygon is shaded in a darker tone than the rest of the model. It is a bit hard to notice at first due to the low resolution, so some higher quality images are provided below (1/2)
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Thanks to @AtlasOmegaAlpha for telling me about this! (2/2)
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In Mario Kart 7, most parts have to be unlocked by collecting coin amounts, which can take a lot of time. An alternative way to unlock these without requiring coins exists, which involves winning StreetPass Grand Prix. This is explained in an Iwata Asks interview: (1/5)
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Besides, players can force specific courses for StreetPass GPs, meaning that they can force the shortest tracks to be selected, speeding up the process The only exception to this rule occurs with the golden parts. Those cannot be unlocked by racing against StreetPass Miis. (4/5)
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- Source of the interview: youtube.com/watch?v=dU7k5UFC… - You can try this for yourself by using this custom save file, which inserts 13 StreetPass Miis, each with at least one of the unlockable parts (barely tested in the European v1.2 version): drive.google.com/file/d/1Yv_… (5/5)
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In Mario Kart Wii, there is a small inconsistency while playing in 4:3 aspect ratio: when challenging a ghost to a Time Trial, the character and vehicle will appear larger than normal (3) This is because, in this instance, the scale wasn't modified from its 16:9 counterpart (4)
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Here are the original images, for comparison: 1: Vehicle select (normal, 4:3) 2: Vehicle select (challenging a ghost, 4:3) 3: Vehicle select (normal, 16:9) 4: Vehicle select (challenging a ghost, 16:9)
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Starting from today, the posts in this account will be posted simultaneously in Bluesky! This is done so that users in that platform can also see the posts without an account here. Of course, posts will still continue here in Twitter / X as normal. bsky.app/profile/bsquomkwii.…
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In Mario Kart Wii, the Earth model is normally preceded by a fade-in that lasts a few seconds before showing the actual model (left). If we remove said fade-in using mods, we can see that, while the fade is active, the Earth model will have broken textures (right). (1/5)
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Thanks to ScyHigh for informing me know about this! You can replicate this by using this code (PAL): 04750414 60000000 or by modifying Scene/Model/Earth.szs/blackBoard.brres/blackBoard.clr0 to change the alpha value for the fade-in to 0 (fully transparent) (4/5)
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Ghidra project: GC / Wii Decompilation server's shared Ghidra project (addresses are for the PAL version of the game) (5/5)
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