Mario Kart Wii/Beta elements/Course objects

== Models ==
Image (Early)	Image (Final)	Filename(s) 	Description
 	 	castle_tree1.brres	An earlier version of the 3D trees, which are used in Mario Circuit and Moo Moo Meadows. It's almost identical to the final version, except with the texture having a bit of a different design. Some other changes include: 
* The final version adding a low-poly version of the model, with its own texture.
* The model, animation, bone and file names are all the same compared to the final game.
 	 	castle_tree2.brres	An earlier version of the 2D trees, which are used in Mario Circuit and Moo Moo Meadows. Just like with the 3D Model above, it is almost identical to the final version, except with this version having a bit of a different design. Some other changes include:
* The early version lacks an animation.
* The model, animation, bone and file names are all the same compared to the final game.
 	 	choropu.brres 	An earlier version of the Monty Moles, which were used in Moo Moo Meadows, with the model being ported from Super Mario 64 DS. This is apparent as not only the model and texture from both games look the same, but the texture is named the same across both games too (choropu_cmp4).
The early version only has the animation for jumping (jump.chr0) while the other one, where it looks above the hole (known as start.chr0 in the final game), is missing. It's noticeably smaller in size and looks more primitive than the final model.
 	N/A 	kinoko_lift1.brres
katachi_g_10.tex0	Seems to have been a test version of the bouncy mushrooms from Mushroom Gorge. Its only texture resembles several test textures that are found in other Nintendo games, such as Wii Sports Resort amd Mario Kart 8.
 	 	kuribo.brres 	An earlier version of the Goombas found throughout various courses.
 	N/A 	npc_mii_a.brres 	Believed to be the model for the unused Mii Outfit C during the time, it appears that (according to the file name), it was originally going to be an outfit that only NPC Miis would wear (which seen in courses like Luigi Circuit and Coconut Mall) and is very unlikely that it has anything to do with the actual Mii Outfit C in the first place. It has also one animation (wait.chr0).
When comparing it to the unused model textures with the original Toad textures, there are no differences between the two other than the clothes, which are red instead of blue. The texture mapping is also slightly different, as the clothing covers the belly.
The model has a face_1 bone located in the neck, which is much like every model in the game that is supposed to have a Mii head attached to it. Upon hacks, it can be placed in game.
However, the object entity (npc_mii_a) does not seem to support loading Mii head models since restoring the model, and placing the object entity in-game, will not make a Mii head appear (not even when playing as a Mii, or when the object entity is placed in courses that have Mii statues).
 	N/A 	pakkun_f.brres 	An earlier version of the Piranha Plants, which are used in GCN Mario Circuit. The model is pretty much identical to the final version, with the exception being that the pipe model being present alongside the Piranha Plant model. In the final game, both the Piranha Plant and the pipe models are split into two separate models as both are controlled by two separate object entities (pakkun_f and pakkun_dokan). Some minor changes include:
* The model looking a bit darker.
* The material that controls the model makes the leafs of the plant look opaque around its edges instead of transparent.
* The culling of the model is set to Inside, when in the final game, it's set to None. This means that (for example) looking at the leafs of the plant from below will make them look invisible.
This model also contains the three animations for idling, attacking and getting hurt. They all seem to be identical to the final versions, with the only exception being that the attacking animation is set to a constant loop (whereas in the final version, it only plays once when attacking).
 	N/A 	pendulum.brres
katachi_e_01.tex0	An unused pendulum object. Just like the kinoko_lift1.brres, its only texture resembles several test textures found in other Nintendo games, such as Wii Sports Resort and Mario Kart 8. It has one material (test01_lambert3) and a bone (pCube8).
== Object entities ==
Image	Filename 	ID Number	Description
N/A 	sound_sand_fall	0x00F 	Generates a sand fall sound effect. The range where the sound comes from is controlled by it's route.
It may have originally been used for the rising sand piles in Dry Dry Ruins before being replaced.
N/A 	gnd_sphere
gnd_trapezoid
gnd_wave1
gnd_wave2
gnd_wave3
gnd_wave4	0x069
0x06A
0x06B
0x06C
0x06D
0x06E	These object, as their name imply, form into a shape of the following filename that's labeled and were likely used for testing purposes. The objects doesn't need any external files to work properly as both its model and collision are culled from any side it has associated to it. However, if an item is dropped on it (such as a Banana or a Fake Item Box), it will stay in place in whatever position the extruded object was when the said item was dropped.
* gnd_sphere: A small light green object that can be culled from both sides on it's model and collision.
* gnd_trapezoid: A small red object that can be culled from the upper side only on it's model and collision.
* gnd_wave1: A blue waving object that can be culled from it's model on the upper side only, while its collision is culled from both sides. The object looks similar to the wavy section of Rainbow Road.
* gnd_wave2: A green waving object that can be culled from both sides on it's model and collision..
* gnd_wave3: A brown waving object that can be culled from both sides on it's model and collision. It's waves resembles sloshing water
* gnd_wave4: A blue waving object that can be culled from both sides on it's model and collision. from it's model on the upper side only, while its collision is culled from both sides. The waves also follow in a ripple effect.
N/A 	dossunc_soko 	0x0DC 	Possibly some type of Thwomp (possibly an early version of the Thowmp as "dossunc" is it's Japanese name)
N/A 	pile_coin 	0x077 	It's a normal coin model that the player can pass through, creating a wall bonk effect along with it.
N/A 	K_bomb_car_dummy
car_body_dummy
kart_truck_dummy	0x0DF
0x0E0
0x0E1	Possibly a dummy version of the following vehicles (associated to the filename) for Moonview Highway.
N/A 	basabasa_dummy 	0x0EF 	Possibly a dummy version of the Swoopers in Wario's Gold Mine.
N/A 	Twanwan_ue 	0x0E6 	Possibly an alternate version of the Chain Chomp in Chain Chomp Roulette.
N/A 	Kdossunc 	0x0F1 	Presumably some sort of Thwomp. Has data in the "GeoHit" tables.
N/A 	dummy 	0x12D 	A dummy object.
N/A 	npc_mii_a
npc_mii_b
npc_mii_c	0x139
0x13A
0x13B	Three scrapped NPCs for the Mii. "npc_mii_a" relates to the unused costume (npc_mii_a.brres)
N/A 	kinokoT2 	0x143 	Likely was meant to be a moving bouncy mushroom decoration variant for Mushroom Gorge, considering another similarly named object (kinokoT1) corresponds to the moving bouncy mushroom decoration used in the course.
N/A 	DKmarutaGCc 	0x15E 	Supposed to be used in GCN DK Mountain. [Note: Maruta (丸太) translates to Log]
N/A 	DKropeGCc 	0x15F 	Another object that was supposed to be used in GCN DK Mountain. Judging by the filename, it's possibly a rope object.
N/A 	v_stand1 (Solo)
v_stand2 (Team)	0x173
0x174	This is the solo/team match podium (where one contains the 1, 2 and 3 placements), which are seen in Mario Circuit when winning a Grand Prix/VS Race/Battle. Although the model is technically used (being stored in /Demo/Award.szs/v_stand1.brres/v_stand1.mdl0), it never appears in the game as a object entity that can be placed in courses. When loaded in, its respective model will be automatically placed much higher and farther than the position it was originally placed in the parameters file.
N/A 	BlackHole 	0x179 	Possibly was meant to appear on Rainbow Road, considering its ID number is placed together with other decorative objects used in the course.
N/A 	MiiSphinxY1 	0x17E 	A carbon copy of MiiSphinxY2, except without the head and is also unsolid unsolid.
N/A 	FlagA4 	0x182 	This object was probably meant to be for the starting line flag of a track, considering other similarly named objects are starting line flags (for example, "FlagA3" is the starting line flag used for DS Delfino Square).
N/A 	MiiStatueDK1 	0x18D 	As the name implies, it was originally meant to be a statue for Donkey Kong that would've had its head replaced with a Mii instead.
N/A 	Press_soko 	0x19E 	Though it's unknown what object this would represent, it's possible that may have been related to the used object (Press) for the press button of Toad's Factory (over the belts).
N/A 	choropu_ground 	0x1A0 	Choropu is Japanese for Monty Mole. Judging by it's file name, it's possible that it would've been an early build for a Monty Moles digging.
N/A 	dc_pillar_c 	0x1A7 	Though it's unknown what the object would represent, a similar named object (dc_pillar) corresponds to the falling pillars for Dry Dry Ruins.
 	sanbo_big.2 	0x1AC 	Appears to be identical to sanbo_big (the Giant Pokey boss used in the Thwomp Desert competition/tournament) and also has identical information in the GeoHit tables to it's respectful counterpart.
However, when loaded in-game, the minimap icon shown won't be the Pokey's head, but rather one of its own body parts. This implies that the object would've originally intended the player to handle one of the body parts against the Big Pokey. In the final game, all of it's body parts (including the head) are handled by the same object (sanbo_big).
N/A 	kinoko_kuki 	0x201 	An object that was most likely meant to appear in Mushroom Gorge as "kinoko" is the Japanese name for "Mushroom".
N/A 	FlamePoleEff 	0x203 	An unused version of the Lava Plume, which are seen in some courses of the game with lava in the level. Despite the game not having a .brres model file (named FlamePoleEff), most of the .brres files corresponding to the Lava Plume (such as FlamePole_v.brres) have most of their subfiles named FlamePoleEff. This means that it's possible to load this object in Bowser's Castle or N64 Bowser's Castle by placing the object entity in the parameters file (KMP) for those courses, making a copy of FlamePole_v.brres, and renaming it to FlamePoleEff.brres
This version of the Lava Plume is much smaller than others that are used throughout the game. It will also always stay in place, whereas the Plume found in the game often rise and hide from the floor/lava. This version of the Plume also doesn't seem to load any additional effect files, which explains why the top of it doesn't have lava sparkles.
N/A 	venice_gondola 	0x20B 	This object is a gondola ship that would have traversed around the Delfino Pier arena, with a Pianta waving in the stern of the ship. None of the graphical files needed for this object to work are in the game anymore.
When placing the object in the game (and creating the necessary files to make it work), it will appear floating in the sea (no matter if the object was placed above or below it), following the route assigned to it in the course parameters (the traversing speed can be changed in one of its settings).
When players crash into the gondola, it does not produce any sound. In addition, stepping on it from above will repel the player with a slight boost, much like what happens when stepping through a truck's roof in Moonview Highway.
This objects seems to appear in the course preview video in the arena selection screen having it's design matching with the red static, unsolid gondolas that appear farther away in the distance in the final course, and a Pianta can be seen waving there as well. The object seems to be traversing across one of the unused routes in the course (route 0) believing this object was scrapped in favor of the static gondolas that appear farther away in the distance than in the final course (which are part of the object that controls the sea, named venice_nami), in an attempt to make the course be less resource-intensive.
N/A 	HP_pipe 	0x218 	As the name implies, it's most likely a pipe. It's unknown if the "HP" would be used for Balloon Mode is it abbreviates to "Health"
N/A 	BeltCurveB 	0x25D 	Possibly an unused set of conveyor belts on Toads Factory.
N/A 	Mstand 	0x2C1 	Though it's unknown what the object would represent, a similar named object (Mdush) corresponds to the small boost ramp in Mario Circuit.
N/A 	group_enemy_d 	0x2C6 	An unused set of NPCs, which can found on Mario Circuit and its winning cutscene variant. When enabling the object, Toad sounds can be heard, implying that this was meant to be another group of Toads (much like the group_enemy_c object, which is used in the final game).
 	FallBsC 	0x2CD 	An unused waterfall splash effect (which was meant to be used in Koopa Cape). Since it's name is similar to the other waterfall splash effect entities used in the course (such as "FallBsA" and "FallBsB"), this object would've also required the same external resources.
N/A 	volfall 	0x2DE 	Though it's unknown what the object would represent, a similar named object (volsmk) is used for the smoke effect by the trembling rocks in Grumble Volcano.
The codename for the effect it uses is placed together with the names of other effects that are used for waterfall splash effects in other courses, implying that this object was originally meant to be a waterfall splash effect. In fact, the material that controls the lava waterfalls in the course model is called ef_volFall.
Category:Beta elements
Category:Mario Kart Wii