Mario Kart 8 Deluxe/Beta elements

This article pertains to the beta elements of Mario Kart 8 Deluxe.
== Unused graphics ==
Image	Description
 	DLC icons from the Wii U version can be found leftover in the game's files and go unused in this game since all of the past DLC was built into this game. The grey versions are specular maps with the bottom image being a normal map for all the icons.
 	A placeholder of the promotional banner of the Booster Course Pass. Several courses are not present in the game and can be visibly found in this banner, implying future inclusion (as of this time). Although they are hard to make out, the following could be as said in the list below.
* Super Mario Kart
** Mario Circuit 1
* Mario Kart: Super Circuit
** Sunset Wilds
* Mario Kart: Double Dash!!
** Waluigi Stadium
* Mario Kart Wii
** DK Summit
** Koopa Cape
** Maple Treeway
* Mario Kart 7
** Rainbow Road
* Mario Kart Tour
** London Loop
** Vancouver Velocity
** Los Angeles Laps
** Berlin Byways
** Singapore Speedway
** Amsterdam Drift
** Bangkok Rush
** RMX Mario Circuit 1
== Unused Models ==
Image (Early)	Image (Final)	Object Name	Filename 	Description
thumb 	N/A 	BombCar 	MapObj/BombCar 	An unused Bob-omb Car model from Mushroom Bridge, Mushroom City, and Moonview Highway. This model was actually ported directly from Mario Kart Wii, but with a few slight differences. The eyes are now 3D, the wheel animation doesn't exist, and it doesn't have the lights coming out of its eyes. It only has a single animation for the key on the back of it. If added into the objflow.byaml, the model does load properly, but doesn't have its original functions. This model isn't in the files for it's Wii U counterpart, but was added to this game for some odd reason. It was probably a planned addition to N64 Toad's Turnpike. This was removed in the 2.0.0 update of the game.
 	 	PrisonTest 	MapObj\PrisonTest	A test version of the prison that's used in Renegade Roundup (The final model is MapObj\TS_Prison). The test version has a smaller collision file, but doesn't have a separate one for that file on the switch along with no sound files in its folder. Also, the final version of the model has an effects model in MapObj\TS_Prison_FX to go along with the main model (Note: The button used to be an anti-gravity booster). Players also get a speed boost after pressing the button, though its effects are much more similar to using a Mushroom.
== Unused Wii Coconut Mall Car Routes & Settings ==
The cars in Wii Coconut Mall have a set route to follow, along with a set speed and set settings which would be related to the car behavior when following the routes. The cars ignore the route and does not attach to it at all, since they don't move and their rotation is not facing the route. By looking at the values of the settings, it shows that one of them could be the amount of time it stays stopped until following the route again.
By setting an object that follow routes (such as N64 Toad's Turnpike for example) to follow the route the cars in Wii Coconut Mall are linked to, and set the same speed, it shows that they follow the routes and would've looked like something the player would see in Mario Kart Wii, which shows the routes were indeed intended to be for the cars. Because of the cars in the other tracks (like N64 Toad's Turnpike) being coded differently, they don't behave as intended in the routes and are then teleporting back to the start point of that route.
File:Cmfile2.png|Game file values
File:MK8DCoconutMallScrappedCarBehavior.mp4
== Leftover Wii U Battle Tracks ==
All tracks that were used as battle arenas in the Wii U version still have the battle_muunt.byaml in their files, meaning that they can be accessed and battled on like the original game (with some hacks).
== Removed content ==
=== Removed test track ===
There are leftovers for a test track (test_DanceFloor). All that remains of this is some lighting data.
=== Removed Reverse Mode ===
At one point of development, there were originally going to be plans for a racing mode where the racers go around the track backwards. In ObjFlow.byaml files, there are six references to "Gyakusou" (which translates to "Reverse Run" in Japanese). This concept was later resurfaced in Mario Kart Tour as the R and R/T variants of tracks.
* TEST_Gyakusou_Barrier
* TEST_Gyakusou_Dash
* TEST_Gyakusou_Glide
* TEST_Gyakusou_Guide
* TEST_Gyakusou_Step
* TEST_Gyakusou_StepJA
=== Removed difficulty ===
In most of the AI tables (RaceCommon/AI), there's some AI settings for an Expert difficulty. There are no other references for this difficulty, so it may have been cut from the game in early development. Though why it was removed is unknown, it's possible that may have simply been too hard for the players than at 200cc.
Category:Beta elements