Mario Kart Wii/Beta elements/Tracks

== old_mario_gc_b ==
An almost identical course for GCN Mario Circuit, but with some small differences. This may in fact be a direct port of the data from Mario Kart: Double Dash!! as it's indicated by the model similarities, as well as the behavior of a few objects in comparison to the final version of the course.
Image (Early)	Image (Final)	Type 	Description
 	 	Course 	The original version looks brighter compared to it's final counterpart.
 	 	Texture 	The castle's roof now uses the same texture as the one that was used in DS Peach Gardens (aside of being slightly darker), and the stars seen in the tunnel's walls were made brighter in the final version compared to the older variant.
 	 	Minimap 	The map model inside the course's file is the same one seen in Mario Circuit for the Flower Cup, with a slight difference in the vertex shading in the tunnel part, being slightly brighter in the final version compared to it's original variant.
N/A 	N/A 	Skybox 	The skybox does not rotate in this version as it doesn't have a texture animation associated to it.
N/A 	N/A 	Objects and Enemies	
* The first two Goombas are faster in this version (having a speed being 60 instead of 40), while the third Goomba is a bit slower (having 30 instead of 40). Because of this, their animation speeds also differ, with the first and second Goomba being slightly faster (being 125 instead of 120), and the third one a bit slower (being 110 instead of 120). This is the same behavior that was used Mario Kart: Double Dash!!
* The Piranha Plants are a bit smaller than in the final game (being 1 scale unit instead of 1.3 scale units), they cannot attack the player in time trial or online mode as their idle time between 2 attacks is set to 0 (the same behavior that was used in the Mario Kart: Double Dash!!, and they also do not have pipes under their stems as none of the objects (pakkun_dokan) are defined in the parameter files.
* The Air Balloon moves a bit faster (being 15 mph instead of 10) and does not move up and down while floating as the parameter that controls the maximum floating height is 0 instead of 1000 (like it does in the final version of the game).
* One of the solid trees, located in the section with the Chain Chomp, is smaller in the early version compared to it's final counterpart (where it's 1.320 scale units instead of 1.584 scale units).
* The following objects are not present in this version: Ytem boxes, Piranha Plant's pipes (pakkun_dokan), Chain Chomp, the sun and the lens effect.
== old_mario_gc_hayasi ==
Another unused version of GCN Mario Circuit, named after Yugo Hayashi from the game's Planning team. Unlike the previous unused course, this track is impossible to load (even if the user swaps it out with another course) as most of its subfiles are stored in an early version of their respective formats.
== General ==
* The course does not have a multiplayer version (those whose filenames end with *_d).
* The course lacks a minimap model, which will make the game crash upon loading it in.
== Parameters ==
Image (Early)	Image (Final)	Parameter 	Filename	Description
 	 	Starting Position	KTPT 	The starting position is placed slightly further up to the middle of the starting line, which never happens in the final game.
 	 	CPU Points 	ENPT 	There are a total of 34 CPU points, where in the final game has 10 of them being used. It's impossible to know exactly how these points were linked and grouped together as the section that controls this (ENPH) is missing. Because of this, the CPUs will not move whatsoever.
 	 	Checkpoints 	CKPT
CKPH	There are a total of 41 checkpoints, where in the final game has 31 of them being used, and are also shorter in length. Because of this, the right corner of the entrance to the tunnel is in the outside of the area defined by these checkpoints.
== Other Sections ==
All of the other sections that the final game expects are missing, which is already enough for the game to crash.
== old_mario_gc_narita ==
Another unused version of GCN Mario Circuit, named after Minoru Narita from the game's planning team. Just like old_mario_gc_hayasi, this track is impossible to load (even if the user swaps it out with another course) as most of its subfiles are stored in an early version of their respective formats. There seems to be little to no difference between the two tracks as they are the exact same thing except being played in reverse.
Image (Early)	Image (Final)	Parameter 	Filename
 	 	Starting Position	KTPT
 	 	CPU Points 	ENPT
 	 	Checkpoints 	CKPT
CKPH
== old_mario_gc_yabuki ==
Another unused version of GCN Mario Circuit, named after Kosuke Yabuki from the game's planning team. Just like old_mario_gc_hayasi and old_mario_gc_narita, this track is impossible to load (even if the user swaps it out with another course) as most of its subfiles are stored in an early version of their respective formats. The track is identical to old_mario_gc_narita with the difference between the two are the parameters for the CPU Points and Checkpoints
Image (Early)	Image (Final)	Parameter 	Filename	Description
 	 	CPU Points 	ENPT 	There are a total of 34 CPU points, where in the final game has 10 of them being used. It's impossible to know exactly how these points were linked and grouped together as the section that controls this (ENPH) is missing. Because of this, the CPUs will not move whatsoever.
 	 	Checkpoints	CKPT
CKPH	There are a total of 61 checkpoints, where in the final game has 31 of them being used, and are also shorter in length. Because of this, the right corner of the entrance to the tunnel is in the outside of the area defined by these checkpoints.
== course.0 ==
An early version of Bowser's Castle, with only one room being the most detailed. A couple differences between the two is two sets to item boxes across a curve when going up and a no jump panel being present just before reaching the end of a lap.
== draw_demo ==
An early version of Mario Circuit. However, the track is incredibly glitched out. The characters will also never move possibly since no goal is placed in the track. The graphics can be restored showing to be basically the exact same thing as the one in the final game aside of no object placement.
== draw_demo_d ==
A multiplayer version of draw_demo. It's similar to the single player version, with almost all of its subfiles being identical to it. The only exception is the course model, which was made less complex.
== winningrun_demo_d ==
This is the multiplayer version of winningrun_demo, which is the version of Mario Circuit used for the award ceremony. This file is never used as the game loads the single player version even when playing in multiplayer mode. It's similar to the single player version, with almost all of its subfiles being identical to it. The only exception is the course model, which was made less complex. There are also a couple trees that are duplicated in the map, having animations inside of each other play out one after the other.
== loser_demo_d ==
This is the multiplayer version of loser_demo, the version of Mario Circuit used when a player loses a Grand Prix/VS. Race/Battle. Just like with winningrun_demo_d, this file is never used, since the game loads the single player version when playing in multiplayer instead. It acts just like winningrun_demo_d.
== Other Unused Courses ==
These two are impossible to access as both are meant for single-player mode only.
Filename 	Description 	Category
ending_demo_d 	Multiplayer version of the ending version of Luigi Circuit. 	Grand Prix
ring_mission_d	Multiplayer version of the Galaxy Colosseum tournament stage.	Competitions/Tournaments
Category:Beta elements
Category:Mario Kart Wii