Mario Kart Wii/Beta elements/Mission Mode

At one point of development, there was originally going to be a Mission Mode planned for this game. However, all of the missions that were originally created for the mode have been wiped from the game disc and are now unable to be obtained. It is very similar to tournament mode on WiiConnect24 where you can port tournaments to Mission Mode and it will work almost exactly the same. This means that it is possible the missions were originally created for Mission Mode would've been ported over to be tournaments.
The menus for Mission Mode have no available text as they were erased from the game's files, yet the game is trying to load them. The only surviving piece of text is "Choose a Mission" after one user would finish a mission. Similarly, a massive file that would've contained mission parameters is not present and without the user simulating it's existence, the mode cannot start without it. However, the sub-routine still exists and attempts to load files out of the /Race/MissionRun folder on the disc. However, that folder is empty and thus cannot be accessed. The files would've contained things like where to place objects, the objective, the score required, the time limit, the engine class, which character and kart the player is restricted to, etc. Because this content is missing, it is impossible to know what the original missions were going to be during it's development.
Some of the surviving content is drift restrictions on some levels, and/or a video (but since the videos are missing, the game just displays a still image of the last loaded video). The last level with a video is 2-4, which is most likely where they decided that they weren't going through in adding the mode. The game doesn't even attempt to load any mission that is 3-4 or later. Interestingly, the code for trying to load the videos still has the original video names. There is also no penalty for losing as the win music plays and the results screen is bugged.
This list below provides the files of what each mission would've possibly been associated to.
Filename 	Possible Conclusions
00_curve.thp 	Possibly steering without drifting around the curves
01_drift.thp 	Manual Drifting
02_miniturbo.thp 	Obtaining miniturbos from Manual Drift
03_autodrift.thp 	Automatic Drifting
04_jumpaction.thp 	Performing tricks on ramps
05_halfpipejump.thp	Performing tricks on halfpipe ramps
06_wheelie.thp 	Performing wheelies
07_spinturn.thp 	Turning on the spot (using the A and B buttons)
08_back.thp 	Possibly playing a certain course in reverse
09_startdush.thp 	Getting a boost start in the countdown
10_jugemdush.thp 	Getting a boost start after respawning
11_slipstream.thp 	Getting a slipstream from another racer
12_itemthrow.thp 	Throwing/using items
13_itemequip.thp 	Dragging items behind the player
Upon some mods and hacks to the game, there is a total of 14 that were planned before the whole idea was dropped.
ID Number	Code Name 	Objective 	Notes
0x00 	MiniTurbo 	Release miniturbos to score points. 	
0x01 	LapRun01 	VS Mode. Complete three laps before time runs out. 	
0x02 	LapRun02 	VS Mode. Complete three laps before time runs out. 	
0x03 	Drift 	Perform any drift to score. 	This mission is faulty as increments score too quickly (Manual only).
0x04 	ItemBox 	Break item boxes to score points. 	
0x05 	EnemyDown01	Hit enemies with items to score points. 	
0x06 	EnemyDown02	Attack a boss to score points. 	Examples are Spiky Topmen and Big Pokey.
0x07 	EnemyDown03	Unknown enemy/boss mission 	It was most likely unused or deleted. A piece of text in StaticR.rel may indicate that it used to be related to modes 0x05 and 0x06, along with the code name suggesting that.
0x08 	CoinGet01 	Gather coins to score points. 	
0x09 	ToGate01 	Drive through gates to score points. 	
0x0A 	RocketStart	Perform any level of boost start to immediately win the mission.	If the player misses the boost start, they can no longer win at all.
0x0B 	ItemHit 	Hit CPU opponents with certain items to score points. 	Stars, Mushrooms, Mega Mushrooms, and Bullet Bills do not score the player any points
0x0C 	Wheelie 	Perform wheelies to score. 	This mission is faulty as increments score too quickly (Manual only).
0x0D 	Slipstream 	Get slipstreams from CPU opponents to score points. 	The score also increases if they too slipstream someone else.
There is also 12 extra text strings found within the game's files too. These include: BalloonBattle, CoinBattle, Jump+Halfpipe01, Jump+Halfpipe02, Star3, Star2, Star1, A, B, C, D, E.
== BRLYT Text ==
There are also a few strings of text relating to the mission mode found in the BRLYT files.
Location	Text 	Translation
MenuSingle.szs/..
/common_w088_mission_movie.brlyt/text	ジャンプアクション 	Jump Action
MenuSingle.szs/..
/common_w088_mission_movie.brlyt/mission_number	1-1 	
MenuSingle.szs/..
/common_w092_mission_level_label.brlyt	レベル１ 	Level 1
== Unused Mission Mode Button ==
Though the button for Mission Mode is still intact, it's switched off on the Single Player and Multiplayer Menus. Since it lacks the THPs, the movie clips that appear on the button don't fit well inside it. It also lacks text and a description of the mode. The only available evidence that is related to the Mission Mode is that it takes the player to the unused Mission Mode screens and its code name, ButtonMR (Which stands for Button Mission Run, which is also the Japanese and Korean name for Mission Mode/Missions). The button is located behind the Battle Mode button, so if the user switches the action on for it to appear in-game, it will not fit with the other buttons.
The version on the Multiplayer Menu is also located behind the Battle button. And for some odd reason, it loads the "Controller Registration" screen (despite it being code named ButtonMR). It could possibly be that the game doesn't have a screen for it to load, so it just acts as the next button in the table, which is usually the back button. However, that's not the case as (unlike the Single Player screen) each button's linked screen is defined by its own unique code. The code for ButtonMR is different than the code for the back button. So even when changing the screen, the button that it links to will not change the screen that the back button is linked to. It couldn't have been initially intended to link there by the developers as the code name is ButtonMR (MR being short for Mission Run). So it either was a placeholder or that's where the Mission Mode screens were initially placed. The Mission Mode screens cannot load onto the Multiplayer Menu since its main archive, MenuMulti.szs, is missing necessary files.
Image	Description
 	Image shows the Battle Mode right on top of Mission Mode (Single Player Mode).
 	Image shows the Battle Mode right on top of Mission Mode (Multiplayer Screen)
Category:Beta elements
Category:Mario Kart Wii