Mickey's Speedway USA (Nintendo 64)
Mickey's Speedway USA (Nintendo 64)
|
| Mickey's Speedway USA |
|---|
Also known as: Mickey no Racing Challenge USA (JP)
|
Mickey's Speedway USA is a racing title by Rare in a style similar to Diddy Kong Racing, with the obvious exception that the drivers have been replaced with various Disney characters.
Contents
1 Debug Mode
2 Debug Map Objects
3 Crash Debugger
4 Unused Areas
4.1 Early "White House" Track
4.2 Battle Tracks
4.2.1 Battletest
4.2.2 Cascade
4.2.3 Practice Track Battle
4.3 Test Map
4.4 xxFrontend
4.5 xxFrontend2
4.6 Leftover Tracks from Other Rare Games
4.6.1 Mizar Racer
4.6.2 Greenwood Village
5 Unused Multiplayer Mode: Capture the Flag
6 Unused Textures
6.1 Early Logo
6.2 Early Track Previews
6.3 Early Trophies
6.4 Options Menu
6.5 Jet Force Gemini Leftovers
6.6 Redesigns
6.6.1 Hollywood Sign
6.6.2 N64 Controller
6.6.3 Time Trial Page Flag
6.6.4 Time Trial Page Mickey
6.6.5 Difficulty Fonts
6.7 Television
6.8 Miscellaneous
7 Unused Animations
7.1 Mickey's Head
7.2 Mickey's Head Short Tune
7.3 Detailed Trophies
7.4 Disney Castle Logo
7.5 Disney Castle Awards Ceremony
8 Unused Music
8.1 Unused Ceremony Song
8.2 Malibu (Early Version)
9 Unused Dialog
9.1 Broken Records in Time Trial
9.2 Item Delivery
9.3 Other
10 Unused Text
10.1 Jet Force Gemini Leftovers
10.2 Developer Related
10.3 Item/Object Names
10.4 Game Related
10.5 Ghost Data
10.6 Build Dates
10.7 Miscellaneous
11 Unused Models
12 Unused Starting Points
13 Regional Differences
13.1 Title Screen
13.2 Indianapolis Tire
13.3 Options Menu Typo
13.4 Unlocking Huey
Debug Mode

A simple debug mode can be enabled by entering the following button sequence on the title screen (directions refer to the d-pad):
Right, Up, B, B, Up, Left, B, Z
Alternatively, this GameShark code will also unlock the feature:
| Version | Gameshark code |
|---|---|
| USA | 8007A1E3 0001 |
| Japan | 8007A2E3 0001 |
| Europe | 8007A4A3 0001 |
After the code is enabled, DEBUG TOGGLED will appear momentarily. Whatever "rub bulbz" is supposed to mean, the game will now display various details about player 1's position on the track: exact X, Y and Z coordinates, and the angle (A) their kart is facing.
Debug Map Objects



Applying the below GameShark code will display various debug objects in the current map, normally unseen.
| Version | Gameshark code |
|---|---|
| All Version | 8100A264 0000 8100A266 102D 81009E8C 0000 81009E8E 702D |
Crash Debugger

If the game crashes without the debug mode enabled, it will display a basic crash debug screen with a version number.
If the game crashes with the debug mode enabled, it will display a more complex crash debugger which is almost identical to the one in Jet Force Gemini.
Unused Areas
All tracks can be seen in this video. Furthermore, all unused tracks use Speedway's "Malibu" music as a default. All of the unused areas and animations can be seen by using one of the below GameShark codes.
| Version | Gameshark code |
|---|---|
| USA | 8007A14B 00?? |
| Europe | 8007A40B 00?? |
| Japan | 8007A24B 00?? |
Replace ?? with one of the below values, enable the code after the character selection screen and choose the practice track.
Early "White House" Track
| Early | Final |
|---|---|
![]() ![]() ![]() | ![]() ![]() ![]() |
Value: 07
There is an early version of the White House battle track. It is titled "maze" in the ROM. The collision is intact. There is an unused Token Dispenser on this track that shoots out a total of 20 "Oomph Tokens". The dispenser has no collision and can be driven through. The animation is intact and appears on the two unused battle tracks. This map contains 12 item boxes around the perimeter with 3 of them on each side. The final version only has 5 of them in the center.
Battle Tracks
The first two tracks are textureless and contain the unused Token Dispenser.
Battletest



Value: 09
The first battle track is named "battletest" in the ROM. The track features two towers at opposite ends, each with an entrance. The entrances go to an underground area, seen in the third screenshot. This map contains no item boxes.
Cascade



Value: 15
The second battle track is named "cascade" in the ROM. The main feature is that it has three height levels, cascading downwards. This map contains no item boxes.
Practice Track Battle

The Start

Player 2's spawn point

Player 3's spawn point

Player 4's spawn point



Value: 2C
There is also a carbon copy battle version of the Practice stage. It's identical to the original Practice stage, with the exception of any seagulls or chickens in their respective locations. Apart from having no AI programming, this map is mostly functional. It contains spawn points for the second, third, and fourth players as well as six item boxes with two of them in each area.
Test Map
![]()
Value: 06
A very empty test map exists. Its file name is "mushcan". There is a large empty space in the middle of the map. Some of the hole is actually transparent track. There are also seven boost pads but they're all placed underneath the map, so they never show up in game.
xxFrontend

Value: 00
A large empty cube. Each of its six faces are a different color. This "front-end" cube also appears in Diddy Kong Racing and Jet Force Gemini.
xxFrontend2
Value: 01
An identical copy of the above map.
Leftover Tracks from Other Rare Games
These maps are bare and do not contain any objects, unless specified.
Mizar Racer

The Start

Advertising

Placeholder Objects
Value: 02
The first leftover track is Mizar Race from Jet Force Gemini. All collision data is intact. The map may have been used for testing. Two object placeholders appear on the track: "Bomb Collect" and "Upside Down Collect".
Greenwood Village

The Start

The Village

The Forest
Value: 04
The second leftover track is Greenwood Village from Diddy Kong Racing, specifically the version from Jet Force Gemini which removed the well shortcut near the start. Collision is intact and this map may have been also used for testing. Unlike the Mizar Race track, this one can be completed and even has a path for the AI to follow.
Unused Multiplayer Mode: Capture the Flag

Tokens trail behind the player until they're brought to a player's hub area. Hub areas are present only in "maze" and "cascade".

Each quarter of the "maze" map features a large hub area.

The four hub areas in "cascade"
The unused battle tracks have proven that there is an unused multiplayer mode in which players must collect Oomph Tokens and bring them back to their personal hub. This mode appears in the "maze", "cascade", and "battletest" maps. In the "cascade" map, all four player hubs are next to each other. Once the player drives over their hub, the tokens disappear and more tokens are shot out of the Token Dispenser. "Maze" allows for a total of 20 tokens on the map at one time, whereas "cascade" and "battletest" limit this to 8 tokens.
Unused Textures
Early Logo

The most noticeable difference is that Speedway is blue instead of yellow. This is identical to the logo shown in the E3 2000 demo. The USA lettering is also missing white stars on the blue border.
Early Track Previews




There are four preview images that suggest the game was originally going to be a world tour instead of just the United States. The tracks appear to be The Great Wall of China, Hawaii, Niagara Falls, and Washington D.C. respectively.

Hawaii and Washington D.C. are tracks in the final game, but their preview images are quite different.
Early Trophies



![]()
![]()
![]()
The flag and plate textures for each trophy. 2nd and 3rd place are somewhat obscured when viewed in-game due to the forced camera angle.
Options Menu

When entering the options menu, a device quickly opens to display the settings. There are two outer textures that can barely be seen every time.

![]()
Underneath the Gone to Lunch note is an embossed Von, similar to the one on Von Drake's PC.

This is the cover of the book underneath the options device. The cover is mostly obscured in-game, but this texture reveals that it's the 1995 revision of The Art of Walt Disney.
Jet Force Gemini Leftovers
![]()
The infamous skybox seen in all of the unused tracks.
![]()
Textures for Mizar Tokens are in the game, despite not appearing on the actual Mizar track.
![]()
It's Mr. Pants! He made a cameo appearance in Jet Force Gemini.
![]()
![]()
![]()
![]()
Controller button graphics.
![]()
![]()
![]()
![]()
![]()
The blood/oil graphics.
![]()
![]()
![]()
The weapon icons from the racing mini game.

The widescreen graphic displayed at the startup.
Redesigns
There are various textures with early designs.
Hollywood Sign
The popular Hollywood sign in LA was replaced with a dinky street sign.
| Early | Final |
|---|---|
N64 Controller
The N64 Controller used to be one of those knock off models.
| Early | Final |
|---|---|
![]() | ![]() |
Time Trial Page Flag
A bumper image between Time Trial pages.
| Early | Final |
|---|---|
Time Trial Page Mickey
A pattern texture that didn't match itself well.
| Early | Final |
|---|---|
Difficulty Fonts
An alternate font, featuring uppercase letters.
| Early | Final |
|---|---|
Television
A slightly different version of the image used on the TV in the main menu.
| Early | Final |
|---|---|
![]() | ![]() |
Miscellaneous
![]()
A texture intended for the Los Angeles track.
![]()
The Token Dispenser texture.
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
A bunch of development related graphics that appear when the level models are viewed in a level editor. These are loaded into memory during gameplay but are always invisible. The "bomb collect" and "upside down collect" graphics can be seen in the unused Mizar racetrack.
![]()
![]()
The butterfly graphics from Diddy Kong Racing.
![]()
![]()
![]()
Three crosshair graphics.
![]()
A font used in the crash debugger.
![]()
An animation of a push pin.
![]()
One of the fonts used throughout the game has a full set of number graphics. Only the 1 and 2 graphics are ever used. The 3 graphic was used in the E3 2000 demo version of the game.
Unused Animations
Mickey's Head
Value 03

Internally known as "Mickeys Head" is an animated version of the image used on the TV in the main menu. It was likely meant to be a title screen or menu.
Mickey's Head Short Tune
Value 13
A seemingly identical copy of the above animation.
Detailed Trophies
Value 05

These trophies are never seen in the game. The gold trophy continually rotates on a horizontal axis and the silver & bronze trophies stay still. There are sparkle effects on the trophies. The flags and plates can be seen more clearly in the textures section above. Its internal name, "Level Select", indicates that it may have been a difficulty select at one point.
Disney Castle Logo
Value 0D


Internally known as "Castle", this is the well known Disney Castle Logo rendered in 3D, which was meant for the beginning credits. The resolution changes depending on how it's accessed. If brute forced, it'll be rendered at 446 x 331 pixels. If accessed using the below codes, it'll render at 320 x 237. If the player brute-forces their way into this scene, it doesn't render the fireworks effect or the Disney logo. To see this scene as intended, use the following codes and press L and R simultaneously.
| Version | Code |
|---|---|
| Europe | D00D8455 0030 |
| US/Canada | D00D80F5 0030 |
Disney Castle Awards Ceremony
Value 0E

This castle appears to resemble Le Château de la Belle au Bois Dormant, the castle present at Disneyland Paris. There's a short animation and song here. Once the song is done, a cartoon *bang* sounds. There appears to be a transparent gold award falling from the top of the screen. The animation is internally known as "sb_Castle".
Unused Music
Unused Ceremony Song
A short song that plays during the Disney Castle Awards Ceremony. It can still be listened to in the sound test as tune number 7.
Malibu (Early Version)
An early version of the song for Malibu. It can still be listened to in the sound test as tune number 8.
Unused Dialog
Broken Records in Time Trial
Each character (except Goofy, Donald, and Dewey) has dialog for breaking a course record. The final game uses one of three "New record!" lines from the nephews.
| Mickey's Record | |
|---|---|
| Minnie's Record | |
| Daisy's Record | |
| Pete's Record 1 | |
| Pete's Record 2 | |
| Huey's Record | |
| Louie's Record | |
| Ludwig's Record | |
Item Delivery
There are some alternate takes for certain items.
| Alternate | Final | |
|---|---|---|
| ImpervoShell | | |
| Magno Flyer | | |
| Trace Chaser | | |
There are also a handful of item delivery lines that match Ludwig's final dialog for the ImpervoShell.
| Ooh, take this! (Alternate) | |
|---|---|
| That might help! | |
| Oh, this is good! | |
| Oh, use that! | |
| There you go! | |
Other
A couple of unused voice clips indicate that four and five lap races were possible at one point.
| Three laps to go! | |
|---|---|
| Four laps to go! | |
A couple of unused menu sounds that were used in the E3 2000 demo version.
A couple of unused engine revving sounds.
A bunch of random sound effects. It's unknown how they would've been used.
Unused Text
Jet Force Gemini Leftovers
Present at 0x7A0C6 in the ROM are strings left over from Jet Force Gemini:
Player hit (soft)
Player hit (normal)
Player hit (hard)
Player Fired
Player Threw Grenade
Enemy hit (soft)
Enemy hit (normal)
Enemy hit (hard)
Killed Enemy
Player Saved a Bear
Player hit a Bear
Player Killed a Bear
Enemy killed a Bear
Present at 801A396A in RAM, and 801D66AA in Jet Force Gemini Kiosk version.
GEMINI
No Cheats Yet!
Developer Related
There are a bunch of text strings in the ROM that are error messages for various scenarios.
Hint text load failed - load table is full!
No I'm not playing MIDI sequence %d, its over 32K
WARNING: Sync arrived before wait - music will be out of sync with sequence
I'm not playing any ditty over 4K nowadays (%d)
amSndPlay: Illegal sound effects table index
amSndPlayDirect: Somebody tried to play illegal sound %d
Invalid midi sequence index
audio: ai out of samples
OH DEAR - No audio DMA buffers left
Dma not done
OUT OF AUDIO POINTS
It#
am: Unknown OSCILLATOR type %d
am: Out of oscillator states
Objects out of ram(1) !!
ObjSetupObject(1) Memory fail!!
ObjSetupObject(2) Memory fail!!
ObjSetupObject(5) Memory fail!!
ObjSetupObject(6) Memory fail!!
ObjSetupObject(3) Memory fail!!
ObjList Overflow %d!!!
NoAddObjList Overflow %d!!!
ObjSetupObject(4) Memory fail!!
objSetupObject: clone shadow set up failed
objSetupChild: memory fail
WARNING: visible blocks exceeded 100
trackPolyHeight: Overflow!!!
trackGetHeights: Height list overflow
The maximum number of camera objects has been exceeded.
Cannot delete camera object, it is not in list
Error: Model no. out of range on load. !!
TEXTURE ERROR!!
%d,%d
Error: Model table overflow!!
CREATE LOD MODEL :: null model pointer!
MODELS Error: Tryed to deallocate non-existent model!
MODELS Error : cannot free NULL model instance pointer!!
WARNING: Stack overflow/underflow!!!
Camera Error: Illegal mode!
Cam do 2D sprite called with NULL pointer!
LOADLEVEL Error: Level out of range
18/08/00 13:08
pmountain
null
setting up
freeing
processing
exploding
WARNING: couldn't find 'ra=0x666' in function %d
*** mmAllocAtAddr: size = 0 ***
*** mm Error *** ---> No more slots available
*** mm Error *** ---> Can't allocate memory at desired address.
(%x, size = %d bytes)
*** mm Error *** ---> Can't free ram at this location: %x
*** mm Error *** ---> stbf stack too deep!
packBitStreamInit - alloc error
Fix odd failure!
Fix even failure!
packSaveTime:No EEPROM
SAVING TIME: %d, at %d, size %d
packSaveTime: SAVE ERROR (Time)
packSaveTime: SAVE ERROR (Checksum)
SAVE: CHECKSUM = %x
packLoadTimes:No EEPROM
packLoadTimes: LOAD ERROR (Times)
packSaveTime: LOAD ERROR (Checksum)
TIMES: (%x == %x)
Checksum error - set default times
packSetDefaultTimes:No EEPROM
packSetDefaultTimes: SAVE ERROR (Times)
packSaveTime: SAVE ERROR (Checksum)
DEFAULT: CHECKSUM = %x
Global Flags size = %d
packLoadGlobalFlagsEprom:No EEPROM
packLoadGlobalFlagsEprom: LOAD ERROR
Loaded Globals :: (%04x == %04x) ?
RESET GLOBAL FLAGS
packSaveGlobalFlagsEprom:No EEPROM
packSaveGlobalFlagsEprom: SAVE ERROR
Saved Globals :: %04x
packResetSaveEprom:No EEPROM
packResetSaveEprom: SAVE ERROR
(Audio task)
(Game task)
(DI task)
(DI benchmark test)
(Clone task)
(Refract task)
(Blur task)
(Unknown task type %d)
RCP TASK INFO
-------------
type = %u
flags = %u
ucode_boot = %p
ucode_boot_size = %u
ucode = %p
ucode_size = %u
ucode_data = %p
ucode_data_size = %u
output_buff = %p
output_buff_size = %u
data_ptr = %p
data_size = %u
framebuffer = %p
Branch DisplayList Crash gfx ptr = %x
*** CHILD DISPLAY LIST
Crash gfx ptr = %x
Surrounding traces:
Previous: %s:%5d gfx=%x
Next: %s:%5d gfx=%x
No traces available
scheduler: Looks like the SP has crashed %s
scheduler: Looks like the DP has crashed %s
2.7
SP CRASHED, gfx=%x
DP CRASHED, gfx=%x
** GFX overflow **
** MTX overflow **
** VTX overflow **
** POL overflow **
Version %s
WARNING: Unimplemented linkage operation %d
ERROR:MIPS_HI16 without matching MIPS_LO16
REALLOC: %08x (%d)
Error: Texture no %x out of range on load
Restore to %x
TEX Error: Palette memory overflow!!
TEX Error: TexTab overflow!!
texFreeTexture: NULL tex!!
TEX Error: Tryed to deallocate non-existent texture!!
SRPBUF overflow!!
Error: Sprite table overflow!!
texFreeSprite: NULL sprite!!
TEXSPR Error: Tryed to deallocate non-existent sprite!!
SCREEN: No out of range!!
loadFrontEndItem() - Item no %d out of range 0-%d
UNKNOWN TRACK
Queued %d) %d
Unknown trigger type in partInitTrigger %d, Max %d
Unknown trigger type in partInitTrigger %d, Max %d
Unknown particle type in partInitTriggerPos %d, Max %d
Unknown trigger type in partInitTriggerPos %d, Max %d
allocParticle: Illegal particle type %d
%s particle buffer full
Particle of type %d has been freed twice, this is Super Safe, Honest!
freeParticle: Unknown particle type %d
Drawing Line %08x
*** diPrintf Error *** ---> Out of string space
(Print less text!)
diRcpTrace: Buffer not allocated!
diRcpTrace: Buffer overflow!
ERROR TURNING OFF POWER
ERROR TURNING OFF POWER
Get status error
ERROR TURNING ON POWER
READ/WRITE ERROR %d
ERROR TURNING ON POWER
Get status error - reset
Bad soundState: voices =%d, states free =%d, states busy =%d, type %d data %x
playing a playing sound
Nonsense sndp event
Sound state allocate failed - sndId %d
WARNING: Attempt to stop NULL sound aborted
WARNING: Attempt to modify NULL sound aborted
WARNING: region %d seems to be its own child
AIO_RACE
AIO_NONE
Length of track = %f
ERROR: asked for SP %d but model only has %d
CPE:Out of workspace
IGNORE POINT
ERROR:MAX_LINE_SEGMENTS exceeded
LINE ON PARTITION
Horizontal
Vertical
Side:%d,%d
ERROR:MAX_BSP_NODES exceeded
DryTarmac
WetTarmac
IcyTarmac
DustTrack
Mud
DeepMud
SandTrack
Sand
Gravel
Wood
Grass
LongGrass
SnowTrack
IceTrack
DeepSnow
Undefined
here %d
Hinttext load failed - load table is full!
Warning: too many mud generators
Particle warning: colour cycle table exceeds 255 entries
WARNING: MAX_POSTPONED_READS too small
clone/clone.c
polyFontCreate: mmAlloc failed
MAX number of actions exceeded (%d)
Invisible Window
Story %d >> %d
Main Window
Freed
Buried in the developer related strings are the version number as well as the SP CRASHED, gfx=%x and DP CRASHED, gfx=%x messages that appear on the crash debug screen. Also, the Invisible Window string appears 19 times in a row.
Present at 0x7B2C4 in the ROM are some resolution related strings.
Ntsc LowRes
Ntsc Widescreen
Ntsc MediumRes
Ntsc HiResWide
Mpal LowRes
Mpal Widescreen
Mpal MediumRes
Mpal HiResWide
Pal LowRes
Pal Widescreen
Pal MediumRes
Pal HiResWide
Ntsc Reset Mode
Mpal Reset Mode
Pal Reset Mode
Item/Object Names
UpsideDownBomb
Bomb
UpsideDownBomb and Bomb can be seen in the leftover Mizar Race track.
Game Related
CHAMPIONSHIP
There is no game mode named Championship.
Idaho
Idaho is the internal name for the Dakota track.
Michigan
Michigan is the internal name for the New Mexico track.
Ghost Data
At 0x18C0F0C in the ROM is a small cluster of strings that suggests Speedway was intended to save player ghost data on a memory pak, much like Mario Kart 64. The final game cannot save ghost data at all.
WON ghost token (%d/21)
MSU-GHOST
Mickey
Minnie
Donald
Daisy
Goofy
Pete
Huey
Duey
Louie
Ludwig
%s
%s
Slot : %d
Size : %d
%s
%s
Time: %02d:%02d.%02d
Slot : %d
Size : %d
%s
%s
Pak Free : %d
MORE
MORE
PAK PAGE
LOAD GHOST
SAVE GHOST
ERASE FILE
TASK DONE
NO PAK
PAK ERROR
PAK FULL
YES
NO
RETRY
ABORT
SAVE TO SG
SAVE GHOST
EXIT
MSU-GHOST
MSU-GHOST
MSU-GHOST
Build Dates
Present in the ROM is a build date along with a version number that is displayed in the crash debugger.
jpegg John Pegg, Software Engineer
pmountain Paul Mountain, Software Engineer
| Version | Hex Address | Build Message |
|---|---|---|
| USA | 0x82680 | 1.1153 18/08/00 13:08 pmountain 2.7 |
| Europe | 0x829D0 | 1.1157 22/08/00 14:15 jpegg EU1.2 |
| Japan | 0x82781 | 1.1157 22/08/00 14:15 jpegg J1.0 |
Miscellaneous
Hidden with the rest of the used text is an unused string of text. This string appears 4 times.
Hullo Pluto!
Look! I've got stupid big ears!
Present at 0x7AD0C in the ROM is an early name.
Mickey Racing
Unused Models

A camera that is used in cutscenes to represent where the actual camera is. It's never visible in game because it's always off screen. This is also used in Diddy Kong Racing and Jet Force Gemini.

A multicolored arrow.




Test models.

An unused character select frame. This was used in the E3 2000 version of the game.





Leftover models from Jet Force Gemini.
Unused Starting Points
The New Orleans Track contains six starting points at the starting line. However, since the track never appears in any of the grand prix cups, only the first four are ever used.
Regional Differences
Title Screen
| Europe/North America | Japan |
|---|---|
![]() | ![]() |
The Japanese title screen actually shows Mickey. The Japanese version uses a different font style for English lettering.
Indianapolis Tire
| Europe/North America | Japan |
|---|---|
![]() | ![]() |
The text on the giant tire in the Indianapolis track was changed from Speedway to Speedy. This was most likely because the Japanese game title doesn't have the word speedway in it.

The time trial preview image was also changed accordingly.
Options Menu Typo
| Europe | North America |
|---|---|
![]() | ![]() |
Triple is misspelled in the European release. This is peculiar, because the European version was released after North America.
Unlocking Huey
In the North American/European release, Huey can only be unlocked when booting up the game with the GBC release in a transfer pak. Since the GBC version was never released in Japan, Huey is unlocked when the player gets their first time trial Ghost Token.
| The Mickey Mouse series | |
|---|---|
| NES | Adventures in the Magic Kingdom • Mickey Mouse III: Yume Fuusen • Mickey Mousecapade |
| Game Boy (Color) | Mickey Mouse (Japan) • Mickey Mouse (II) • Mickey Mouse IV • Mickey's Dangerous Chase • Mickey Mouse: Magic Wands! • Mickey's Racing Adventure • Mickey's Speedway USA |
| SNES | The Magical Quest (Prototype) • The Great Circus Mystery • Mickey to Donald: Magical Adventure 3 • Mickey Mania • Mickey's Playtown Adventure: A Day of Discovery |
| Genesis | Castle of Illusion • World of Illusion (Prototype) • The Great Circus Mystery • Mickey Mania (Prototype) |
| Game Gear | Legend of Illusion • Land of Illusion |
| Sega Master System | Legend of Illusion • Land of Illusion |
| Sega CD | Mickey Mania |
| PlayStation | Mickey's Wild Adventure (Prototype) • Magical Tetris Challenge |
| Nintendo 64 | Magical Tetris Challenge • Mickey's Speedway USA • Dance Dance Revolution Disney Dancing Museum |
| GameCube | Disney's Magical Mirror |
| Wii | Epic Mickey |
| Nintendo 3DS | Epic Mickey: Power of Illusion |
| PlayStation 3 | Castle of Illusion (2013) |
| Xbox 360 | Castle of Illusion (2013) |
| Windows | Castle of Illusion (2013) • Epic Mickey 2: The Power of Two |
Categories:
- Games developed by Rare
- Games published by Nintendo
- Nintendo 64 games
- Games released in 2000
- Games with unused animations
- Games with unused areas
- Games with unused code
- Games with hidden developer messages
- Games with hidden developer credits
- Games with hidden development-related text
- Games with unused game types
- Games with unused graphics
- Games with unused models
- Games with unused cinematics
- Games with unused items
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with regional differences
- Mickey Mouse series
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden developer credits
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused animations
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused cinematics
Games > Games by content > Games with unused code
Games > Games by content > Games with unused game types
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused models
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Rare
Games > Games by platform > Nintendo 64 games
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2000
Games > Games by series > Mickey Mouse series
if(window.jQuery)jQuery.ready();if(window.mw){
mw.loader.state({"mw.PopUpMediaTransform":"loading","site":"loading","user":"ready","user.groups":"ready"});
}if(window.mw){
document.write("u003Cscript src="https://tcrf.net/load.php?debug=falseu0026amp;lang=enu0026amp;modules=mw.PopUpMediaTransformu0026amp;only=scriptsu0026amp;skin=vectoru0026amp;*"u003Eu003C/scriptu003E");
}if(window.mw){
mw.loader.load(["mediawiki.toc","mediawiki.action.view.postEdit","mediawiki.user","mediawiki.hidpi","mediawiki.page.ready","mediawiki.searchSuggest","ext.uls.pt"],null,true);
}if(window.mw){
document.write("u003Cscript src="https://tcrf.net/load.php?debug=falseu0026amp;lang=enu0026amp;modules=siteu0026amp;only=scriptsu0026amp;skin=vectoru0026amp;*"u003Eu003C/scriptu003E");
}
var pkBaseURL = (("https:" == document.location.protocol) ? "https://stats.tcrf.net/" : "http://stats.tcrf.net/");
document.write(unescape("%3Cscript src='" + pkBaseURL + "piwik.js' type='text/javascript'%3E%3C/script%3E"));
try {
var piwikTracker = Piwik.getTracker(pkBaseURL + "piwik.php", 2);
piwikTracker.trackPageView();
piwikTracker.enableLinkTracking();
} catch( err ) {}
if(window.mw){
mw.config.set({"wgBackendResponseTime":350});
}




















