
There's also an unused action for when a player hits it, which works even if the game is modified so that the blue shell lands on the ground if someone loses it. Disabling this code reveals that the Blue Shell has an unused animation for being held.

For some odd reason, Blue Shell is listed as 0x01, which means the item should be held behind the player like a red shell, though the game has code to prevent this and instead have the player immediately fire it. An item like Star would be 0x00, for the game to immediately use the item as the button is pressed. The game contains a list of values for each item that define what the item does when the player uses it for example, Red Shell uses 0x01, which means that the item is held behind the player and fires when they let go of it. (Source: Custom Mario Kart Wiiki "PrintF") Draggable Blue Shellsīlue Shells seemed to have been once intended to be held behind the player before they use it. This Gecko code displays the performance monitor without having to access the unused game loop: The following Gecko code allows you to play on this unused game loop and enables the performance monitor: If playing on 3/4 player multiplayer, the game will noticeably slow down, and the players won't be able to see anything, aside of some graphical effects and the HUD.Other sound play faster as well, such as the "driving above wood" sound effect.

For example, characters will immediatly play their "recover" sound upon being respawned by Lakitu (instead of waiting a little bit).


The colors for each player also seem to be in line with the Wii's default, rather than the different format the game uses. It is very big, and player icon headlights are rendered on top of it, making it invisible when they overlap. There's a disabled feature in the minimap icons to display a line with the player number on it, similar to Double Dash!!.
