Uploaded July 2024 | Updated September 2026, 5 days ago
This is a collection of Beta Level Geometries and SGI Tech-Demo models that have been recompiled and ported to Mario Kart 64.
DOWNLOAD -
mediafire.com/file/k0xof4di2wsb3bx/BetaLevels.zip/file
The Beta Levels were recovered from source code data and contain minor changes to the final versions. Two other levels were found; Mario Raceway had negligible changes that would not be noticed, and Rainbow Road matched the final version identically.
The level TOWN was also recovered from source code leaks, and is an unreleased level cut from the final game and discussed in developer interviews.
The other 3 levels, "RACE" "RACE2" and "LINK", are SGI models that were part of small, extremely basic test programs running on 1990's era super-computers. These PC's would be used in the development of most almost all early 3D assets in both games and movies. These were not intended for the N64, and may have only been used to familiarize the staff with 3D modelling.
All path markers and item boxes are interpretations based on whatever data is available, or based solely on the layout if no data existed. Course Obstacles could not be accurately maintained using the Custom Course code, and so were not included for Banshee Boardwalk or Yoshi Valley. This does not suggest that Nintendo did not intend these to be part of the levels.
This is a collection of Beta Level Geometries and SGI Tech-Demo models that have been recompiled and ported to Mario Kart 64.
DOWNLOAD -
mediafire.com/file/k0xof4di2wsb3bx/BetaLevels.zip/file
The Beta Levels were recovered from source code data and contain minor changes to the final versions. Two other levels were found; Mario Raceway had negligible changes that would not be noticed, and Rainbow Road matched the final version identically.
The level TOWN was also recovered from source code leaks, and is an unreleased level cut from the final game and discussed in developer interviews.
The other 3 levels, "RACE" "RACE2" and "LINK", are SGI models that were part of small, extremely basic test programs running on 1990's era super-computers. These PC's would be used in the development of most almost all early 3D assets in both games and movies. These were not intended for the N64, and may have only been used to familiarize the staff with 3D modelling.
All path markers and item boxes are interpretations based on whatever data is available, or based solely on the layout if no data existed. Course Obstacles could not be accurately maintained using the Custom Course code, and so were not included for Banshee Boardwalk or Yoshi Valley. This does not suggest that Nintendo did not intend these to be part of the levels.
![[OFFICIAL RELEASE] OverKart 64: Build 3! 16 Custom Levels! New Speedrun Practice Modes! More!
UPDATE - BUILD 4 NOW AVAILABLE.
https://www.youtube.com/watch?v=3f74PF_Wa-M
Join the Discord Server!
https://discord.gg/NNkQSz9 [OFFICIAL RELEASE] OverKart 64: Build 3! 16 Custom Levels! New Speedrun Practice Modes! More!](https://i.ytimg.com/vi/hiEvy62WRjc/mqdefault.jpg)






![Mario Kart 64 Practice Build [5/2/2020]
Mario Kart 64 Practice Build [5/2/2020] Mario Kart 64 Practice Build [5/2/2020]](https://i.ytimg.com/vi/k43Bfq2UDyw/mqdefault.jpg)


