Mario Kart DS
|Mario Kart DS|
This game has a prototype article
Mario Kart DS is the DS entry in the Mario-themed racing series, it introduced the concept of remaking older tracks in 3D. Tracks from Super Mario Kart were, however, available in Mario Kart: Super Circuit.
There are a total of nine unused tracks in the game, all of which have missing textures because they are located in the wrong file. However, they can be brought back with some hex editing.
GCN Mario Circuit
A remake of the Mario Kart: Double Dash!! course that didn't make the final cut, although it was later featured in Mario Kart Wii. It can be easily navigated if you've ever played Double Dash!!, though.
To access it, use the Action Replay code 023cdcd8 00000002 020484a0 d0002a00 020484a4 e0052321.
An unused beach-type track with a shortcut. Judging by its title ("Noko Noko" being the Japanese name for "Koopa"), it was probably some sort of Koopa Beach track.
There is also a flashing 2D Goomba enemy on the track, with sprites straight from Mario Party Advance; hitting it is like hitting a banana. It shows up on the lower screen as a 2, and is missing a frame of its animation.
The game crashes if you drive off the course into what should be water. By following the AI racers, you should be able to avoid any lockups.
To access it, use the Action Replay code 023cdcd8 00000008 020484a0 d0002a00 020484a4 e0052321.
(see here for the prototype video)
A large floating track with loopy pipes where falling off crashes the game. Chances are it was scrapped because it can get a little funky when looping around in the pipes.
To access it, use the Action Replay code 020484a0 d0002a00 020484a4 e0052321 023cdcd8 00000004.
(see here for the prototype video)
An extremely small untextured course, used for testing. It only has one lap and a single item box. To access it, use the Action Replay code 023cdcd8 00000015 020484a0 d0002a00 020484a4 e0052321.
Mini Block Course (Block City)
A remake of the Block City battle course from Double Dash!! that was never finished. Only the main model is present, while objects such as blocks all over the map are missing. It was likely replaced by Pipe Plaza.
Strangely, there's a Mission Mode script where the player must fight against Big Bully on this map.
A very early version of Waluigi Pinball. It looks more like a testing track and was probably never going to be finished. It has no item boxes and the cannon is only a slope with boost pads. Near the end, where all the bounds and flippers are located, there's a passage where the player can go under the pinball machine.
A course that doesn't load because of a missing object file. When fixed, it appears to be a debug track to test animated objects such as the moving bridge in Delfino Square and the rotating gears in Tick Tock Clock. It could have also been used to test collision stuff. However, the original 3D model is missing and was replaced with a prototype version of the Rainbow Road model.
The track layout is like a circle with some imperfections and the player needs to follow the AI to complete the race.
Donkey Course (Waluigi Pinball)
Another very early version of Waluigi Pinball. The name of the file, donkey_course, is probably a mistake since in the kiosk version of the game "donkey_course" is an early version of DK Pass, which makes sense. The slot machine near the end is a part of the course where the player can drive over and get a speed boost. Also, the jump where the ball falls off the road is replaced by a normal road with some boost pads.
A replica of Wario Stadium, taking place during a rain shower. The rain is like that on GBA Luigi Circuit, and was most likely removed because it looks really odd in some places. Besides that, the only other differences are the lack of fireballs and the differently placed item boxes.
Two unused karts can be found in the game. The first is a Wario-themed kart with a mouth. The second is a pink Yoshi egg, which could have been intended for Birdo. Both of these karts are found in KartModelMain.carc. The Wario kart is kart_WR_b.nsbmd, and the Yoshi kart can be found as both kart_HH_b.nsbmd and kart_YS_b.nsbmd.
Shy Guy character icon
However, you can see this icon by getting a grand prix record, or getting a time trial record, by using the Action Replay code 023CDD40 0000000C to force Player 1 to be the Shy Guy.
No icon for the "Standard SG" kart exists, however.
Most likely used for debugging purposes and such while the game was still in development.
The prototype karts' texture files contain some early designs for emblems. Most of them are numbers. They were shown in some early screenshots of the game. It's unknown if these emblems are just placeholders or if they were going to be in the final version.
There is a file named BUILDDATE in the //data/boot/ folder, which contains the date and time the game was compiled:
Build: 2005 10/8(Sat) 23:05:54
Build: 2005 10/8(Sat) 23:09:34
Build: 2005 10/17(Mon) 20:12:19
In the Japanese version, Wi-Fi mode is labeled as "Wi-Fi". In the American version, it is labeled as "Nintendo WFC"
The most blatant regional differences involve R.O.B. In the Japanese version, R.O.B. is white and red (the colors of the Famicom), while in the US version he is colored dark grey (the general color of the NES). Additionally, he is called HVC-012 in Japan.
The ROB-LGS kart was also recolored for the American release...
...As were his icons.
The final title screen was also changed.
Courses have different names depending on the region.
|Eight-Cross Circuit||Figure-8 Circuit|
|Pukupuku Beach||Cheep Cheep Beach|
|Luigi Mansion||Luigi's Mansion|
|Bright Desert||Desert Hill|
|Monte Town||Delfino Square|
|Mushroom Ridgeway||Shroom Ridge|
|DK Snow Mountain||DK Pass|
|Killer Ship||Airship Fortress|
|Koopa Castle||Bowser Castle|
|Southern Leaf||Palm Shore|
|Sweet Tart||Tart Top|
|Block Fortress||Block Fort|