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Mario Kart DS

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Title Screen

Mario Kart DS

Developer: Nintendo
Publisher: Nintendo
Platform: Nintendo DS
Released in JP: December 8, 2005
Released in US: November 14, 2005
Released in EU: November 25, 2005
Released in AU: November 17, 2005
Released in KR: April 5, 2007

AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.

ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page
BugsIcon.png This game has a bugs page

See, this is why server preservation is important.
This game's online features are no longer supported.
While this game's online features were once accessible, they are (as of May 20, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content.

Mario Kart DS is one of the most popular games on the DS as well as one of the best selling Mario Kart games of all time. It's also the Mario Kart game that introduced the Retro Grand Prix, which has since become a series staple.

There is some additional information relating to this game's development on the Mario Kart Wii page.

This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
To do:
  • Two unused Archives with early Karts and Characters here and here.
  • Those links are now dead, find new ones.
  • A number of unused and early objects.
  • More unused graphics.
  • Add documentation for the unused Ice collision type.


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Read about notable bugs and errors in this game.


MKDS Dokan course.PNG
Unused Courses
Long-forgotten circuits never to be driven on again.
Early Karts
Some earlier versions of familiar karts along with some completely new ones.
MKDS Flipper Early.png
Early Objects
Early versions of a lot of junk on the road that didn't quite make the final cut.
MKDS CupIcon-Placeholder.png
Unused Graphics
An artist's work is never done.
MKDS Unused mr10 mission.png
Not all maps can be geographically accurate.

Version Differences

Post-Final Demo Version
Mario vs. 7 Shy Guys!
Mkds rob select icon jp.png
Regional Differences
R.O.B. in all his red-and-white glory.

Unused Menu Music

There is an unused sequence for a menu in the sound data of the game, called SSEQ_0005. It is one track away from the records screen, so it might have been used there. It has a resemblance to the Wi-Fi menu theme, and the settings theme too.

It has similar tracks/channels to the Options theme, possible case that this might also be an earlier version of the said theme.

To hear this sequence on the title screen, use Action Replay code 121DB4A4 000001B0 (US).

Unused Menu Archive

There is an unused archive called "KartModelMenu.carc" that was apparently planned to be used to house the models and textures of the karts and drivers on the selection menu.

Early Characters

To do:
Are there any more?


Unused Used
MKDS Early Daisy.png MKDS Final Daisy.png

An earlier version of Daisy's CPU model, found in the unused KartModelMain.carc archive. Her head and arms are slightly different, matching her current appearance. The crown of the used model has some pink on it, unlike the unused one.

Shy Guy

Unused Used
Mkdsprotoshyguymodel.png MKDS-Final-ShyGuy-CPU.png

KartModelMain.carc also contains an early CPU model for Shy Guy, which is carried over from the Kiosk Demo. It is very simple and lacks 3D arms and feet. It is also green unlike the final model which is red.

Unused Paths and Early Camera Leftovers

To do:
There may be more. Also, get videos of this and put them in a subpage.

Some of the courses have unused routes (PATH and POIT), most of which are leftovers from earlier replay cameras for the tracks they're in.

Yoshi Falls

CAME 8 and 12 have leftover route speed settings (82 and 30), but have no leftover paths. Also the case in Kiosk Demo's track, suggesting they used paths in an earlier version of the track.

Cheep-Cheep Beach

CAME 16 has a leftover route speed setting (20) despite not using a path.

Mission 2-5 (mr11_tool.nkm) also has a unused path with two points, placed on where the second boost pad is. Purpose unknown.

Luigi's Mansion

Path 2 with two points is unused. It's located on the first S curve before the mansion. Probably meant for CAME 7 as that and the AREA 4 (where it's assigned to) is located on where it is. The said camera also has a leftover route speed setting (27) in the Kiosk Demo, making this a possible case. It's reset to 0 in the final, through.

Desert Hills

CAME 9 and 17 have leftover route speed settings (35 and 45) despite not using paths (maybe removed).

Delfino Square

Path 1 is unused. It begins from the starting line and goes towards the Pianta statue, probably used by CAME 7, as it's the only camera between the ones using Path 0 and 2, and it even has a leftover route speed setting (55) in the Kiosk Demo version, which is reset to 0 in final. CAME 9 and 19 also have leftover route speed settings (30 and 25), suggests they once used a path also (they don't have a leftover path however, unlike CAME 7)

Waluigi Pinball

Path 7 with five points is unused. It's placed right before the starting line and moves towards it. It might have been meant for CAME 1 as that and AREA 4 (which uses it) are placed on where it is, and has a leftover route speed setting (20). CAME 16 and 17 also have leftover route speed settings (65, 35) despite not using paths (might be removed).

Shroom Ridge

CAME 9, 11 and 12 have leftover route speed settings (50, 20, 30) despite not using paths (maybe removed).

DK Pass

Among the 13 paths set on this course's NKM, PATH 6 is unused. It begins from the entrance to the snow area and goes to a bit further of the track, likely meant to be a camera path.

CAME 2, 5 and 9 have route speed set despite not using a PATH; judging by the order of PATH ID settings in the CAME, this unused path might be meant for CAME 9, since it's between the ones using PATH 5 and 7.

Tick-Tock Clock

CAME 2, 6 and 10 have leftover route speed settings (50, 35, 50) despite not using paths (maybe removed).

Mario Circuit

CAME 9, 11 and 14 have leftover route speed settings (65, 40, 65) despite not using paths.

Airship Fortress

CAME 7, 8, 9 and 12 have leftover route speed settings (50, 45, 70, 60), but no leftover paths exist for them. Also the case in Kiosk Demo's track, they probably used paths in an earlier version.

Wario Stadium

CAME 7 has a leftover route speed setting (55) from wario_course (earlier version of the track) where this camera used a path. This was changed to a fixed view camera in both Kiosk Demo and the final's used track.

SNES Mario Circuit 1

CAME 8 has a leftover route speed setting (65) despite not using a path (probably removed).

N64 Moo Moo Farm

CAME 11 and 15 have leftover route speed settings (105, 115) despite not using paths.

GBA Peach Circuit

Path 3 with one point is unused. It's placed after the second left turn, and close to where Path 2 (used by CAME 7 which is a replay camera) is. It might be an earlier path for CAME 7, or something for testing. And CAME 6 in Kiosk Demo's track has a leftover route speed setting (85), probably meant for that also.

CAME 12 also has a leftover route speed setting (110) despite not using a path.

GCN Luigi Circuit

Path 7 with ten points is leftover from the removed Luigi blimp that appears in the Kiosk Demo version of the track.

CAME 11 has a leftover route speed setting (40) despite not using a path.

N64 Frappe Snowland

Path 1 with nine points is unused. It's located on the curve after the third turn and goes further. It might've been used by CAME 4 as that (and AREA 5 where it's assigned to) is located on where it is, and also has a leftover route speed setting (150) in the Kiosk Demo's track (reset to 0 in final).

GBA Bowser Castle 2

CAME 16 has a leftover route speed setting (85) despite not using a path.

N64 Choco Mountain

Path 4 with two points is unused. It's placed before the tunnel and goes towards it. It might've been used by CAME 10 as that (and AREA 7 which it is assigned to) is placed on where it is, and has a leftover speed setting (20) in Kiosk Demo's track where it's also unused (but reset to 0 in final).

GBA Luigi Circuit

CAME 2 and 3 (second camera in the GP intro) have leftover route speed settings (20), suggesting they once used paths.

N64 Banshee Boardwalk

CAME 16 and 19 have leftover route speed settings (20, 30) despite not using paths.

old_mario_gc / GCN Mario Circuit

Paths 0, 1 and 2 have two points each, placed on the Goombas' area and are meant for their movement, but none are placed, rendering them unused.

MR_stage4 / Early GCN Mushroom Bridge

CAME 8, 11 and 17 have leftover route speed settings (55, 45 and 50), suggests they once used paths but no leftover paths exist for them. This is also the case in Kiosk Demo's track, but are all reset to 0 in the final's used track.


Path 6 with two points is unused. It seems an earlier version of Path 4 (the camera before the least one in the award ceremony) due to similar placement, but its first point is placed under the track.

Unused Camera Sequences

To do:
There could be more.

Luigi's Mansion

There is an alternative version of the first camera sequence from Luigi's Mansion: a view from the moon and the front side of the mansion, that was replaced by a view through the door.

DK Pass

The second sequence has an alternative version, which is similar to the original sequence, but it has a different angle and was replaced by a more interesting view.

Removed Missions

The file mission.mr is a table containing configurations for missions. However there are 28 entries never used by the game, because they were scrapped. Note that MR stands for Mission Run.

Mission Name Mission Task Driver Course Time Limit Notes
mr01 Drive Through Gates Yoshi GCN Yoshi Circuit 00:25:00 This is a scrapped mission from the Kiosk Demo.
mr05 Collect 50 Coins Luigi SNES Mario Circuit 1 01:00:00 Another scrapped mission from the Kiosk Demo. Interestingly, Luigi uses his Poltergust 4000, although in missions in the final version, the drivers only use their Standard Kart.
mr16 Collect 30 Coins Peach Peach Gardens 00:55:00
mr18 Drive 2 Laps Mario Rainbow Road 01:00:00
mr19 Destroy 5 (moving) Item Boxes Luigi Figure 8 Circuit 01:00:00
mr22 Collect 20 Coins Bowser SNES Koopa Beach 2 01:00:00
mr23 Defeat 10 Goombas Toad Mario Circuit 01:00:00 Seems to be an early version of Mission 7-4
mr24 Boss Battle Donkey Kong MR_stage1 (Big Bully Arena) 05:00:00 Also uses an unused setting, where the camera is slightly zoomed out
mr30 Drive 2 Laps Wario N64 Banshee Boardwalk 01:10:00
mr31 Do 8 Power Slides Peach GBA Peach Circuit 00:40:00
mr32 Collect 15 Coins Donkey Kong Delfino Square 00:15:00
mr36 Defeat 5 crabs Wario Cheep Cheep Beach 00:55:00 Seems to be an early version of Mission 1-4
mr42 Drive Through 10 Gates Luigi GBA Luigi Circuit 01:00:00
mr45 Drive 1 Lap Donkey Kong Figure 8 Circuit 01:30:00
mr46 Drive 3 Laps Mario SNES Mario Circuit 1 01:00:00 Uses an unused setting, where the track is in Mirror Mode
mr52 Collect 1 Coin Luigi MR_stage4 05:00:00 Collect 1 Coin with Luigi, might have been a test for the coin collecting missions. Coins also have an unused feature where they can follow specified paths, possibly intended for this mission.
mr56 Destroy 8 (moving) Item Boxes Bowser N64 Choco Mountain 01:00:00
mr57 Drive Through 10 Gates Donkey Kong Yoshi Falls 00:50:00
mr58 Destroy 15 Item Boxes Toad Bowser's Castle 01:00:00
mr59 Collect 12 Coins Yoshi GCN Mushroom Bridge 01:00:00
mr63 Destroy 10 Item Boxes Wario Wario Stadium 01:10:00
mr65 Do 10 Power Slides Mario Mario Circuit 01:05:00
mr67 Destroy 4 rolling Snowballs Peach DK Pass 01:20:00
mr68 Reach the finish before Luigi Yoshi Luigi's Mansion
mr71 Destroy 20 Crates Yoshi Airship Fortress 01:10:00
mr73 Destroy 10 moving Item Boxes Donkey Kong Tick Tock Clock 01:00:00
mr74 Defeat 15 snowmans Peach N64 Frappe Snowland 01:00:00 The Snowman object has an unused setting where it won't respawn after breaking it.

It seems to have been intended for this mission.

mr87 Destroy 10 Item Boxes Luigi Delfino Square 02:00:00

Unused Code

Unused Object Settings

The Mission Coin object is able to follow a specified path, with its Setting 1 specifying the speed, however no mission uses this feature.

Unused Blur Effect

An unused display capture effect to blur the screen when boosting was found in the code. The final game tries to enable this effect whenever you get a speed boost, but since the blur doesn't get initialized, it gets ignored.

It uses the VRAM used by the ARM7 co-processor in Multiplayer modes, so it's likely that it would have only worked in Single Player Modes. This, and the fact that it can be both disorienting and distracting likely contributed to it getting scrapped.

It can be enabled through an AR code made by Gericom for the EU region of the game.

Enable Blur (Single Player Only) (EU):

121548DC 00000000
121548DE 00000008
2203AE78 00000002
0205612C 00000000
02056130 00000000
02056134 00000000

(discovery: Gericom)

Unused Data

Unused Map Object Group Configuration File

Various attributes of map objs are controlled by the file grpconf.tbl in /MainRace.carc/MapObj/ the attributes defined by this file are the following; has3dmodel, nearclip, farclip, collision type, width, height, and depth. However there's an unused earlier version of the file in the unused /Main/MapObj.carc archive, that has less entries and different settings compared to the used file.

Replacing the used file with the unused file will result in multiple tracks crashing on real hardware, due to it missing entries for some of the objects.

Unused HUD Palette


In the palette files for the global maps of unused courses (which are copies of an early GCN Yoshi Circuit minimap), there are unused palette rows used in the E3 2004 prototype.


Palette row 0 is empty, palette row 1 is used by the actual map, while palette rows 2, 3, 4 and 5 are E3 2004 leftovers; palette row 2 contains the palette for the "TIME" and "LAP" labels. Palette rows 3 and 4 have 8 sets of blue and a set of yellow colors used on the rank list. Palette 5 is from when the global map BG was baked into the same file as the global map it's self, this is no longer the case in the final game, so this palette goes unused as well.

There being 8 sets of the same shades of blue in palette rows 3 & 4 may suggest that each player was going to have their own color on the rank list.

Unused Grand Prix Intro Graphic

MKDS-race start gp m o-InGame.png

Palette: //data/Scene/Race_gp.carc/race_start_gp_m_o.NCLR

Texture: //data/Scene/Race_gp.carc/race_start_gp_m_o.NCGR

This seems to be a graphic that was used for the course titles' background in the course intro. The NCGR file is empty, but editing it will show a background behind the course's name in the intro.

The graphic uses the first line of the palette file above (shown below).

MKDS-race start gp m o-Palette.png

Build Date

There is a file named BUILDDATE in the //data/boot/ folder, which contains the date and time the game was compiled:

Version Build Date
Europe (Multiplayer Kiosk Demo) Build: 2005 4/28(Thu) 9:57:13
USA (Kiosk Demo) Build: 2005 5/30(Mon) 18:20:47
Europe Build: 2005 10/8(Sat) 23:05:54
US Build: 2005 10/8(Sat) 23:09:34
Japan Build: 2005 10/17(Mon) 20:12:19
Japan (Kiosk Demo) Build: 2005 11/15(Tue) 11:11:10
Korea Build: 2007 2/21(Wed) 19:59:37

Development Text

NitroKart Ghost Data Test 01

Located in the ARM9 binary is text, regarding a Ghost Data test, which suggests the internal project name of the game was "NitroKart".

(Source: Original TCRF research)

Memory Filler

To do:
Check if this is really unused. The staff ghosts also contains this ASCII art for kart symbols

Mario Kart DS seems to pad out certain parts of memory with repeated instances of cute ASCII art which depicts Mario from Super Mario Bros.

   D DD...D...  
    UUU  UUU    
    UUU  UUU    
   DDD    DDD   
   DDD    DDD  
  DDDD    DDDD  

Hidden Contest Code


If you press Up, Down, L, R, Y, A in the Time Trials records, a 16 character code with information on your ghost will appear. This was used for an official contest held by Nintendo's Japanese website, like in Mario Kart: Double Dash!!.

A fan-made decoder is available online.