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Mario Kart DS
|Mario Kart DS|
This game has a notes page
This game has a prototype article
This game has a prerelease article
Mario Kart DS is one of the most popular games on the DS as well as one of the most selled Mario Kart games of all the time. It's also the Mario Kart game, that introduced the concept of remaking older tracks in 3D. (Tracks from Super Mario Kart were available in Mario Kart: Super Circuit.)
A number of unused objects and an unused Shy Guy model.
- 1 Unused Tracks
- 2 Unused Karts
- 3 Unused Graphics
- 4 Prototype Emblems
- 5 Build Date
- 6 Unused Menu Music
- 7 Hidden Graphics
- 8 Memory Filler
- 9 Regional Differences
There are a total of ten unused tracks in the game. The most of them have missing textures because they are located in the wrong file. However, they can be brought back with some hex editing or ROM Hacking.
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 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 Goomba on the track. 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 Action Replay code 023cdcd8 00000008 020484a0 d0002a00 020484a4 e0052321.
(see here for the prototype video)
A large, buggy 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 Action Replay 020484a0 d0002a00 020484a4 e0052321 023cdcd8 00000004.
(see here for the prototype video)
An extremely small course used for testing, with only 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 by pushing him into a hole.
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. The flippers themselves also look different and have less details.
To access it, use Action Replay code 023cdcd8 00000003 020484a0 d0002a00 020484a4 e0052321. However, it crashes on the actual hardware, when using this cheat code, but it works, when replacing an used course with it.
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.
If you know how to hack the game to add the missing object file, use this Action Replay code to access the course 023cdcd8 00000005 020484a0 d0002a00 020484a4 e0052321.
Donkey Course (Waluigi Pinball)
Another very early version of Waluigi Pinball, although this one is much closer to the final track. The name of the file, donkey_course, is probably a mistake since in the kiosk version "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.
To access it, use Action Replay code 023cdcd8 00000006 020484a0 d0002a00 020484a4 e0052321. Like Luigi Course, it crashes on the actual hardware, when using this cheat code, but it works, when replacing an used course with it.
mr_stage4 (earlier Wiggler race)
A duplicate of GCN Mushroom Bridge. It was meant to be used for mission 7-Boss with Wiggler, but the game uses the normal course, so mr_stage4 goes unused, and plus, it contains an earlier version of the mission. The differences are the following:
- Unfinished intro
- Cars and Wiggler have no sound
- Different starting place
- Wiggler doesn't move
- The route, Wiggler should go, is only for one lap. The final uses 3
- The car uses an earlier model, which is used in the Mario Kart DS Kiosk Beta
- Itemboxes are different
- The trucks does not contain Itemboxes
- The course uses the boss theme for missions, while the final uses the original course music
- When driving the course in Grand Prix or Versus, the CPU drivers won't drive
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.
To access it, use Action Replay code 023cdcd8 00000007 020484a0 d0002a00 020484a4 e0052321.
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.
Early Question Mark
Shy Guy character icon
However, you can see this icon by using Action Replay code 023CDD40 0000000C to force Player 1 to be Shy Guy and getting a Grand Prix or Time Trial record.
No icon for the "Standard SG" kart exists, however.
Most likely used for debugging purposes and such while the game was still in development.
Multiplayer Select Game
There is an unused graphic of the multiplayer select game screen, with only 2 cells, called select_game_m_single
GCN Mario Circuit Tree
An unused tree, most likely intended to appear on the unused GCN Mario Circuit track.
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
Build: 2007 2/21(Wed) 19:59:37
Unused Menu Music
There is an unused song for a main menu stored in the game, called SSEQ_0005. It is one track away from the records screen, so it was probably intended there. It has a resemblance to the Wi-Fi menu theme, and emblem creator theme too.
To hear this song on the title screen, use Action Replay code 121DB4A4 000001B0 (US).
The Paratroopa shaped building in Baby Park cannot normally be seen on the touch screen map because it is too far out of bounds. By using cheats to fly out of bounds, however, it can be seen.
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.
UUUUU UUUUU UUUUUUUUU UUUUUUUUU DDD..D. DDD..D. D.D...D... D.D...D... D.DD...D... D DD...D... DD....DDDD DD....DDDD ....... ....... DDUDDD DDUDDD DDDUDDUDDD DDDUDDUDDD DDDDUUUUDDDD DDDDUUUUDDDD ..DU.UU.UD.. ..DU.UU.UD.. ...UUUUUU... ...UUUUUU... ..UUUUUUUU.. ..UUUUUUUU.. UUU UUU UUU UUU DDD DDD DDD DDD DDDD DDDD
Wi-Fi mode is labeled as "Nintendo WFC" in the North American one and "Wi-Fi" in the Japanese version.
The most blatant regional differences involve R.O.B.
In the North American version, R.O.B. is colored dark grey (the general color of the NES), while in the Japanese version he is white and red (the colors of the Family Computer). Additionally, he is called HVC-012 in the Japanese version.
The ROB-LGS kart was similarly recolored.
...As were his icons.
The title screen that appears after you beat the game was also changed. It's worth noting, however, that these changes aren't actually a direct replacement of any files - viewing a Time Trial ghost replay or playing multiplayer with a different version of the game will allow you to see both R.O.B. and HVC-012 at the same time. This is most apparent when viewing/racing a staff ghost using HVC-012 in the international versions of the game.
Some tracks and karts have different names depending on the region. Retro courses keep their original localised names in each region.
|Figure-8 Circuit||Eight-Cross Circuit|
|Cheep Cheep Beach||Pukupuku Beach|
|Luigi's Mansion||Luigi Mansion|
|Desert Hills||Sun Sun Desert|
|Delfino Square||Monte Town|
|Shroom Ridge||Kinoko Ridgeway|
|DK Pass||DK Snow Mountain|
|Airship Fortress||Killer Ship|
|Peach Gardens||Peach Garden|
|Bowser Castle||Koopa Castle|
|Palm Shore||Southern Reef|
|Tart Top||Sweet Tart|
|B Dasher||B Dash|
|Light Tripper||Light Step PC|
|Standard TD||Standard KO|
|Rambi Rider||Jungle Cargo|
|Standard BW||Standard KP|
|Light Dancer||Light Step DS|
|Standard DB||Standard KA|
|Dry Bomber||Karon Cannon|