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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 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.
- 1 Unused Tracks
- 2 Unused Camera Sequences
- 3 Early Characters
- 4 Unused Karts
- 5 Unused Graphics
- 6 Prototype Emblems
- 7 Build Date
- 8 Unused Menu Music
- 9 Hidden Graphics
- 10 Memory Filler
- 11 Regional Differences
Add info and video for the restored test1_course model.
There are a total of ten unused tracks in the game. Most of them have missing textures because they are located in their model file while the used tracks' are in a separate file. All tracks from the Kiosk Demo Version have the textures in their model files.
As the unused courses did not have have separated textures from their course models (except for mr_stage4), this is reason for the lack of them. However, they can be brought back with some hex editing or ROM hacking.
old_mario_gc (GCN Mario Circuit)
For the most part, this track is unfinished. Some of the textures have poor quality and the vertex coloring on the castle isn't finished. The grass can be driven over like on a normal road, and it's easy to go out of bounds, since the collision (KCL) is unfinished. There isn't really any objects here, except for three item boxes right after the starting line.
An unused beach-looking track. Judging by the filename ("Nokonoko" being the Japanese name for "Koopa Troopa"), it's possible it was going to be a Koopa Beach type of track.
There is also a Goomba on the course. It appears to be glitched, and missing a frame of its animation, due to the Kiosk Demo version of the Goomba object being used.
There is a total of 10 respawns on the course, but they haven't been finished, so the game crashes if you drive off into what should be the water. Driving onto the grass where the 3 trees are located after the first ramp either crashes the game, or you just fall through the ground, due to the collision type being listed as "Fall" in the final.
The water still exists from the Kiosk Demo version. However, it doesn't move.
A course with two pipes, possibly used to test collision. The only other track where these pipes are used is test1_course. The ground does have collision data, but it's set to a "Fall" value. It's likely that the course was also used to test falling off of certain tracks.
There is 6 respawn points on this course, but they aren't completely finished, so the game crashes when you or anyone else falls off the track.
A very small circular test track, with only one item box, and can be completed in a single lap. It's possible that this was used to test the game's modes, results or lap functionality, since it's very fast to complete.
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 underneath the pinball machine. The flippers themselves look different and have less details.
Strangely, in the Kiosk Demo version, the bound uses a very early model, while the final uses the model from the donkey_course's bound (pinball_course in the beta). Other than that, the course is completely untouched from the beta.
The pin objects are also still present in the .nkm file, although the object behavior has been removed from the final version.
A course that was used to test objects and collision. The objects that are used here are the bridge from Defino Square, one of the gears from Tick Tock Clock, and the blocks from Bowser Castle. The course also contains a lot of speed boosts, ramps, and the pipes that were used in dokan_course. It also has a bunch of loops that aren't used anywhere else.
Originally, this course would crash the game, due to the lack of the Bowser Castle's block in the object folder. The AI also tend to run into one of the first two blocks, meaning that the object was very likely different during devlopment, and had a different filename.
The original model of the course was overwritten by a early version of Rainbow Road, making it very hard to navigate, unless you follow one of the AI to complete the race.
donkey_course (Early Waluigi Pinball)
The earlier version of Waluigi Pinball from the Kiosk Demo, with a very different layout. It also doesn't contain any pinballs.
The original donkey_course was likely replaced with this course due to the collision type of the grass being changed to a "Fall" value for the final version, meaning the game would either crash when touching the grass, or you would just fall through it.
The object behavior for the slots has also been changed. In the final version of Waluigi Pinball, the object file was made larger and flipped vertically, but the earlier version of the course still uses the Kiosk Demo model, which is why it appears to have been flipped horizontally. The collision data for them was also removed.
Like luigi_course, the pin object behavior was removed from the final version, but they still exist in the .nkm file. The flippers also use the Kiosk Demo version of their model as well.
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 duplicate of Wario Stadium, but it has slightly different road textures, lacks fireballs, and there's only three item boxes near the start.
It's possible that the course could have been different during development, and was replaced later on, since the course model's internal name is "stadium_course", and the sky model's is "stadium_course_V".
Unused Camera Sequences
There are more.
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.
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.
An early version of Daisy's CPU model. Her head and arms were slightly changed, and added some pink to the crown for some reason.
Shy Guy also has an early CPU model. There is also a copy of Yoshi's model in the same folder, most likely used as a placeholder.
The same model can also be found in the early Kiosk Demo Version.
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.
There are more.
Early Question Mark
Early Team Emblems
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 International versions and "Wi-Fi" in the Japanese version.
The most blatant regional differences involve R.O.B.
In the International versions, 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|