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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 bugs page
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 Early Objects
- 5 Unused Karts
- 6 Unused Graphics
- 6.1 Early Emblem Editor
- 6.2 Early Question Mark
- 6.3 Early Team Emblems
- 6.4 Shy Guy character icon
- 6.5 Press The A Button
- 6.6 Debug Font
- 6.7 Cup Icon Placeholder
- 6.8 Friend's Emblem Placeholder
- 6.9 Results Player Icon Placeholder
- 6.10 Multiplayer Select Game
- 6.11 GCN Mario Circuit Tree
- 6.12 Prototype Emblems
- 7 Oddities
- 8 Build Date
- 9 Unused Menu Music
- 10 Development Text
- 11 Memory Filler
- 12 Regional Differences
Add info 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. While it does move, it never comes up from under the ground.
A course with two pipes, which was scrapped very early in its proof of concept style. 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 (GCN 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 the blocks are missing. This course may have been used to test both Balloon Battle and Shine Runners battle modes. It also contains an updated, but still unused Shine Sprite model.
The Big Bully boss mission file from the Kiosk Demo version is still present in the course data, although unused.
A very early version of Waluigi Pinball. This was probably a proof-of-concept track for a pinball-themed racetrack. The name indicates, that the original idea may was a pinball track for Luigi instead for Waluigi, and may have been based on Luigi's casino minigames in Super Mario 64 DS.
The course 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 only used in dokan_course. It also has a bunch of loops that aren't used anywhere else.
Originally, this course would crash the game, because it contains the early version of Bowser Castle's block object with the filename test_brock.nsbmd. By adding the final model to the object folder, the course will load. It will also work if you rename the said object to koopa_block.nsbmd, although it is a lot smaller than the final version's block, meaning that the object's collision won't match with this model.
The original course model was overwritten by an early version of Rainbow Road, making it very difficult 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 objects to the original said course, however, still remain in the object folder.
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 bounds and flippers also still use the Kiosk Demo version of their models 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. Plus, it contains an earlier version of the mission. The differences are the following:
- Unfinished intro
- Cars and Wiggler have no sound
- Different starting position
- Mario does not have any balloons, which makes it impossible to lose
- Wiggler doesn't move
- The route where Wiggler should go, is only for one lap. The final uses 3 laps.
- The car uses an earlier model, which is from the Kiosk Demo version
- Item boxes are different
- The trucks do not contain item boxes
- The course uses the boss theme, while the final uses the original course's music
- When playing the course in Grand Prix or Versus, the AI will drive for only a few seconds
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 alternative version of Daisy's CPU model, found in the unused KartModelMain.carc archive. Her head and arms are slightly different. The crown of the used model has some pink on it for some reason, unlike the unused one.
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.
Earlier models of objects can be found in the game. However, almost all of them are leftovers from the Kiosk Demo version.
The earlier version of the Goomba enemy, found in nokonoko_course, old_mario_gc, and donkey_course's files. It has a black outline and uses 8 frames, while the final version only has 4, and mirrors them to save space. It also has less quality.
An early fireball sprite, found in wario_course's files. It can also be found in the Kiosk Demo version, which is proof that wario_course is fully untouched from the Demo version.
A Shine Sprite with a different palette can be found in mini_block_course's files.
An early model of the car, which is a leftover from the Kiosk Demo version. It appears in the unused MR_stage4 course.
The earlier bound model, used in luigi_course and donkey_course, has a sligthly different texture. The final version has two different textures and a longer bar to represent a mirror effect on the track.
In the Kiosk Demo version, luigi_course uses another early model of the Bound. For some reason, it was replaced with donkey_course's bound model.
Found in luigi_course, and donkey_course's files. The flipper had a completely different design. It was blue and had a red dot on the axis. It also didn't have any lightning.
test_brock (Test Block)
The early version of the moving blocks from Bowser Castle, which is still present in only test1_course's files. The filename for this object was already changed, so the game crashes when trying to load the said course. It can be fixed if you rename the model to koopa_block.nsbmd, although it does not match up with the final version of this object's collision data.
There are two unused archives named KartModelMenu.carc and KartModelMain.carc, which are early duplicates of other archives. They contain amongst other things, early karts. The pink Yoshi egg can also be seen in early screenshots.
There are more.
Early Emblem Editor
Graphics from an early emblem editor can be found in an archive named "Edit.carc". The structure is similar to the editor from the Kiosk Demo; only 3 templates can be found: a ball, a star and a heart. The eraser is also absent, instead, there is a mysterious icon with a blue square. There was also only a long "START" bar at the bottom of the screen, instead of a "START" and a "SELECT" bar.
It is also not possible to get this working in the game, because this archive is missing some files, that the final uses. When adding the missing files from the used archive, the screen will look corrupted, so it may worked on an earlier version of the game (but a later version than the Kiosk Demo version).
This screen shows a mockup of the editor, how it might have looked:
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.
Press The A Button
This can be found in titlescreen's graphics and was also used in the Kiosk Demo version. It got even translated into the other languages, so this was probably scrapped late in development. The italian one does not have a shadow unlike the others for some reason.
Most likely used for debugging purposes and such while the game was still in development.
Cup Icon Placeholder
Found in results' graphics. A simple placeholder for the cup icons.
Friend's Emblem Placeholder
Another placeholder, used for the emblems on the friend's records screen.
Results Player Icon Placeholder
And another placeholder, used for the player icons for the battle results screen. It has two sizes and multiple pallets.
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, found in the files from the unused GCN Mario Circuit track.
The 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.
Early Delfino Square Remnants
If you go out of bounds in mission 3-2, where you have to drive though gates in reverse on Delfino Square, you will see that there are crates in different positions with additional crates, different than they are in regular racing. This is an early remnant from the Kiosk Demo version. However, the two removed crates before the turn to the goal line were reused in Mario Kart Wii and can also be seen in mission 2-1.
Odd Hidden Skyboxes
For whatever reason, the courses used for the boss battles in mission mode (mr_stage1, mr_stage2 and mr_stage3) have hidden skyboxes, that can only be seen in an editor or by using cheat codes to fly out of bounds. They are copies from other skyboxes and doesn't fit to these courses at all.
Hidden Bottom Map Graphic
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.
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: 2005 11/15(Tue) 11:11:10
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).
NitroKart Ghost Data Test 01
Located in the ARM9 binary is this text, regarding a Ghost Data test, which suggests the game's internal project name was "NitroKart".
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|