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Proto:Mario Kart 8 Deluxe/Differences

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This is a sub-page of Proto:Mario Kart 8 Deluxe.

Hmmm...
To do:
Lots of screenshots here are JPGs, please replace these with cleaner PNGs (unless it is a graphic that was also ready a JPG, in that case leave it as is.)

General Differences

  • Related to the debug menu, a scripting engine to interact with the program known as Squirrel is usable.
    • Additionally, the game executes a file on bootup that defaults it to the Japanese language regardless of the user's settings. Use this patch to force American English language: File:MK8D Proto Force English Language.rar
  • Having a debug controller plugged in on bootup immediately loads the Debug Menu.
  • All pre-rendered movies are missing.
  • All staff ghosts are named StaffGhost.
  • Vehicle and character stats are copied from the Wii U version; they are different in the final game.
  • New Mario Kart 8 Deluxe characters (King Boo, Gold Mario, Bowser Jr., Dry Bones, Inkling Girl, and Inkling Boy) also have different stats than in the final game.
  • The default unlocked vehicles and parts are the same ones as the Wii U version, with the addition of the new kart Inkstriker. In the final game, the Inkstriker is not unlocked by default, and the pattern of default unlocked vehicles is different.
  • Shine Thief has the match duration time choice option enabled. In the final game, it is disabled and the match duration time is 5 minutes by default.
  • Kart selection stats page doesn't have option to toggle smart Steering and Tilt Controls on/off and X button is used to open it.
  • MKTV and Highlight Reel replays have the minimap visible and no option to toggle it on/off.
  • The labels and flavor text for Battle Mode do not exist in languages other than Japanese.
  • Some 3D models are loaded in uncompressed raw form, i.e., LocalRoom.
  • The tracks' collision files (.kcl) and bglpbd files aren't compressed in szs files yet.
  • Battle stages have enemy_path_shortest_table.bin files for each battle mode.
  • course_enemy_path_shortest_table.bin is leftover from the Wii U version in VS tracks.
  • The touch screen does not work.
  • Camera rotation in Wireless Play/LAN Room with the joystick is not present.
  • The app information is not yet finalized and is titled MARIOKART, using the original Wii U game art.

Early App Icon

Early Controller Images

Found in "UI/cmn/common.sarc" are some early and placeholder controller icons for the Pro Controller as well as two images for Joy-Cons pasted onto a picture of a Wii Wheel.

Image of an Early Pro Controller Image of a Joy-Con inside a Wii Wheel Image of the right Joy-Con inside a Wii Wheel

Found in "UI/cmn/menu.sarc" are some early icons for the Nintendo Switch tablet. The background is transparent in the game's files, so the image background has been set to black for it to be visible here.

Image of early Nintendo Switch (NX)

Image of two early Nintendo Switch (NX)

Image of three early Nintendo Switch (NX)

Pause Menu UI

  • The layout of the pause menu is different and not fully localized.
  • Auto Acceleration is not a visible option, but it is still enabled if Smart Steering is enabled. Minimap on/off toggle isn't present.

MK8D Proto PauseMenu.png

Battle Mode Minimap

The Battle Mode minimap is placed lower on the screen than its position in the final game.

Prototype Final
MK8DProto LuigiMansionShineBox.jpg MK8DFinal LuigiMansionShineBox.jpg

Battle Mode Text Box

The text box that shows the battle mode at the beginning of the battle is more transparent and uses a different font.

Prototype Final
MK8DProto BattleModeTextbox.jpg MK8DFinal BattleModeTextbox.jpg.jpg

Coin Runners UI

  • The UI for the coin count is different, having no text box, font is different and colors are different.

Coincount.jpg

Shine Thief UI

  • The UI is different, there is no indicator of who has the shine and the timer on the UI, however the shine above people's head has a timer. After you collect the shine and lose it, a shine time score UI will be shown on the bottom left, showing your shine time. Once collecting the shine again, the UI will be hidden until the shine is lost again. Both aren't seen in the final game however the shine time score exists in the final game but is disabled. It is possible to enable it by patching the game's code and works exactly as it does here. The time on the shine model itself doesn't exist in the final game unfortunately.
Shine timer on the local player shine Shine timer on opponent player shine & shine time score
Shinetimecounthead.jpg Shinetimercount.jpg

Renegade Roundup UI

  • The text boxes that displays that a thief has been caught, amount of free thieves left and if the jail has been open is at a different location and look a bit different.
Thief caught text box & amount of free thieves text Jail open text box
Bust&amount.jpg Jailfree.jpg

Title Screen UI

  • The game writes the source revision, resource revision and ? revision in the top left corner.
S%s-R%s-A%s
  • The default title screen image is different.
  • Unlocked alternative title screen images are missing (white).
Prototype Final
MK8Deluxe ProtoTS.jpg Mario Kart 8 Deluxe-title.png
Missing alternative title screen Missing alternative title screen (Multiplayer)
MK8DProto MissingTitleBG.jpg MK8DProto MissingTitleBG2.jpg

Main Menu UI

  • The main four menu options do not play sounds when hovered.
  • The images for Wireless Play has incomplete placeholder textures depicting sketches of the pit crew Toads which would later be turned into 3D renders for the final game.

Look at him! He's just a lil ray of sunshine! :D MK8DProtoToad2.png

  • 2P+ texts are multiple toads.
  • 2P+ background is Mario Kart Stadium, with Bowser and Mario instead of Urchin Underpass with Mario and Inkling Girl.
  • Selected button has an arrow and is not yellow.
  • There are no Toads on the button, just on the Multiplayer count.
  • Profile button Mii is a dummy Mii image instead and stats list icon is the opposite side.
  • Manual "Help" button image is different.
Prototype Final
ProtoMM.jpg FinalMM.jpg

Online Menu UI

  • The Mario Kart 8 Wii U friend icon on the "Friends" button is still present.
  • Tournament icon for the Crazy 8 is still the blue Mario Kart 8 Wii U one.

Use this patch to acess the online menu: File:MK8D Proto Acessible Online Menu.rar

Friends Icon Crazy 8 Competition Icon
MK8DProto Friends.jpg MK8DProto Compe.jpg

Battle Mode Selection Images

  • Battle Mode Selection Images are different for Shine Thief, Renegade Roundup and Random Battle. In the Prototype, Shine Thief doesn't have a glare around the shine, Renegade Roundup siren light is missing and Random Battle doesn't have the mode icons and the crown is present, unlike final.

It also shows that Shine Thief has the match duration time choice enabled. In the final game, it is disabled and the match duration time is 5 minutes by default.

Prototype (Shine Thief) Final (Shine Thief)
MK8DProto ShineBattle.jpg MK8DFinal ShineBattle.jpg
Prototype (Renegade Roundup) Final (Renegade Roundup)
MK8DProto KeidoroBattle.jpg MK8DFinal KeidoroBattle.jpg
Prototype (Random Battle) Final (Random Battle)
MK8DProto RandomBattle.jpg MK8DFinal RandomBattle.jpg

Lobby Message List

  • Lobby Message List is still the same from Wii U where the room is started in the message list rather than having an OK button for it.

MK8DProto MessageList.jpg

Mii Models

  • Mii models are missing from the game. Mii Outfits aren't finalized and uses Mario for its slot, most likely due to the fact that their heads are not yet animated correctly. If selecting the Mii using the Debug Menu, the head has no model, is broken, with the helmet being rotated weirdly and the hair is visible, which isn't normally visible.

There is also an "Unknown" mii character outfit that has a missing model, therefore it crashes if used.

Broken Mii Head Broken Mii Head Hair
MK8D BrokenMiiHead1.jpg MK8D BrokenMiiHead2.jpg
Mii_Unknown outfit (Debug Menu) MiiNone outfit file missing (Warning)
MK8D Proto MiiUnknown.jpg MK8DProto MiiUnknownWarning.jpg

Early/Different Battle Stages Mapping

  • Battle Stages have many differences in the BYAML mapping file compared to final game, differences such as some pathing points having different coordinates and scaling or missing, area shapes missing some values and also having different scaling and coordinates, objects being shifted and using different objects from final (CmnToad instead of CmnGroupToad for example) and other cases that haven't been seen yet. Differences haven't been deeply checked yet so at the moment there is only one noticeable difference.

One of the noticeable differences found are two boxes on GCN Luigi's Mansion, Shine Thief, the placement is different than the final game. The final game placement is most likely a mistake because in both Prototype and Final, Renegade Roundup has the same boxes present and they have the same spot as they have in the Prototype Shine Thief.

Prototype Final
MK8DProto LuigiMansionShineBox.jpg MK8DFinal LuigiMansionShineBox.jpg

Early Splatoon Character & Vehicle Names

  • The name for the new Inkling characters and Splatoon karts are different on the English language (and probably the same on any other languages outside of Japanese). Inkling Girl and Inkling Boy are named "Girl" and "Boy", respectively. Splat Buggy and Inkstriker are named "Splatoon ATV" and "Tornado", respectively.
Inkling Girl (Early Name) Inkling Boy (Early Name)
MK8DProto Girl.jpg MK8DProto Boy.jpg
Splat Buggy (Early Name) Inkstriker (Early Name)
MK8DProto SplatoonATV.jpg MK8DProto Tornado.jpg

Early Splatoon Vehicle Stats

  • The new Splatoon karts have different stats from the final game. Both of the karts have the same stats exact stats. Other than that, allvehicle and character stats are from Mario Kart 8 Wii and the new Mario Kart 8 Deluxe characters (King Boo, Gold Mario, Bowser Jr., Dry Bones, Inkling Girl and Inkling Boy) also have different stats from the final game, thus, having early stats.
Splat Buggy (Prototype) Splat Buggy (Final)
MK8DProto SplatoonATVStats.jpg MK8DFinal SplatoonATVStats.jpg
Inkstriker (Prototype) Inkstriker (Final)
MK8DProto InkstrikerStats.jpg MK8DFinal InkstrikerStats.jpg

MKTV Replay Player Screen

  • MKTV Replay Player Screen displays your VR in every mode, offline races, battles, time trials etc, rather than only showing it on online/LAN matches. Also, the maximum VR/BR it can display 9999 instead of 99999. On release Mario Kart 8 Wii U, the maximum VR/BR possible was 9999.

MK8D Proto VRBR Everywhere.jpg

MKTV Replay Video

  • MKTV Replay Video breaks sometimes, corrupting the visuals which results in the screen having weird colors, breaking and other weird stuff.

Preset Savegame Stats

  • Save Game stats have preset values for many different thing and lots of different opponents in the recents list, with different scores and names, for testing purposes.

Gameplay Differences

  • While auto-acceleration doesn't have an option to enable, it is automatically enabled if smart steering is on. Like the final game, it will not be enabled in Battle.
  • The purple spark mini-turbo has not been added at this point in development. As such, mini-turbos behave as they did in the original Mario Kart 8 and the highest boost obtainable is the orange sparks.
  • Like Mario Kart 8 Wii U, brake drifting sound & particles only happen on 200cc.
  • Accelerating with Y does not work if using regular joy-cons, only if using Pro Controller or Debug Controller.
  • In an online match, if debug controller is attached, you cannot disconnect by any means (and race will not be forced to end if meant to disconnect), even if all opponents get disconnected.
  • The feather item does not steal shines in Shine Thief.
  • The feather item crushes the hit opponent when going over them instead of causing them to spin out. Video of it can be seen below.
(Video: Marioiscool246)

In-Game Manual

  • "Driving Techniques" are recorded with the HUD enabled and in Mario Kart Stadium rather than Mario Circuit.
  • Options for Ultra Mini-Turbo and Drift Brake do not exist.
  • Crazy Eight uses it's blue Wii U design.
  • Flavor text for the Super Feather and Boo items do not exist in other languages outside of Japanese.
  • The labels and flavor text for Battle Mode does not exist in other languages outside of Japanese.

Audio

General

SE_ITEM_DECIDE is present, however has no audio file. Sometimes, some sound effects does not play or play but are cut. New Mario Kart 8 Deluxe characters horn SFX (King Boo, Gold Mario, Bowser Jr., Dry Bones, Inkling Girl and Inkling Boy) don't play the entire sound effect, instead, it plays half a second of it.

Main Menu

VO_TITLE_CUSTOM is present. The main four menu options do not play sounds when hovered.

Wireless Play/LAN Play

While selecing the character and vehicle, the music is the regular LAN music, when in the lobby, it is the WiFi menu music, when selecting team, it is the singleplayer menu music.

Shine Thief

The SFX for the Shine countdown is not present. The SFX for collecting the shine is played the moment the shine is touched, instead of when fully collected.

Renegade Roundup

The SFX for busting thieves is not present. The SFX for opening the prison/freeing thieves is different.

Unused Front Running Beats

All Battle Courses have front running beats in this version, however outside of Battle Stadium, Dragon Palace, and GCN Luigi's Mansion (Normal version only), they are not timed correctly and play out of sync.

Battle Stadium

GCN Luigi's Mansion

Urchin Underpass

Interestingly, Urchin Underpass final lap/minute track (pBGM_BWU_DEKALINE_F) is different from the final game, in this prototype build the song does not have any ending and so, loops infinitely.

Prototype Final

Extra BGMs

There's 2 extra BGMs present in this version, which is a BFSTM of the staff credits and the time trial start race (BGM_STAFF_CREDIT and BGM_START_GRID_TA). They don't have any differences however.