Proto:Mario Kart 8 Deluxe/Differences
This is a sub-page of Proto:Mario Kart 8 Deluxe.
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.) |
Contents
- 1 General Differences
- 2 Early Controller Images
- 3 Pause Menu UI
- 4 Battle Mode Minimap
- 5 Battle Mode Text Box
- 6 Coin Runners UI
- 7 Shine Thief UI
- 8 Renegade Roundup UI
- 9 Title Screen UI
- 10 Main Menu UI
- 11 Online Menu UI
- 12 Battle Mode Selection Images
- 13 Lobby Message List
- 14 Mii Models
- 15 Early/Different Battle Stages Mapping
- 16 Early Splatoon Character & Vehicle Names
- 17 Early Splatoon Vehicle Stats
- 18 MKTV Replay Player Screen
- 19 MKTV Replay Video
- 20 Preset Savegame Stats
- 21 Gameplay Differences
- 22 In-Game Manual
- 23 Audio
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 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.
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.
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.
Battle Mode Minimap
The Battle Mode minimap is placed lower on the screen than its position in the final game.
Prototype | Final |
---|---|
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 |
---|---|
Coin Runners UI
- The UI for the coin count is different, having no text box, font is different and colors are different.
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 |
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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 |
---|---|
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 |
---|---|
Missing alternative title screen | Missing alternative title screen (Multiplayer) |
---|---|
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.
- 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 |
---|---|
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 |
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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) |
---|---|
Prototype (Renegade Roundup) | Final (Renegade Roundup) |
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Prototype (Random Battle) | Final (Random Battle) |
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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.
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 |
---|---|
Mii_Unknown outfit (Debug Menu) | MiiNone outfit file missing (Warning) |
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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 |
---|---|
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) |
---|---|
Splat Buggy (Early Name) | Inkstriker (Early Name) |
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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) |
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Inkstriker (Prototype) | Inkstriker (Final) |
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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.
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.
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.