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Proto:Mario Kart DS/USA Kiosk Demo/Early Audio

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This is a sub-page of Proto:Mario Kart DS/USA Kiosk Demo.

Early Music

The kiosk demo has all music made with different instrument styles, mostly from Double Dash!! so there are many differences between it and the final. Some instrument samples were of higher quality and were downgraded slightly in the final, probably to save space.

Title Screen

Kiosk Demo Final

The title screen theme lacked an intro and had a more Double Dash!!-esque instrument style.

Course Music

Figure-8-Circuit / Mario Circuit

Kiosk Demo Final

This track's music got some heavy tweaks before release. Some of it can be heard in the background of pre-release videos of New Super Mario Bros., which were recorded at various video game expos in 2005. Interestingly, the final version happens to be the last track in the final's soundtrack, possible case the music was re-made from scratch late in development.

Luigi's Mansion

Kiosk Demo Final

The plucked strings were changed to sound more lively. The bouncy sound effect at 0:54 was also removed.

Delfino Square

Kiosk Demo Final

The bass is quieter and the guitar/string instrument is louder than the final.

Waluigi Pinball / Wario Stadium

Kiosk Demo Final

Very similar to Double Dash!! again. The trumpet and bass were changed to fit the track better.

Interestingly, when Wario Stadium returned in Mario Kart 8 (and then Waluigi Pinball in Deluxe), the part at 0:26 sounded more similar to the one used in the Kiosk Demo than the one used in the retail release.

Shroom Ridge

Kiosk Demo Final

The trumpets and drums are different, the instruments has some reverb in them, the synth like instruments are trumpets in this version and the brass is a trombone in this version.


Airship Fortress

Kiosk Demo Final

The out-of-place trumpet was changed to a more fitting violin.

GCN Luigi Circuit / GCN Yoshi Circuit

Kiosk Demo Final

Sounds similar to its Double Dash!! counterpart.

GBA Peach Circuit / GBA Luigi Circuit

Kiosk Demo Final

One trumpet was removed.

SNES Donut Plains 1

Kiosk Demo Final

The instrument for the main melody and harmony was changed.

SNES Choco Island 2

Kiosk Demo Final

The whistle, as heard in the original SNES course, was removed and many instruments lost quality. However, the sequence for the whistles in the SSEQ is still intact, as such the whistle can be restored by some SBNK editing.

Interestingly, the internal name of this song is "SEQ_DART_SFC", "Dart" (Possibly a Japanese romanization of the English word, daato) being the internal name for the Choco Island tracks from Super Mario Kart, suggesting that the song was initially ported directly from Super Mario Kart's source files.

GCN Mushroom Bridge

Kiosk Demo Final

Sounds more like Double Dash!! again.

SEQ_CIRCUIT2

When a track doesn't have a song set to play, this song will load as a failsafe. It does not exist in the final version, as it was replaced with the new title theme, which is of course used for the title screen in the final game.

This music is used by GBA Bowser Castle 2, Tick-Tock Clock, Desert Hills, Rainbow Road, DK Pass, Bowser Castle, GBA Sky Garden, and every battle course as they all lacked music tracks at this point in development.

Its name implies that it was supposed to be a second circuit theme, possibly to be used for Mario Circuit, as that is the second circuit, with Figure-8 Circuit being the first.

Results Music

Grand Prix Goal Results

Kiosk Demo Final

Very different, but the melody is slightly similar.

Grand Prix End Results

Kiosk Demo Final End Of Cup Sequence Final Grand Prix Results Final Battle, Vs and Multiplayer Results

The kiosk demo uses a small fanfare and the results theme from Battle Mode, VS and Multiplayer used in the retail game. The fanfare was later used for the End Of Cup sequence.

Fanfares

Course Intro

Kiosk Demo Final

Instruments are slightly different.

Course Intro 2

Kiosk Demo Final

Actually unused in this build, this is used in the final for the course overview for Figure-8 Circuit, Waluigi Pinball, Mario Circuit, and GCN Luigi Circuit, but here those courses just use the standard course overview.

Like the rest of the music in the kiosk demo, it's made using different instrument samples. It also has a much shorter intro, and is overall faster.

Race Start

Kiosk Demo Final

Different samples.

Race Finish

1st Place Finish

Kiosk Demo Final

2nd and 3rd Place Finish

Kiosk Demo Final

4th to 8th Place Finish

Kiosk Demo Final

Early Sound Effects

Hmmm...
To do:
  • There's more, and rip Donkey Kong's losing voice clip and compare to the final.
  • Upload the missing sounds.

Early Menu Sounds

SET_DECIDE_L

Kiosk Demo Final

SET_DECIDE_M

Kiosk Demo Final

These sounds are of much lower quality and have less velocity applied to them.

Driver Change?

A very strange sound with an interesting filename, called SET_DRIVER_CHANGE. Said filename implies that it was used when drivers are being changed. Switching drivers is once again a mechanic from Double Dash!!. However, no specific sound effect plays in that game when swapping drivers. Why it's in its sequel's filesystem is unknown.

Donkey Kong

Kiosk Demo Final










By far, the biggest difference about Donkey Kong's voice is that they were resampled from Donkey Kong 64, back when he was voiced by Grant Kirkhope. This was obviously changed in the final version where he is instead voiced by Takashi Nagasako, the current voice of Donkey Kong.

Cannon Sounds

Waluigi Pinball and Airship Fortress have cannon sounds at this point (SET_TAIHOU_PINBALL and SET_TAIHOU_AIRSHIP), though they never play and use the same sound. However, there is also an additional cannon sound for Rainbow Road (SET_TAIHOU_RAINBOW). It's slightly shorter than Waluigi Pinball's and Airship Fortress's, and has a slight difference at the end. Either at some point, Rainbow Road was going to have a cannon, or this is a leftover from Double Dash!!.

Waluigi Pinball/Airship Fortress

Rainbow Road

Double Dash!! Leftovers

Horns

Hmmm...
To do:
Extract the rest of the sounds.

There are horns, which are, again, leftovers from Mario Kart: Double Dash!!. Every character has an associated horn, even ones that don't make an appearance in Mario Kart DS.
Waluigi

Bowser Jr.

Toad

The internal name is SET_HORN_XXXXX where XXXXX is the Character name.

Heart Item

/root/Sounds/sound_data.sdat => SeqArc/GLOBAL_SE_COMMON

In the directory above, you can find two sounds used by the Heart item from Mario Kart: Double Dash!!, SEL_HEART and SET_HEART_ITEM_GET. They never play in-game in the prototype, so they're obviously unused. Likely added with a lot of the other Double Dash sounds, and assets for reference, but without any real use in mind.

Unused Data

Stream Player

The sound_data.sdat file contains a stream player under the name 0, with the channel settings set to Stereo, and channel numbers as 4 for Left and 5 for Right. However the game doesn't have any STRM files, marking this unused. It's possible that streamed music was planned at some point.

No stream players exist in the final's SDAT file, through.