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

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

Hmmm...
To do:
  • There's a lot more (including early balloon model and Big Bully with early animations).
  • Also early animations (including Bullet Bill Launcher ones).

2D Objects

Goomba

Proto Final
MKDS Early Gumba.gif MKDS Final Gumba.gif

The early version lacks drop shadow, uses a black outline and also uses more frames, while the final version just mirrors the frames to save space. It also had less quality. The early model also has backface culling; being the reason why this model blinks each four frames in the final version, due to the code that mirrors the texture actually flipping the model.

Fireball

Wario_Course/Earliest Proto Final
MKDSEarly Earliest Fireball.png MKDSKiosk Early Fireball.png MKDS Final Fireball.png

There are three versions of the Fireball sprite from Wario Stadium. The earliest sprite is used in the unused Wario_Course stage, present in both this build and the final. A less detailed fireball sprite is used for this prototype's used version of Wario Stadium and in Mario Circuit in both this prototype and in the final.

Balloon

Proto MKDSEarlyBalloonBlue.png MKDSEarlyBalloonCyan.png MKDSEarlyBalloonGreen.png MKDSEarlyBalloonOrange.png MKDSEarlyBalloonPink.png MKDSEarlyBalloonRed.png MKDSEarlyBalloonViolet.png MKDSEarlyBalloonYellow.png
Final MKDSFinalBalloonBlue.png MKDSFinalBalloonCyan.png MKDSFinalBalloonGreen.png MKDSFinalBalloonOrange.png MKDSFinalBalloonPink.png MKDSFinalBalloonRed.png MKDSFinalBalloonViolet.png MKDSFinalBalloonYellow.png

Balloons use less-compressed textures in the prototype, and eight separate models for each color whereas the final uses one model with eight textures and a .nsbtp pattern file to set colors. The early textures are still present in mini_block_course in the final, albeit merged like the version's used model.

Shine Sprite

Proto mini_block_course Final
MKDS Shine earliest.png MKDS Early Shine.gif MKDS Final Shine.gif

There are three versions of the Shine Sprite from Battle mode. The earliest sprite is used in the prototype and is just a simple rotating model with an unanimated Shine Sprite texture on it. Interestingly, it's a pre-render of a shine sprite from Super Mario Sunshine. The final game has an unused alternate version in the unused mini_block_course, which also uses a smaller model.

Coin

Proto Final
MKDS Early Coin.png MKDS Final Coin.gif

Just like the Shine Sprite, the coin is just a flat rotating model with a texture of a coin on it. Interestingly, it's the coin from Super Mario 64.

Blooper

Proto Final
MKDS Proto Blooper Model.png MKDS Final Blooper Model.png

This is the model used when the blooper comes on-screen to squirt ink on the player (which does not occur in the proto as the blooper wasn't implemented yet). Oddly, this isn't the same texture as the item that appears in the item roulette.

Pin

Earlier Later
MKDSPin1.pngMKDSPinHead1.png MKDSPin2.png

Two versions of the pin object exist: earliest model is in luigi_course and a later one in Waluigi Pinball. The object was completely removed from the final, yet both models still exist.

The unused pin_head1.nsbmd and luigi_course's model not having a purple top might suggest the pin and its top were originally two separate models, rather than being merged like in Waluigi Pinball's model.

SNES Pipe

Pre-release screenshot showing early pipe
Early Final
MKDSEarlyPipe.png MKDSFinalPipe.png

Found in SNES Choco Island 2, Tick-Tock Clock and GCN Yoshi Circuit's archives is an earlier version of the pipe from SNES Mario Circuit 1 and SNES Donut Plains 1, with a darker body and black shadow. The early model is used in the first mission in GCN Yoshi Circuit, and unused in Tick-Tock Clock and SNES Choco Island 2. The final model is used in SNES Mario Circuit 1 and SNES Donut Plains 1 in both Kiosk Demo and final.

The early model does not exist in the final version.

Can also be seen in two early screenshots of SNES Mario Circuit 1 from late 2004.

Figure-8 Circuit Tree

Pre-release screenshot showing early tree
Early Final
MKDSEarlyFig8Tree.png MKDSFinalFig8Tree.png

Found in Yoshi Falls and Delfino Square data is an earlier model for the Figure-8 Circuit tree (CrossTree.nsbmd), which has a brighter texture compared to the used one. Its texture internal name is nc_ki02, implying it's the previous revision as the used one is nc_ki03. When the used model is replaced by this, the model doesn't render in-game.

The early model does not exist in the final version, however its texture is used in the Figure-8 Circuit model, while the object file uses the updated texture.

This texture can also be seen in earlier screenshots from late 2004.

Beach Tree

Pre-release image showing early tree
Early Final
MKDSEarlyBeachTree.png MKDSFinalBeachTree.png

Found in GCN Yoshi Circuit is an earlier model for the beach trees, named yoshi_tree.nsbmd, that more closely resembles those in Peach Beach from Mario Kart: Double Dash!!. This tree can be seen used in E3 2004, as placeholders for Piranha Plants (implying they weren't implemented then) and as decorations around the track. This tree might've been meant to be used in the unused GCN Mario Circuit with the same purposes as well, as evidence from BeachTree1.nsbmd in its files which is the final version of this tree.

There's also yoshi_tree.nsbmd in Cheep-Cheep Beach and nokonoko_course, through those are just copies of the used final model (BeachTree1.nsbmd). Implies the early tree was also used in those tracks at one point and then simply overwritten with the final model.

When the used tree is replaced by this, it renders properly, but its texture is invisible in Mirror Mode.

This tree does not exist in the final version, except the one in nokonoko_course which is a copy of the final model.

Airship Fortress Cannon

Early Final
MKDSEarlyCannon.png MKDSFinalCannon.png

Found in Airship Fortress is an earlier model for the cannons, NsCannon2.nsbmd being the shorter one and NsCannon3.nsbmd being the longer. They also have a different and higher-resolution texture compared to the used model.

They also don't exist in the final version.

3D Objects

Explosion Effect

Proto Final
MKDSKiosk BobombExp.png

MKDSKiosk BlueShellExp.png

MKDSKioskBobombTex.png

MKDSKioskBlueShellTex.png
MKDSFinal BobombExp.png

MKDSFinal BlueShellExp.png

MKDSFinalBobombTex.png

MKDSFinal BlueShell Tex.png

Compared to the final models, the Bob-Omb and Blue Shell explosion effect (Main.carc/effect/bombcore) uses different UV mapping and lower-resolution textures.

Car

Proto Final
MKDS Car early.png MKDS Car Final.png

The car was completely remodeled in the final. The early car model still exists in the final game, appearing in the unused MR_stage4 course.

Bullet Bill

Proto Final
MKDS BulletBill Early.png MKDS BulletBill Final.png

The early model lacks eyes and has a sharper point. The arms are also different and much closer to the front than they are in the final.

Sun

Proto Final
MKDS Sun Early.png MKDS Sun Final.png

As the Angry Sun appears invisible for some reason in this build's version of Desert Hills, there is a placeholder model for the sun. Predictably, the Japanese text translates to "sun".

Bound

Earliest Early Later Final
MKDS Bound Earliest.png MKDS Bound Early.png MKDSEarlyBound3.png

MKDSEarlyBound3 2.png

MKDS Bound Final.png

There are four versions of the bound model from Waluigi Pinball. The earliest is only used on the luigi_course track in the proto. Waluigi Pinball in the proto uses a model close to the final's with green top lights and blue-pink-blue lines. luigi_course and donkey_course in the final use a later version of the bound model, which has a two different textures, one being a slightly brighter texture compared to Kiosk Demo's model used in Waluigi Pinball.

The final version has two different textures and a longer bar to represent a mirror effect on the track, and also doesn't use green lights unlike the early three models.

Flipper

Proto Final
MKDS Flipper Early.png MKDS Flipper Final.png

The flipper had a completely different design. It was blue and had a red dot on the axis, and also didn't have any lightning.

Truck

Proto Final
MKDS Truck early.png MKDS Truck Final.png

While the model is the same, the texture had a spelling error with "FLESH" instead of "FRESH". This was fixed in the final.

It can still be seen in GCN Mushroom Bridge's preview picture.

Unused Objects

Cactus

MKDSKiosk Cactus.png

This model of a cactus can be found in the files for Desert Hills, but isn't used anywhere on the track.

Pipe

MKDSEarlyAFPipe.png

Found in Airship Fortress is this pipe named NsPipe1.nsbmd. Doesn't exist in the final version.

Swooper

MKDSKiosk Swooper.png

A 3D version of the Swooper enemy from N64 Banshee Boardwalk. An animated 2D version is used in the proto and final.

Test Block

MKDSEarly TestBlock.png

An early version of the moving block from Bowser's Castle. It's also present in test1_course's files (and Delfino Square's files in the proto), but the name of the model the object is using was already changed, which is why the track crashes when loading.