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Proto:Mario Kart DS/USA Kiosk Demo

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

This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Early in development, Mario Kart DS resembled Double Dash!! much more than it does in the final; these connections can be seen both in-game and unused in this kiosk demo that was used in stores prior to the game's release. On another note, this build is very similar to the E3 2005 demo version(s).

To do:
  • www.dshack.wiki is dead; it contained some very valuable information on the Proto. We have some backups, but not everything, and to my knowledge, only MKGirlism, an admin of the wiki, has backups of all of the pages.
  • Upload the map icons of www.unseen64.net


Miscellaneous tidbits that are interesting enough to point out here.
Early Courses
Blue cars are red?
MKDS BulletBill Early.png
Early Objects
Bullet Bills without eyes?
MKDS GCNYoshiCircuit Placeholder Map.png
Early Maps
So many maps from Yoshi Circuit?
MKDS Kiosk SunshineModell.png
Early Modes
Driving with 8 Marios?
Early Audio
Double Dash!! instruments?


Prototype Final JPN/EUR/KOR Final USA
Mkds proto copyright screen bottom screen.png Mkds final jpn eur kor copyright screen bottom screen.png Mkds final usa copyright screen bottom screen.png

The top screen was unchanged, but the bottom screen is different compared to any released version as it only has a basic copyright.

Proto Final
MKDSKiosk Title.png Mario Kart DS-title.png

The most notable difference is the different logo, which is the same logo from the older Mario Kart games.

Proto Final
MKDSKiosk CupSelect.png MKDS CupSelect.png

The graphics and fonts used in the cup selection are different in the Kiosk Demo. All cups are absent except the demo cups Nitro and Retro, which are the final game's Mushroom and Shell cups.

Proto Final
MKDSKiosk Banner.png MKDS Banner.png

The boot-up banner is also different.

Proto MKDS OldItem.png
Final MKDS NewItem.png

Nearly all of the item icons were redrawn and/or enlarged. Additionally, the demo uses a few textures from Mario Kart: Double Dash!!. The Blooper also has its appearance from Super Mario Sunshine.

Proto Final
MKDSKiosk DK.png MKDS DK.png

Donkey Kong is called "DK" and has his voice clips directly from Donkey Kong 64 in the demo. Also, Wario has his original long-sleeved shirt in the demo from past Mario games. The icons on the character select screen were spread out in the final version. Most icons are slightly cropped, Toad and DK's faces are redrawn, and Yoshi is smaller overall for the final version. A single pixel is changed in Wario's icon.

Other differences

  • The Fake Item Box doesn't exist yet in any form; no graphics or model exist in the ROM.
  • No smoke particles appear if the player fails the turbo start at the beginning of the race.
  • Touching other drivers slows you down dramatically.
  • The map on the bottom screen can be zoomed in and out by sliding horizontally on the touchscreen.
  • Characters' winning animations will sometimes get stuck.
  • If the driver touches the road while upside-down, the driver will instantly flip vertically. A similar reaction exists in Mario Kart 64.
  • If the player drifts on a boost panel and bumps into a wall with the outer drift side, the player will stand on the boost panel without receiving a boost.

Graphics Differences

Countdown numbers

Proto Final
Mkds proto countdown 1.pngMkds proto countdown 2.pngMkds proto countdown 3.png Mkds final countdown 1.pngMkds final countdown 2.pngMkds final countdown 3.png

START text

Proto Final
MKDSProto GO.png MKDSFinal START.png

The prototype says GO! while the final says START.

Goal text

Proto Final
Mkds proto uslang goal.png Mkds final uslang goal.png

The countdown numbers and the goal text are bigger than in the final, but are lacking in detail and paler.

Early Menus

To do:
Document the leftovers in the final game. There are archives in the Scene folder and the address for the current menu is 021653BA (in the Europe version), but simply changing it like you can in the demo doesn't work - the game crashes.

While not appearing in the demo menu, these can be accessed using the below Action Replay code (where "XX" is the ID). Press Select at any time to activate the code.

94000130 000003FB
120E77D8 000000XX
D2000000 00000000

Emblem Editor

ID: 03
Internal Name: Edit
The final emblem editor is called Emblem.

Proto Final
MarioKartDSKiosk EmblemEditor.png MKDS Final EmblemEditor.png

At this point, the editor has a basic appearance with a more advanced paint bucket and only 3 template pattern. The paint bucket has the option to draw connected pixels with the same colour, draw all pixels with the same colour or to give all pixels on the screen the same colour. The archive, that contains this editor, still exist in the final and contains an improved but still incomplete emblem editor.

Pressing the S on the bottom screen shows 4 options:

1. Option: Save and go to Driver Menu

2. Option: Go to Driver Menu without Save

3. Option: Save and continue

4. Option: Continue without Save

However, the emblem is only black and crashes on real hardware, most likely due to a missing palette file.

Debug Menu

ID: 04
Internal Name: Menu
A debug menu is present in the Kiosk Demo which contains many features. The menu used in this demo is called E3Menu and the menu used in the final is called Menu, like this debug menu. More information can be found on the the Early Modes sub-page.

Communication Error / Test


ID: 05
Internal Name: Test
This screen shows an early communication error screen with some testing features on the bottom screen by pressing X. These include a bottom map test of GCN Yoshi Circuit, a drawing test, and a test showing Japanese text in red. The red text (あいうえお かきくけこ さしすせそ) contains the first fifteen letters of the hiragana script, which is the equivalent to the first 15 letters of the alphabet. The white text (仮ポーズ) means temporary pause.

Bottom Map Test Drawing Test
MKDSbeta CommunicationError 1.png MKDSbeta CommunicationError 2.png MKDSbeta CommunicationError 3.png


To do:
Check what happens with these last three values if they're executed on the EU multiplayer kiosk demo? I feel like they might have relation to some sort of 'connection waiting' menu/selection sort of thing (particularly given this one is just after the error screen, idk

ID: 06
Internal Name: Unknown or none in game
Shows the current name of the DS console. Purpose unknown.

The console's name shown on the lower right corner of the top screen.


ID: 07
Internal Name: Unknown or none in game
A blank screen. Pressing A or Start will take you back to the Title Screen.

Record Screen

ID: 0B
Internal Name: Record
Another blank screen. Every menu after this value crashes the game.

Early Characters

Daisy (0x09), Waluigi (0x0A), R.O.B. (0x0B), and Shy Guy (0x0C) exist in the Kiosk Demo, but are unfinished as they use the files for Peach, Luigi, Mario, and Yoshi.

E. Gadd


Professor E. Gadd was going to be a playable character in Mario Kart DS, but was later replaced with Dry Bones. He was never finished, as he uses Toad's models, graphics, and voice clips with Mario's kart decorations and large portrait. His ID is 0x08.

Early Vehicles

All characters use their Standard kart in the Kiosk Demo, rendering the alternate versions unused. Karts from the second category do not exist yet and are using duplicates of the Standard Kart (except Poltergust 4000).

Proto Final
MKDS-Early-Tyrant.PNG MKDS-Final-Tyrant.png
Proto Final
MKDS-Early-LightTripper.PNG MKDS-Final-LightTripper.png
Proto Final
MKDS-Early-4WheelCradle.PNG MKDS-Final-4WheelCradle.png
Proto Final
MKDS-Yoshi-unused-kart.png MKDS-Final-EggOne.png
Proto Final
MKDS-Wario-unused-kart.png MKDS-Final-Brute.png

These karts still exist in the final game's files as they can be found in the unused KartModelMenu.carc and KartModelMain.carc archives.

Early Cups

All cups from the final game are present in the Kiosk Demo. The Shell, Banana, Leaf and Lightning cups were called SNES, N64, GBA and GCN Cup and they only featured the courses from the corresponding console.

It's worth noting that SNES Koopa Beach 2 and Choco Island 2 were swapped around at some point as indicated by the course order of the SNES cup.

Unused Items


MKDS Proto Item Boo.png

This item exists both in this prototype and in the final game but it cannot be obtained under usual ways. It is possible to obtain it with AR codes, but attempting to use it crashes the game.

620f9170 00000000
b20fb0f0 00000000
2000001c 0000000e
20000024 00000001
d2000000 00000000

Chain Chomp


The Chain Chomp from Mario Kart: Double Dash!! makes a small appearance in this demo, but was later replaced with the Bullet Bill. While the item does flash by in the item roulette (as seen in this expertly-timed screenshot), you cannot receive it. It is possible to obtain it with AR codes, but attempting to use it crashes the game.

620f9170 00000000
b20fb0f0 00000000
2000001c 00000010
20000024 00000001
d2000000 00000000

Bowser Shell

MKDS BowserShell.png

A texture for the Bowser Shell from Mario Kart: Double Dash!! can be found in the game's files as well. However, this item does not appear in the item roulette, as there is no data for it.

Purple Koopa Shell


A texture which shows a purple Koopa shell. Again, there is no data for such an item. A small icon of a triple purple shell for use on the bottom screen exists.

Bottom-Screen Icons

Each of the three unused items has a corresponding bottom-screen icon. Note that only an icon for Triple Purple Shells exists - there is no icon for a single Purple Shell.




Placeholder Green Shells

Item IDs 0B and 0D appear as Green Shell in the item machine and your character's icon in the racers list. They can be achieved using AR codes, but using them crashes the game. The ID for the actual Green Shell is 00.

620f9170 00000000
b20fb0f0 00000000
2000001c 0000000X
20000024 00000001
d2000000 00000000
(Replace X with B or D)

The following video shows these unused items in action:

Unused Text


Text used by the early characters.


Present in root/Data/Scene/Test.carc/Test.carc/test.bmg, a file which itself goes unused.

2つのドカンのあいだを とおれ!
せいげんじかんは 25びょう。

コイン40まいを ぜんぶあつめろ!
せいげんじかんは 50びょう。

クリボー6ぴきを ぜんぶたおせ!
せいげんじかんは 30びょう。

コイン50まいを ぜんぶあつめろ!
せいげんじかんは 60びょう。

コースを 2しゅうまわれ!
せいげんじかんは 100びょう。



Found in /data/Scene/Menu_ja.carc/mission.bmg is Japanese mission objective text. Roughly translated, it means...

Go through the course and pass between the two pipes!
Time limit: 25 seconds.

Collect all 40 coins!
Time limit: 50 seconds.

Defeat all 6 Goombas!
Time limit: 30 seconds.

Reach the goal before the runaway Chain Chomp!
Collect all 50 coins!
Time limit: 60 seconds.

Make two laps around the course!
Time limit: 100 seconds.

Reach the goal before the red car!

Under construction...

"Under construction" was likely used as temporary text for undeveloped missions.

Unused Models

To do:
There could be more... But I'm still looking! ~Francofantino

Shy Guy


There is an unused Shy Guy model that seems to be unfinished because he has no arms. It is in the same folder as the Yoshi model which was used as a placeholder model for Shy Guy. This model does not exist in the final version, except in the Download Play version. This is proof that Shy Guy was meant to be playable normally.

Unused Textures

To do:
  • There's even more textures!

Lakitu's Countdown Lights

MKDSProtoLakitusignal1.png MKDSProtoLakitusignal2.png

Click on this picture, to see it animated.

In an earlier build of the game, Lakitu had hold a countdown light when starting a race. This was scrapped, but the model still remains. It can be seen in the GDC 2005 gameplay.

Test Graphic

MKDS Test1Tex.png

Translates as "Temporary Pause". That's all. It's used when pressing X on the unused communication error screen.


MKDS Main meter.png

The early speedometer.

The game was originally meant to have an on-screen speedometer, much like Double Dash!! A speedometer can be seen in early screenshots, though it used different graphics. This version of the speedometer can be seen in some rare gameplay from GDC 2005.

Mario Bros. Graphics

MKDS MiniGTex.png

A collection of sprites from Mario Bros. Classic. While some of them are used in the unused communication error screen, a large majority of them are not used at all.

Japanese Goal and Start Graphics

In the directory /Scene/Race_ja.carc, the files goal.nsbmd and start.nsbmd have the race start (スタート) and end (ゴール!!) graphics in Japanese, however they're not used, even when the system firmware language is set to Japanese. The English "GO" and "GOAL" graphics are always used.

Goal Start

Early Return Graphic

MKDSbeta EarlyReturnIcon.png

Found in the menu graphics is an unused early return button with different shading.

Titlescreen Boarder

MKDSbeta Titlescreen-Boarder.png

Graphics along with a tilemap showing a blue boarder of some sorts can be found in the files from the titlescreen.

Double Dash!!-Based Menus and Early Placeholders

Located in the menu.carc section of the demo are early graphics of an early menu in the style of Mario Kart: Double Dash!!. However, these are mostly static images, so they were most likely proof of concept graphics.


MKDS Chara main.png

Japanese English
キャラクターをえらんでください Please select a character

Meant for use in the top screen, for the character selection. chara_sub (see below) would be used for the bottom screen.


MKDS kart sub.png

Japanese English
スピード Speed
かそく Acceleration
おもさ Weight
もどる Back

Cropped Red Fire kart ripped from Double Dash!! with a dark background and three different colors.


MarioKartDS-Kart sub obj1.png MarioKartDS-Kart sub obj2.png

Selection cursors for this screen.


MKDS chara sub.png

Japanese English
もどる Back

Includes a roster of characters with icons resembling those from Double Dash!!


MarioKartDS-Chara sub obj1.png MarioKartDS-Chara sub obj2.png

Selection cursors for this screen.


MKDS displacement sub.png

Japanese English
グランプリ Grand Prix
もどる Back

Menu with the option to change the game speed (50cc, 100cc, etc.).


MarioKartDS-Displacement sub obj1.png MarioKartDS-Displacement sub obj2.png

Selection cursors for this screen.


MKDS entryselect sub.png

Japanese English
どのエントリーデータをつかいますか? Which entry data will you use?
イチロー Ichiro
にんてん Ninten
あたらしいエントリーデータをつくる Create new entry data
エントリーデータをへんしゅうする Edit entry data
エントリーデータをけす Erase entry data
もどる Back

Judging from the internal filename, it could be a placeholder for the name entry screen, such as the name entry screen in the final version. Might also be meant for multiplayer.


MarioKartDS-Entryselect sub obj.png

Selection cursor for this screen.


MKDS menu sub.png

Japanese English
ひとりであそぶ Play alone
みんなであそぶ Play with everyone
レコード Record
オプション Options
もどる Back

This menu is similar to the title screen of the final build. Suggests that this menu was meant to appear after the MKDS logo title screen ("Press the A button" in the prototype). The Japanese was changed to シングルプレイ (Singleplayer) and マルチプレイ (Multiplayer) in the final.


MarioKartDS-Menu sub obj.png

Selection cursor for this screen.


MarioKartDS-Mode sub.png

Japanese English
グランプリ Grand Prix
タイムアタック Time Attack
ミニゲーム Minigames
ミッションラン Mission Run
もどる Back

Mode select screen similar to that of final version's. Note that タイムアタック (Time Attack) and ミニゲーム (Minigames) are the Japanese names for Time Trials and Battle modes.


MarioKartDS-Mode sub obj.png

Selection cursor for this screen.


MKDS Cup Sub.png

Japanese English
ニトログランプリ Nitro Grand Prix
オールディズグランプリ Oldies Grand Prix

Unused cup selection menu. Note that Retro Grand Prix used to be called Oldies Grand Prix. The final Japanese version uses レトログランプリ (Retro Grand Prix).


MarioKartDS-Cup sub obj1.png MarioKartDS-Cup sub obj2.png

Selection cursors for this screen.


MKDS cup sub2.png

Japanese English
これでいいですか? Is this good?
もどる Back

Confirmation to play screen.

Unused Courses

A number of unused courses can be found in the demo's files. They are fully textured, unlike those found in the final, as the textures are loaded from the models themselves instead of separate files. This makes many of the courses much easier to navigate, which is fortunate as the game crashes if you fall off of most of them.

Early Nintendo DS Battle Course

(from 3:51 to 5:02)

An unused version of the DS course exists that has a scanned image of a DS as its texture. It also uses a cloud background instead of the space background.

(Source: UltimatePisman)

old_mario_gc (GCN Mario Circuit)

Course value 02 is an unfinished version of Mario Circuit from Mario Kart: Double Dash!! The Goombas, trees, item boxes, etc. aren't here, and you can drive on grass as if it was road. This track does have respawns.

luigi_course (early Waluigi Pinball)

Course value 03 is a track closely resembling Waluigi Pinball, probably a proof-of-concept for the track, using an odd, cheese-like texture for the floor. No item boxes or respawns are placed on the track, the latter resulting in a crash most of the time when you play, due to the AI driving too close to one of the flippers on the track.


A course with two pipes, which was scrapped very early in it's 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.


Course value 05 was used as the primary test track for collision data, and has various objects such as the gears in Tick-Tock Clock, the bridge in Delfino Square and the blocks from Bowser Castle implemented. If you fall off, you will respawn underneath the course, endlessly. This can cause a crash on real hardware because the AI autorespawn if left to drive into the Bowser block endlessly (suggesting they were once a different model).

donkey_course (Early DK Pass)

Course value 06 is an early, incomplete DK Pass with a different layout. Like old_mario_gc, you can drive on the grass as if it was road. Falling off the track crashes the game, as there are no respawn points. This and mr_stage1 were the only courses completely removed.

wario_course (Early Wario Stadium)

Course value 07 is a duplicate of Wario Stadium lacking objects and a background, and has three item boxes near the beginning of the track. The real Wario Stadium is named stadium_course and has an ID of 22. It is unknown why this course exists, but it may have been different during development and simply replaced, as the model name is internally 'stadium_course'.

nokonoko_course (Koopa Troopa Course)

This course does not load on an actual cartridge: only on Slot-2 cards or emulators. Like most courses, the game freezes on respawning because IDs are missing for them. The actual layout is a beach with several paths, and has the closest look to a track which could be used. The water changes frequently, and there is a slight pause before so, which is why the water disappears and reappears (six water files are loaded with the course). There is one Goomba on the course, but it's missing a few frames and appears as a 2 on the map.


A small circular test track, with only one item box, and can be completed in a single lap. It's possible that this course was used to test the game's modes, results or lap functionality, since it can be completed very quickly.

mini_block_course (GCN Block City)

Course value 29. The course is unfinished and has no blocks, but the item boxes are complete. There is a hole in one of the block areas, as the Mission Run file involves pushing Big Bully into the hole. This course does have respawns.

This course also takes up 2D, 2E, and 2F, but balloons don't appear on these values.

mr_stage_1 (Early Big Bully Boss Room)

Course value 30 is an early version of the boss fight arena with Big Bully, that also crashes unless you add its .nkm file. As it's supposed to be used for mission mode, the COM players don't move. There's also folders in the ROM data for mr_stage_2, mr_stage_3 and mr_stage_4. Sadly, all 3 are empty.

Root Info

Build: 2005 5/30(Mon) 18:20:47

The date when the demo was compiled, present in root/data/Boot/builddate.bin. This is shortly after E3 that year, which reflects its similarity to the E3 2005 demo.

★Demo Version★

The demo's description.

Unused Snapshots

These all seem to be taken from screenshots which were publicly released in late 2004/early 2005.

root/data/Scene/Record.carc/snap01.nbfs root/data/Scene/Record.carc/snap02.nbfs root/data/Scene/Record.carc/snap03.nbfs
MKDS Proto snap01 nbfs.png MKDS Proto snap02 nbfs.png MKDS Proto snap03 nbfs.png