Proto:Mario Kart DS/USA Kiosk Demo/Early Audio
This is a sub-page of Proto:Mario Kart DS/USA Kiosk Demo.
Contents
- 1 Early Music
- 2 Course Music
- 2.1 Figure-8-Circuit / Mario Circuit
- 2.2 Luigi's Mansion
- 2.3 Delfino Square
- 2.4 Waluigi Pinball / Wario Stadium
- 2.5 Shroom Ridge
- 2.6 Airship Fortress
- 2.7 Peach Gardens
- 2.8 GCN Luigi Circuit / GCN Yoshi Circuit
- 2.9 GBA Peach Circuit / GBA Luigi Circuit
- 2.10 SNES Donut Plains 1
- 2.11 N64 Frappe Snowland
- 2.12 GCN Mushroom Bridge
- 2.13 SNES Choco Island 2
- 2.14 SEQ_CIRCUIT2
- 3 Results Music
- 4 Fanfares
- 5 Early Sound Effects
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 louder and the guitar/string instrument is louder than the final.
Waluigi Pinball / Wario Stadium
Kiosk Demo | Final |
---|---|
Very similar to Double Dash!! again. The alto sax and bass were changed to fit the track better. The bass is compromised of both a synth bass and picked bass as opposed to the final which only has the synth bass.
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. Interestingly, the snare drum has another instrument playing alongside it with no sample assigned to the note, likely indicating that the Double Dash!! snare and timbale were meant to be separate samples as seen in the sequenced title theme from Double Dash!!, as opposed to being one sample with both instruments combined.
Airship Fortress
Kiosk Demo | Final |
---|---|
The out-of-place trumpet was changed to a more fitting violin.
Peach Gardens
Kiosk Demo | Final |
---|---|
Quieter than in the final. This version also uses two acoustic bass instead of one in the final.
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 |
---|---|
A trumpet was removed.
SNES Donut Plains 1
Kiosk Demo | Final |
---|---|
The organ used for the main melody and harmony was changed.
N64 Frappe Snowland
Kiosk Demo | Final |
---|---|
Sounds identical to its Nintendo 64 version.
GCN Mushroom Bridge
Kiosk Demo | Final |
---|---|
Sounds more like Double Dash!! again.
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 typo of the English word, dirt) 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.
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
To do:
|
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. This is a leftover from Double Dash!! as with a plenty of other unused sounds.
Waluigi Pinball/Airship Fortress
Rainbow Road
Double Dash!! Leftovers
To do: There are some unused sequence data that aren't assigned to any file, most of which are also Double Dash!! leftovers |
A bunch of sound effects and their sequence data from Mario Kart: Double Dash!! were imported into the game early in development, as such a lot of unused leftovers from that game stay in the data.
Horns
To do: Extract the rest of the sounds. |
There are horns, which are, again, leftovers from Mario Kart: Double Dash!!. There are horns for every kart from the said game, each being named by the character they belong to.
Waluigi Racer (Waluigi)
Bullet Blaster (Bowser Jr.)
Toad Kart (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.