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

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

Hmmm...
To do:
  • A lot of unused, deactivated Camera intros.
  • The invisi-sun from Desert Hills has a different path from the final.
  • The videos are good to compare gameplay, but more raw assets need to be ripped and compared side-by-side.
  • Add some music ripped straight from the demo for comparison.

Even though only the courses from what would become the Mushroom and Shell Cups can normally be accessed, all of the tracks are present and can be played with the Debug Menu or Action Replay codes. For some reason, using the latter on real hardware will cause many of these courses to either load incorrectly or outright crash the game.

Nitro Grand Prix

Figure-8-Circuit

  • Named "Figure-Eight Circuit" in this version, the music is quite different than in the final. Some of the track can be heard in pre-release videos for New Super Mario Bros.

Yoshi Falls

  • The giant Yoshi egg in the center of the course is missing.

Cheep Cheep Beach

Proto Final
Doesn't actually slow you down, though. Beachy!
  • The grass on the edges of the sand was removed.
  • A few textures were also changed on the sand.

Luigi's Mansion

  • The paintings in the mansion shake and stretch out from the wall, a little detail that was disabled in the final game but restored in Mario Kart 7.
  • Mud appears differently on the Touch Screen map.
  • The stage contains an unused camera intro sequence with a view from the moon and the front side of the mansion that was replaced by a view through the door.

Desert Hills

  • Intro for this course is unfinished.
  • The Touch Screen map is of an earlier version of the course, with an oasis where the pyramid is in the final.
  • The Angry Sun is invisible, so the Fire Snakes just sorta fall out of the sky.
  • The fireballs that make up the Fire Snakes use a different texture.
  • Music for this course hasn't been made yet, so it uses SEQ_CIRCUIT2 as a placeholder.

Delfino Square

Proto Final
You can lead a Yoshi to water, but you can't make it drink. Does it lead to Bianco Hills?
  • Intro for this course is unfinished.
  • The statue in the fountain was changed from a Yoshi to a Pianta.
  • Touch Screen map is less detailed/unfinished, and the minimap is pushed to the left slightly too far.
  • The Item Box near the fruit stands is missing.
  • Boxes are in different places.
  • Bumping into fruit stands causes you to go out of bounds and get picked up by Lakitu.

Waluigi Pinball

  • The stage is entirely different, as there are no signs representing the course, nor does it feature any pinballs. This version of the track still exists in the final, however.
  • Unique sounds for finishing a lap, speed boosters, item blocks, etc. have yet to be implemented.
  • The sound when drifting on iron is from Wario Colosseum in Mario Kart Double Dash!!.
  • Intro for this course is unfinished.
  • Music is also slightly different, as the trumpet and bass sound different than they do in the final.

Shroom Ridge

Proto Final
One of these screens must be colorblind. Isn't colorblindness permanent?

All of the cars on the Touch Screen map appear red in the proto.

  • The turn after the tunnel is shorter on the Touch Screen map than it is in-game.
Proto Final
Eat flesh! Eat fresh!
  • The "FRESH" trucks say "FLESH" in this build, likely due to the common misconception between R and L in Japanese.
  • The cliff walls around the road use a different texture.
  • Moving item boxes have yet to be added.
  • This is one of the only courses that's not from the Mushroom and Shell Cups to have a proper intro camera. However, it's incomplete.
  • Touch Screen and minimaps use an earlier version of the track.
  • Near the start, a bit of grass was removed in the final.
  • The start flag uses the Mario Kart 64 "MARIOKART" logo instead of the one used in Mario Kart DS (as seen in several other courses in this build).

DK Pass

  • Intro for this course is unfinished.
  • Minimap isn't implemented.
  • There are some extra snowmen around most of the turns, which eventually got moved to the very last turn after the massive jump.
    • Because of this, there are no snowmen at all on the turn after the big jump.
  • Music for this course hasn't been made yet, so it uses SEQ_CIRCUIT2 as a placeholder.
  • Another Super Item Box exists, and the other one is further to the left.
  • The sounds that can be heard if the player lands on the ground sound different.

Tick-Tock Clock

Proto Final
It makes you blue if it hits you. R.I.P. SEGA 1989-2004
  • Intro for this course is unfinished.
  • The clock hands were changed from blue to red.
  • The decorative clock hands in the style of Super Mario 64 DS, resting on top of the giant clock face, were removed.
  • The strip of five moving item boxes that follow the one pendulum in the course was changed to a generic row of non moving item boxes in the final.
  • The Touch Screen map and minimap are of an earlier version of the course.
  • Music for this course hasn't been made yet, so it uses SEQ_CIRCUIT2 as a placeholder.

Mario Circuit

  • Intro for this course is unfinished.
  • Touch Screen map is less detailed.
  • The Piranha Plants around one of the turns on the dirt road were completely removed.
  • Two Piranha Plants on the last strip of dirt road were removed.
  • The fire Piranha Plants have different animations.
  • The sign behind one of the fire Piranha Plants says "Fire Packun DS", which was changed to "MarioKart" in the style of the classic Nintendo logo in the final.
Proto Final
FIRE PACKUN DS MarioKart
  • This is one of the few courses to have both screens present in the kiosk besides the demo cups.

Airship Fortress

  • Intro for this course is unfinished.
  • Touch Screen map is unfinished.
  • Minimap isn't implemented.
  • Music is slightly different, as the out-of-place trumpet was changed to a more fitting violin in the final.
  • Bullet Bills lack eyes.
  • Bullet Bills lack sound.
  • Cannon lacks sound.
  • Firebars have a different texture.
  • A part of the tower hole you go in after the cannon portion is covered up in the demo.

Wario Stadium

  • Intro for this course is unfinished.
  • Start line is a bit too low on the Touch Screen map.
  • Touch Screen map is less detailed.
  • Minimap isn't implemented.
  • Fireballs use a different texture.
  • The fireball formation shaped like a + on the second to last turn was removed in the final.

Peach Gardens

  • Intro for this course is unfinished.
  • Minimap isn't implemented.
  • Two sets of trees, one after the first flowerbed turn and another shortly after the hedge maze portion, were removed.
  • An extra tree at the end of the dirt road portion was removed.
  • The dirt road's texture is darker.
  • Chain Chomps in the hedge maze portion have three item boxes behind them instead of two.
  • Chain Chomps lack sound.
  • There are more Monty Moles that appear after the player exits the garden.

Bowser Castle

  • Intro for this course is unfinished.
  • Touch Screen map is unfinished.
  • Minimap isn't implemented.
  • The Thwomp that appears sliding back and forth in the castle's entrance was removed.
  • The moving platforms towards the end of the course don't have sprites for the Touch Screen map, and thus uses X's as a placeholder.
  • The CPU characters get stuck if they fall off the rotating cylinder.
  • One of the Thwomps after the rotating portion with the Firebars does its "drop smash" behavior instead of the final's "sliding back and forth" behavior.
  • Music for this course hasn't been made yet, so it uses SEQ_CIRCUIT2 as a placeholder.

Rainbow Road

  • Intro for this course is unfinished.
  • Touch Screen map is unfinished.
  • Minimap isn't implemented.
  • Speed boosters are larger.
  • No special lighting.
  • Loop and corkscrew are unanimated and use the same texture as the road, resembling that of Mario Kart: Double Dash!!'s version.
  • The decorative pipes have brighter colors.
  • Unique sounds for drifting, falling out of bounds, speed boosters, etc. have yet to be implemented.
  • Music for this course hasn't been made yet, so it uses SEQ_CIRCUIT2 as a placeholder.

Retro Grand Prix

SNES Mario Circuit 1

  • Multicolor blocks had more detail and were darker.
  • The street had a dark gradient. In the final, it got a uniformly shaded street to look more like the SNES original.

SNES Donut Plains 1

  • Multicolor blocks had a somewhat brighter color scheme.
  • This is one of the only courses that's not from the Mushroom and Shell Cups to have a proper intro camera, almost complete in this case.
  • Music is slightly different.
  • Water appears differently on the Touch Screen map.
  • Minimap has yet to be implemented.

N64 Frappe Snowland

  • This is one of the only courses that's not from the Mushroom and Shell Cups to have a proper intro camera, almost complete in this case.
  • Touch Screen map is less detailed and may be incomplete.
  • Uses a different lighting effect that isn't used anywhere in the final.
  • No snowing effect.

GBA Bowser Castle 2

Proto Final
MY EYES! Will Mario Kart 9 have GBA Bowser Castle 4? To be continued...
  • The Touch Screen map only uses one tile where the lava is.
  • Music for this course hasn't been made yet, so it uses SEQ_CIRCUIT2 as a placeholder.
  • This is one of the only courses that's not from the Mushroom and Shell Cups to have a proper intro camera, complete in this case.
  • Ramps are far less useful, as you lose most of your momentum when you land.
  • The Thwomps are very small in size, as in Mario Kart: Super Circuit.

GCN Baby Park

  • This is one of the only courses that's not from the Mushroom and Shell Cups to have a proper intro camera, albeit incomplete in this case. It's also different.
  • Item Boxes are in rows of six instead of five.

SNES Koopa Beach 2

  • Multicolor blocks had a somewhat brighter color scheme.
  • This is one of the only courses that's not from the Mushroom and Shell Cups to have a proper intro camera, almost complete in this case.
  • Tide is not animated on the Touch Screen map.
  • Minimap was changed to look more like the actual course.
  • Water slows you down dramatically, moreso than it does in the final.

N64 Choco Mountain

  • Minimap isn't implemented.
  • Cobblestone walls are darker.
  • Boulders don't show up on the Touch Screen map.
  • Signs and adverts use their Japanese versions as opposed to the international ones.
Proto Final
Oh look,an *egg*splosive.Another one? Reliable.That sign sure is creepy.
  • Course intro is simply taken from an early version of another track (presumably N64 Frappe Snowland), as with GCN Mushroom Bridge and SNES Choco Island 2.

GBA Luigi Circuit

  • Touch Screen map is less detailed.
  • Water puddles slow you down far more than they do in the final.
  • No rain effect is present, unlike the final.

SNES Choco Island 2

  • Multicolor blocks had more detail and were darker.
  • This is one of the only courses that's not from the Mushroom and Shell Cups to have a proper intro camera, complete in this case, but the course intro itself is wrong.
  • Minimap and Touch Screen map aren't implemented.
  • The whistle from the original SNES version that is heard in the music was removed in the final.
  • Mud slows you down far more than it does in the final.
  • The dirt road's texture is different and had a dark gradient. In the final, the road got a uniformly shaded street.
  • The spot with two item boxes in the final was originally three item boxes.
  • The spot with four item boxes in the final was also originally five item boxes.

N64 Banshee Boardwalk

  • This is one of the only courses that's not from the Mushroom and Shell Cups to have a proper intro camera, almost complete in this case.
  • Water is just a single shade of blue on the Touch Screen map.
  • The Swoopers bring you to a complete stop, as opposed to slowing you down in the final.
  • Swooper crates lack sound.

GBA Sky Garden

  • This is one of the only courses that's not from the Mushroom and Shell Cups to have a proper intro camera, that was taken from an earlier SNES Mario Circuit 1 in this case.
  • Music for this course hasn't been made yet, so it uses SEQ_CIRCUIT2 as a placeholder.
  • Ramps are far less useful, as you lose most of your momentum when you land. They're also unanimated and lack sound.
  • The blimp moves clockwise instead of counterclockwise.

GCN Yoshi Circuit

  • Touch Screen map is less detailed.
  • This is one of the only courses that's not from the Mushroom and Shell Cups to have a proper intro camera, complete in this case.
  • As this course was the first track to be created for this game, all tracks without a Touch Screen map/minimap use an early version of GCN Yoshi Circuit's ones.

Battle Mode

Hmmm...
To do:
All three of these videos have been taken down. Where did they go?!

N64 Block Fort

Course value 2A. An early version of N64 Block Fort.

  • Uses SEQ_CIRCUIT2 as a placeholder, since the battle theme hasn't been created yet.
  • The walls and forts have different color schemes.

GCN Pipe Plaza

Course value 2B. A very early version of Pipe Plaza.

  • It uses a red sky with white clouds along with different graphics.
  • The collisions in this stage are glitched, allowing you to climb up the ramp's walls.
  • The player can't enter the pipes because of a missing object.
  • It's easy to get stuck in the edges of the course due to the lack of invisible walls.
  • Much like Block Fort, the course uses SEQ_CIRCUIT2 as a placeholder.

Nintendo DS

Course value 2C. An early version of the Nintendo DS battle stage.

  • It has the DS logo instead of the Mario Kart DS logo, and a green/orange sky background.
  • This course also has respawns, and you can drive on the sides like on donkey_course.

Twilight House, Palm Shore, and Tart Top

Course values 2D, 2E, and 2F are all duplicates of GCN Block City. Yay.