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

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

Hmmm...
To do:
There are more differences

The Touch Screen maps are in early stage in this prototype, and most are lacking in detail. The majority of courses don't have a Touch Screen map programmed in yet, and use an early version of GCN Yoshi Circuit's map.


Desert Hills

Proto Final
MKDSBeta Desert Map.png MKDSFinal Desert Map.png
  • There is a small pond with a bridge crossing it instead of a pyramid.

Delfino Square

Proto Final
MKDSBeta Delfino Map.png MKDSFinal Delfino Map.png
  • The final version of the map is larger, probably to include the streets on the left side.
  • The bridge is brown and lacks boost panels.
  • The grass is green instead of autumn brown.
  • The shortcut does not have dust and mud.

Shroom Ridge

Proto Final
MKDSBeta ShroomRidge Map.png MKDSFinal ShroomRidge Map.png
  • The curve at the bottom left side is wider. The car's paths in the third mission are still placed to drive along this curve in the final version.
  • The trees are simply rendered as a black void.
  • There are a couple red long barriers.

Tick Tock Clock

Proto Final
MKDSBeta TickTockClock Map PART1.png MKDSFinal TickTockClock Map PART1.png
Proto Final
MKDSBeta TickTockClock Map PART2.png MKDSFinal TickTockClock Map PART2.png
  • An early design for the large clock face (that more resembles its appearance in Super Mario 64) is present.
  • The large gear was dramatically shrunk in size and moved to the end of the gear path. This makes that section of the course a straight line instead of curved.
  • Due to the above change, the exit from the gear path was changed to a zigzag instead of a straight road.
  • The starting line was moved forward a bit, and two gears were added just before it for a quick speed boost. The starting line is visible on both "halves" of the map, instead of just the lower.

Mario Circuit

Proto Final
MKDSBeta MarioCircuit Map.png MKDSFinal MarioCircuit Map.png
  • Barriers are depicted using dark lines.
  • The Fire Piranha Plants aren't present.

Airship Fortress

Proto Final
MKDSBeta AirshipFortress Map.png MKDSFinal AirshipFortress Map.png
  • There is no alternate map for the inside of the ship; instead, both the main deck and interior are drawn on the same map. This obviously made it kind of useless as a map, so it was changed for the final version.

Wario Stadium

Proto Final
MKDSBeta WarioStadium Map.png MKDSFinal WarioStadium Map.png
  • The starting line was moved forward a bit.
  • The zigzag curve through the mud pit is less dramatically angled.
  • There is more mud by the curve at the end of the course.

Bowser's Castle

Proto Final
MKDSBeta BowserCastle Map.png MKDSFinal BowserCastle Map.png
  • The wire mesh floor has different detailing.
  • The curve in the top-left corner is smaller.
  • The moving platforms do not have sprites yet, so they use X's as placeholders.
  • The end of the track is shaped differently.

Rainbow Road

Proto Final
MKDSBeta RainbowRoad Map.png MKDSFinal RainbowRoad Map.png
  • Some parts of the road are different. In general, the track is thinner and has more dramatic curves, likely for difficulty's sake.
  • Only one of the large rainbow pipes is shown, and is bigger than in the final game. In place of the other two are some yellow and magenta stars, with a third cyan star present near the starting line.
  • They are 3 boosters after the start instead of 2.
  • The boosters when driving 2 circles are wider; they are only 2 boosters.

Placeholder Map

Courses with no lower screen map use an early version of GCN Yoshi Circuit as a placeholder. A slightly less detailed version of the final mini-map is used in the demo, while the early version goes completely unused.

Earliest (unused) Proto Final
MKDS GCNYoshiCircuit Placeholder Map.png MKDSFinal GCNYoshiCircuit Map.png MKDSProto-Gcnmap.png