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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 for courses outside the Mushroom and Shell cups 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 the map from GCN Yoshi Circuit.

Interestingly, some of them seem to be screenshots of top orthographic view of the models (Airship Fortress is a good example), and depict early details.

The following course maps have a closer design to the final, with slight differences:

  • DK Pass
  • Peach Gardens
  • SNES Donut Plains 1
  • N64 Choco Mountain
  • GBA Bowser Castle 2
  • GBA Sky Garden
  • GCN Baby Park
  • GCN Yoshi Circuit (the track's used one)

The following course maps are missing (not counting unused courses):

  • Waluigi Pinball
  • SNES Choco Island 2
  • GCN Mushroom Bridge
  • GCN Pipe Plaza
  • mr_stage1 / Big Bully boss arena (uses Nintendo DS map)

Nitro Cup

Desert Hills

Proto Final
MKDSKiosk Desert Map.png MKDSFinal Desert Map.png
  • There is a small pond with a bridge crossing it instead of a pyramid.
  • The road was more narrow, compared to final model and map.
  • Barrier and out-of-bounds formations were different.

Delfino Square

Proto Final
MKDSKiosk 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. They likely aren't detailed.
  • The grass is green instead of autumn brown. Possibly a different detailing.
  • The shortcut does not have dust and mud, or is not detailed.
  • The corner of the building on the second turn after the fountain is sharp, instead of a curve.
  • The fruit stands are missing or not detailed.
  • Compared to final, the billboards near the fountain were placed differently, and one of the buildings in the fruit stands' area extends longer. The road at the part is also slightly narrow.

Shroom Ridge

Proto Final
MKDSKiosk ShroomRidge Map.png MKDSFinal ShroomRidge Map.png
  • The curve at the bottom left side is wider. Early paths for the cars to drive along this curve are left over in the third mission of this build.
  • The trees are simply rendered as a black void.
  • Trees are shown as green circles and billboards as red lines. Their formation is also different.

Tick Tock Clock

Proto Final
MKDSKiosk TickTockClock Map PART1.png MKDSFinal TickTockClock Map PART1.png
Proto Final
MKDSKiosk 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 downscaled and moved to the end of the gear path. This makes that section of the course a straight line instead of curved.
  • The two gears at the end are either missing, not detailed or meant to have separate sprites.
  • 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. The starting line is visible on both "halves" of the map, instead of just the lower.

Mario Circuit

Proto Final
MKDSKiosk MarioCircuit Map.png MKDSFinal MarioCircuit Map.png
  • Barriers are depicted using dark lines.
  • The Fire Piranha Plants aren't present; seeing as their pipes use the Wall (0D00) collision object rather than being a part of the course's collision model, it's possible they were added later.

Airship Fortress

Proto Final
MKDSKiosk AirshipFortress Map.png MKDSFinal AirshipFortress Map.png
Proto Final
MKDSKiosk AirshipFortressMap2.png MKDSFinalAirshipFortessMap2.png
  • The game doesn't switch the map when entering the ship, rendering the secondary map unused. This was fixed in the final version.
  • The crack on the road before the final turn is smaller, and the blue wall opposite it was originally gray.
  • The pipe cannon the drivers shoot out of is brighter.
  • The boost pad before the Monty Moles' area is slightly shorter.

Wario Stadium

Proto Final
MKDSKiosk WarioStadium Map.png MKDSFinal WarioStadium Map.png
  • The starting line was moved forward a bit, and re-colored from yellow-black to white-black.
  • There's one "GO" billboard at the beginning instead of two, and it's also square shaped instead of circle.
  • The zigzag curve through the mud pit is less dramatically angled. The CPU routes are still set for this version's curve even in the final track.
  • There is more mud by the curve at the end of the course. Also the case in the track itself and still depicted in the unused wario_course in the final.
  • Some of the boost pads are a bit larger.
  • Some of the sides of the road are different and more curved, in comparison to the final model.

Bowser's Castle

Proto Final
MKDSKiosk 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 were originally sprites that used "X" symbols as placeholders. In the final version they are part of the map using a palette animation.
  • The end of the track is shaped differently.
  • The carpet is shorter and covers only the first hallway.
  • The shortcut on the circular hallway is a stone road instead of carpet.
  • The gray bricks around the black road after the cylinder bridge seems to be using a brighter texture.
  • The barrier between the two boost pads is missing, and is instead a yellow road.
  • The barriers around the boost pads' area use a different texture.

Rainbow Road

Proto Final
MKDSKiosk 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. Some of the differences are also depicted in test1_course's model.
  • Only one of the large rainbow pipes are 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 dash panels on the helix are wider; there are only 2 dash panels.

Retro Cup

N64 Frappe Snowland

Proto Final
MKDSEarlyN64FrappeSnowlandMap.png MKDSFinalN64FrappeSnowlandMap.png
  • The trees are not detailed.
  • There's a shadow after the bridge towards the end, probably a vertex shadow.
  • Mario's statue is shaded differently. A similarly shaded statue (probably this version) appears in the final's preview picture.

SNES Koopa Beach 2

Proto Final
MKDSKiosk SNESKoopaBeach2map.png MKDS SNESKoopaBeach2map final.png
  • The grass formation and block colors' order is different.
  • Some parts of the water are shaped differently.
  • The grass appears to use a lighter sand texture.

GBA Luigi Circuit

Proto Final
MKDSEarlyGBALuigiCircuitMap.png MKDS GBALuigiCircuitmap final.png
  • Neither the early nor the final map, have a block color order that match the course model. It's different in both maps, however.
  • The trees and water puddles aren't detailed.
  • The grass has different shapes and shadings.
  • There're also six dark lines on the road before the starting line, instead of seven. Also the case in the final's map.

N64 Banshee Boardwalk

Proto Final
MKDSEarlyN64BansheeBoardwalkMap.png MKDSFinalN64BansheeBoardwalkMap.png
  • The stone area around the room with swoopers have different texture mappings. This detail is also leftover in the final map.

Battle Courses

Block Fort

Proto Final
MKDSEarlyBlockFortMap.png MKDSFinalBlockFortMap.png
  • The map is zoomed far more back compared to the final.

Nintendo DS

Proto Final
MKDSEarlyNintendoDSMap.png MKDSFinalNintendoDSMap.png
  • The map is zoomed far more back compared to the final. It's also flipped, like the course models.
  • Unlike the final version which uses the game's title screen, the demo appears to have a photocopied version of the DS' BIOS on the Top Screen and a picture of some clouds on the Touch Screen.

Placeholder Map (GCN Yoshi Circuit)

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 MKDSKiosk GCNYoshiCircuit Map.png MKDS GCNYoshiCircuit map.png
  • The blue wall at the beginning was instead a gray stone wall. This difference can be seen in the course model itself in E3 2004 gameplay video.
  • The sand on Yoshi's face, the wall after Yoshi's arm shape and the red shell part are shaped differently.
  • There're different curves in parts of the track.
  • The water at the Yoshi's arm shortcut and the ceiling above that are narrower.
  • The grass around Yoshi's hand shape is narrower.
  • Yoshi's arm shape is slightly different.