Proto:Mario Kart DS/USA Kiosk Demo/Early Objects
This is a sub-page of Proto:Mario Kart DS/USA Kiosk Demo.
To do:
|
Contents
2D Objects
Goomba
Proto | Final |
---|---|
The early version lacks drop shadow, uses a black outline and also uses more frames, while the final version just mirrors the frames to save space. It also had less quality. The early model also has backface culling; being the reason why this model blinks each four frames in the final version, due to the code that mirrors the texture actually flipping the model.
Fireball
Wario_Course/Earliest | Proto | Final |
---|---|---|
There are three versions of the Fireball sprite from Wario Stadium. The earliest sprite is used in the unused Wario_Course stage, present in both this build and the final. A less detailed fireball sprite is used for this prototype's used version of Wario Stadium and in Mario Circuit in both this prototype and in the final.
Balloon
Proto | ||||||||
Final |
Balloons use less-compressed textures in the prototype, and eight separate models for each color whereas the final uses one model with eight textures and a .nsbtp pattern file to set colors. The early textures are still present in mini_block_course in the final, albeit merged like the version's used model.
Shine Sprite
Proto | mini_block_course | Final |
---|---|---|
There are three versions of the Shine Sprite from Battle mode. The earliest sprite is used in the prototype and is just a simple rotating model with an unanimated Shine Sprite texture on it. Interestingly, it's a pre-render of a shine sprite from Super Mario Sunshine. The final game has an unused alternate version in the unused mini_block_course, which also uses a smaller model.
Coin
Proto | Final |
---|---|
Just like the Shine Sprite, the coin is just a flat rotating model with a texture of a coin on it. Interestingly, it's the coin from Super Mario 64.
Blooper
Proto | Final |
---|---|
This is the model used when the blooper comes on-screen to squirt ink on the player (which does not occur in the proto as the blooper wasn't implemented yet). Oddly, this isn't the same texture as the item that appears in the item roulette.
Pin
Earlier | Later |
---|---|
Two versions of the pin object exist: earliest model is in luigi_course and a later one in Waluigi Pinball. The object was completely removed from the final, yet both models still exist.
The unused pin_head1.nsbmd and luigi_course's model not having a purple top might suggest the pin and its top were originally two separate models, rather than being merged like in Waluigi Pinball's model.
SNES Pipe
Early | Final |
---|---|
Found in SNES Choco Island 2, Tick-Tock Clock and GCN Yoshi Circuit's archives is an earlier version of the pipe from SNES Mario Circuit 1 and SNES Donut Plains 1, with a darker body and black shadow. The early model is used in the first mission in GCN Yoshi Circuit, and unused in Tick-Tock Clock and SNES Choco Island 2. The final model is used in SNES Mario Circuit 1 and SNES Donut Plains 1 in both Kiosk Demo and final.
The early model does not exist in the final version.
Can also be seen in two early screenshots of SNES Mario Circuit 1 from late 2004.
Figure-8 Circuit Tree
Early | Final |
---|---|
Found in Yoshi Falls and Delfino Square data is an earlier model for the Figure-8 Circuit tree (CrossTree.nsbmd), which has a brighter texture compared to the used one. Its texture internal name is nc_ki02, implying it's the previous revision as the used one is nc_ki03. When the used model is replaced by this, the model doesn't render in-game.
The early model does not exist in the final version, however its texture is used in the Figure-8 Circuit model, while the object file uses the updated texture.
This texture can also be seen in earlier screenshots from late 2004.
Beach Tree
Early | Final |
---|---|
Found in GCN Yoshi Circuit is an earlier model for the beach trees, named yoshi_tree.nsbmd, that more closely resembles those in Peach Beach from Mario Kart: Double Dash!!. This tree can be seen used in E3 2004, as placeholders for Piranha Plants (implying they weren't implemented then) and as decorations around the track. This tree might've been meant to be used in the unused GCN Mario Circuit with the same purposes as well, as evidence from BeachTree1.nsbmd in its files which is the final version of this tree.
There's also yoshi_tree.nsbmd in Cheep-Cheep Beach and nokonoko_course, through those are just copies of the used final model (BeachTree1.nsbmd). Implies the early tree was also used in those tracks at one point and then simply overwritten with the final model.
When the used tree is replaced by this, it renders properly, but its texture is invisible in Mirror Mode.
This tree does not exist in the final version, except the one in nokonoko_course which is a copy of the final model.
Airship Fortress Cannon
Early | Final |
---|---|
Found in Airship Fortress is an earlier model for the cannons, NsCannon2.nsbmd being the shorter one and NsCannon3.nsbmd being the longer. They also have a different and higher-resolution texture compared to the used model.
They also don't exist in the final version.
3D Objects
Explosion Effect
Proto | Final |
---|---|
Compared to the final models, the Bob-Omb and Blue Shell explosion effect (Main.carc/effect/bombcore) uses different UV mapping and lower-resolution textures.
Car
Proto | Final |
---|---|
The car was completely remodeled in the final. The early car model still exists in the final game, appearing in the unused MR_stage4 course.
Bullet Bill
Proto | Final |
---|---|
The early model lacks eyes and has a sharper point. The arms are also different and much closer to the front than they are in the final.
Sun
Proto | Final |
---|---|
As the Angry Sun appears invisible for some reason in this build's version of Desert Hills, there is a placeholder model for the sun. Predictably, the Japanese text translates to "sun".
Bound
Earliest | Early | Later | Final |
---|---|---|---|
There are four versions of the bound model from Waluigi Pinball. The earliest is only used on the luigi_course track in the proto. Waluigi Pinball in the proto uses a model close to the final's with green top lights and blue-pink-blue lines. luigi_course and donkey_course in the final use a later version of the bound model, which has a two different textures, one being a slightly brighter texture compared to Kiosk Demo's model used in Waluigi Pinball.
The final version has two different textures and a longer bar to represent a mirror effect on the track, and also doesn't use green lights unlike the early three models.
Flipper
Proto | Final |
---|---|
The flipper had a completely different design. It was blue and had a red handle detail on the axis, and also didn't have any lightning.
Truck
Proto | Final |
---|---|
While the model is the same, the texture had a spelling error with "FLESH" instead of "FRESH". This was fixed in the final.
It can still be seen in GCN Mushroom Bridge's preview picture.
Unused Objects
Cactus
This model of a cactus can be found in the files for Desert Hills, but isn't used anywhere on the track.
Pipe
Found in Airship Fortress is this pipe named NsPipe1.nsbmd. Doesn't exist in the final version.
Swooper
A 3D version of the Swooper enemy from N64 Banshee Boardwalk. An animated 2D version is used in the proto and final.
Test Block
An early version of the moving block from Bowser's Castle. It's also present in test1_course's files (and Delfino Square's files in the proto), but the name of the model the object is using was already changed, which is why the track crashes when loading.