Proto:Mario Kart DS/USA kiosk demo
This is a sub-page of Proto:Mario Kart DS.
This page details one or more prototype versions of Mario Kart DS.
|This article is a work in progress.|
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Early in development, Mario Kart DS resembled Double Dash!! much more than it does in the final; these connections can be seen both in-game and unused in this kiosk demo that was used in stores prior to the game's release. On another note, this build is very similar to the E3 2005 demo version(s).
- 1 Subpages
- 2 General
- 3 Graphics Differences
- 4 Early Menus
- 5 Early Characters
- 6 Early Vehicles
- 7 Early Cups
- 8 Unused Items
- 9 Unused Text
- 10 Unused Models
- 11 Unused Textures
- 12 Unused Courses
- 12.1 Early Nintendo DS Battle Course
- 12.2 old_mario_gc (GCN Mario Circuit)
- 12.3 luigi_course (early Waluigi Pinball)
- 12.4 dokan_course
- 12.5 test1_course
- 12.6 donkey_course (Early DK Pass)
- 12.7 wario_course (Early Wario Stadium)
- 12.8 nokonoko_course (Koopa Troopa Course)
- 12.9 test_circle
- 12.10 mini_block_course (GCN Block City)
- 12.11 mr_stage_1 (Early Big Bully Boss Room)
- 13 Root Info
- 14 Unused Snapshots
| Early Courses|
Blue cars are red?
| Early Objects|
Bullet Bills without eyes?
| Early Maps|
So many maps from Yoshi Circuit?
| Early Modes|
Driving with 8 Marios?
| Early Audio|
Double Dash!! instruments?
|Prototype||Final JPN/EUR/KOR||Final USA|
The top screen was unchanged, but the bottom screen is different compared to any released version as it only has a basic copyright.
The most notable difference is the different logo, which is the same logo from the older Mario Kart games.
The graphics and fonts used in the cup selection are different in the Kiosk Demo. All cups are absent except the demo cups Nitro and Retro, which are the final game's Mushroom and Shell cups.
The boot-up banner is also different.
Donkey Kong is called "DK" and has his voice clips directly from Donkey Kong 64 in the demo. Also, Wario has his original long-sleeved shirt in the demo from past Mario games. The icons on the character select screen were spread out in the final version. Most icons are slightly cropped, Toad and DK's faces are redrawn, and Yoshi is smaller overall for the final version. A single pixel is changed in Wario's icon.
- The Fake Item Box doesn't exist yet in any form; no graphics or model exist in the ROM.
- No smoke particles appear if the player fails the turbo start at the beginning of the race.
- Touching other drivers slows you down dramatically.
- The map on the bottom screen can be zoomed in and out by sliding horizontally on the touchscreen.
- Characters' winning animations will sometimes get stuck.
- If the driver touches the road while upside-down, the driver will instantly flip vertically. A similar reaction exists in Mario Kart 64.
- If the player drifts on a boost panel and bumps into a wall with the outer drift side, the player will stand on the boost panel without receiving a boost.
The prototype says GO! while the final says START.
The countdown numbers and the goal text are bigger than in the final, but are lacking in detail and paler.
While not appearing in the demo menu, these can be accessed using the below Action Replay code (where "XX" is the ID). Press Select at any time to activate the code.
94000130 000003FB 120E77D8 000000XX D2000000 00000000
At this point, the editor has a basic appearance with a more advanced paint bucket and only 3 template pattern. The paint bucket has the option to draw connected pixels with the same colour, draw all pixels with the same colour or to give all pixels on the screen the same colour. The archive, that contains this editor, still exist in the final and contains an improved but still incomplete emblem editor.
Pressing the S on the bottom screen shows 4 options:
1. Option: Save and go to Driver Menu
2. Option: Go to Driver Menu without Save
3. Option: Save and continue
4. Option: Continue without Save
However, the emblem is only black and crashes on real hardware, most likely due to a missing palette file.
A debug menu is present in the Kiosk Demo which contains many features. It's also similar to the final menu and could also be an earlier version of the final menu. More information on the Early Modes Subpage
Communication Error / Test
ID: 05 This screen shows an early communication error screen with some testing features on the bottom screen by pressing X. These include a bottom map test of GCN Yoshi Circuit, a drawing test, and a test showing Japanese text in red. The red text (あいうえお かきくけこ さしすせそ) contains the first fifteen letters of the hiragana script, which is the equivalent to the first 15 letters of the alphabet. The white text (仮ポーズ) means temporary pause.
|Bottom Map Test||Drawing Test|
ID: 06 Shows the current name of the DS console. Purpose unknown.
ID: 07 A blank screen. Pressing A or Start will take you back to the Title Screen.
Even More ???
ID: 0B Another blank screen. Every menu after this value crashes the game.
Daisy (0x09), Waluigi (0x0A), R.O.B. (0x0B), and Shy Guy (0x0C) exist in the Kiosk Demo, but are unfinished as they use the files for Peach, Luigi, Mario, and Yoshi.
Professor E. Gadd was going to be a playable character in Mario Kart DS, but was later replaced with Dry Bones. He was never finished, as he uses Toad's models, graphics, and voice clips with Mario's kart decorations and large portrait. His ID is 0x08.
All characters use their Standard kart in the Kiosk Demo, rendering the alternate versions unused. Karts from the second category do not exist yet and are using duplicates of the Standard Kart (except Poltergust 4000).
These karts still exist in the final game's files as they can be found in the unused KartModelMenu.carc and KartModelMain.carc archives.
All cups from the final game are present in the Kiosk Demo. The Shell, Banana, Leaf and Lightning cups were called SNES, N64, GBA and GCN Cup and they only featured the courses from the corresponding console.
This item exists both in this prototype and in the final game but it cannot be obtained under usual ways. It is possible to obtain it with AR codes, but attempting to use it crashes the game.
620f9170 00000000 b20fb0f0 00000000 2000001c 0000000e 20000024 00000001 d2000000 00000000
The Chain Chomp from Mario Kart: Double Dash!! makes a small appearance in this demo, but was later replaced with the Bullet Bill. While the item does flash by in the item roulette (as seen in this expertly-timed screenshot), you cannot receive it. It is possible to obtain it with AR codes, but attempting to use it crashes the game.
620f9170 00000000 b20fb0f0 00000000 2000001c 00000010 20000024 00000001 d2000000 00000000
A texture for the Bowser Shell from Mario Kart: Double Dash!! can be found in the game's files as well. However, this item does not appear in the item roulette, as there is no data for it.
Purple Koopa Shell
A texture which shows a purple Koopa shell. Again, there is no data for such an item. A small icon of a triple purple shell for use on the bottom screen exists.
Each of the three unused items has a corresponding bottom-screen icon. Note that only an icon for Triple Purple Shells exists - there is no icon for a single Purple Shell.
Placeholder Green Shells
Item IDs 0B and 0D appear as Green Shell in the item machine and your character's icon in the racers list. They can be achieved using AR codes, but using them crashes the game. The ID for the actual Green Shell is 00.
620f9170 00000000 b20fb0f0 00000000 2000001c 0000000X 20000024 00000001 d2000000 00000000 (Replace X with B or D)
The following video shows these unused items in action:
GADD DAISY WALUIGI R.O.B. SHY GUY
Text used by the early characters.
TEST MESSAGE J 1 TEST MESSAGE J 2
Present in root/Data/Scene/Test.carc/Test.carc/test.bmg, a file which itself goes unused.
コースをすすんで 2つのドカンのあいだを とおれ！ せいげんじかんは 25びょう。 コイン40まいを ぜんぶあつめろ！ せいげんじかんは 50びょう。 クリボー6ぴきを ぜんぶたおせ！ せいげんじかんは 30びょう。 はぐれワンワンよりも さきにゴールしろ！ コイン50まいを ぜんぶあつめろ！ せいげんじかんは 60びょう。 コースを 2しゅうまわれ！ せいげんじかんは 100びょう。 あかいクルマよりも さきにゴールしろ！ さくせいちゅう・・・
Found in /data/Scene/Menu_ja.carc/mission.bmg is Japanese mission objective text. Roughly translated, it means...
Go through the course and pass between the two pipes! Time limit: 25 seconds. Collect all 40 coins! Time limit: 50 seconds. Defeat all 6 Goombas! Time limit: 30 seconds. Reach the goal before the runaway Chain Chomp! Collect all 50 coins! Time limit: 60 seconds. Make two laps around the course! Time limit: 100 seconds. Reach the goal before the red car! Under construction...
"Under construction" was likely used as temporary text for undeveloped missions.
There could be more... But I'm still looking! ~Francofantino
There is an unused Shy Guy model that seems to be unfinished because he has no arms. It is in the same folder as the Yoshi model which was used as a placeholder model for Shy Guy. This model does not exist in the final version, except in the Download Play version. This is proof that Shy Guy was meant to be playable normally.
Lakitu's Countdown Lights
In an earlier build of the game, Lakitu had hold a countdown light when starting a race. This was scrapped, but the model still remains. It can be seen in the GDC 2005 gameplay.
Translates as "Temporary Pause". That's all. It's used when pressing X on the unused communication error screen.
The game was originally meant to have an on-screen speedometer, much like Double Dash!! A speedometer can be seen in early screenshots, though it used different graphics. This version of the speedometer can be seen in some rare gameplay from GDC 2005.
Mario Bros. Graphics
A collection of sprites from Mario Bros. Classic. While some of them are used in the unused communication error screen, a large majority of them are not used at all.
Double Dash!!-Based Menus and Early Placeholders
Located in the menu.carc section of the demo are early graphics of an early menu in the style of Mario Kart: Double Dash!!. However, these are mostly static images, so they were most likely proof of concept graphics.
|キャラクターをえらんでください||Please select a character|
Possibly an early placeholder for the screen right before the chara_sub menu.
Cropped Red Fire kart ripped from Double Dash!! with a dark background.
Includes a roster of characters with icons resembling those from Double Dash!!
Menu with the option to change the game speed (50cc, 100cc, etc.).
|どのエントリーデータをつかいますか?||Which entry data will you use?|
|あたらしいエントリーデータをつくる||Create new entry data|
|エントリーデータをへんしゅうする||Edit entry data|
|エントリーデータをけす||Erase entry data|
Judging from the internal filename, it could be a placeholder for the name entry screen, such as the name entry screen in the final version.
|みんなであそぶ||Play with everyone|
This menu is similar to the menu that displays after the title screen in the final. The Japanese was changed to シングルプレイ (Singleplayer) and マルチプレイ (Multiplayer) in the final.
|ニトログランプリ||Nitro Grand Prix|
|オールディズグランプリ||Oldies Grand Prix|
Unused cup selection menu. Note that Retro Grand Prix used to be called Oldies Grand Prix. The final Japanese version uses レトログランプリ (Retro Grand Prix).
|これでいいですか?||Is this good?|
Possible quit or confirmation to play screen.
A number of unused courses can be found in the demo's files. They are fully textured, unlike those found in the final, as the textures are loaded from the models themselves instead of separate files. This makes many of the courses much easier to navigate, which is fortunate as the game crashes if you fall off of most of them.
Early Nintendo DS Battle Course
An unused version of the DS course exists that has a scanned image of a DS as its texture. It also uses a cloud background instead of the space background.
old_mario_gc (GCN Mario Circuit)
Course value 02 is an unfinished version of Mario Circuit from Mario Kart: Double Dash!! The Goombas, trees, item boxes, etc. aren't here, and you can drive on grass as if it was road. This track does have respawns.
luigi_course (early Waluigi Pinball)
Course value 03 is a track closely resembling Waluigi Pinball, probably a proof-of-concept for the track, using an odd, cheese-like texture for the floor. No item boxes or respawns are placed on the track, the latter resulting in a crash most of the time when you play, due to the AI driving too close to one of the flippers on the track.
A course with two pipes, which was scrapped very early in it's proof of concept style. The only other track where these pipes are used is test1_course. The ground does have collision data, but it's set to a "Fall" value. It's likely that the course was also used to test falling off of certain tracks.
There is 6 respawn points on this course, but they aren't completely finished, so the game crashes when you or anyone else falls off the track.
Course value 05 was used as the primary test track for collision data, and has various objects such as the gears in Tick-Tock Clock, the bridge in Delfino Square and the blocks from Bowser Castle implemented. If you fall off, you will respawn underneath the course, endlessly. This can cause a crash on real hardware because the AI autorespawn if left to drive into the Bowser block endlessly (suggesting they were once a different model).
donkey_course (Early DK Pass)
Course value 06 is an early, incomplete DK Pass with a different layout. Like old_mario_gc, you can drive on the grass as if it was road. Falling off the track crashes the game, as there are no respawn points. This and mr_stage1 were the only courses completely removed.
wario_course (Early Wario Stadium)
Course value 07 is a duplicate of Wario Stadium lacking objects and a background, and has three item boxes near the beginning of the track. The real Wario Stadium is named stadium_course and has an ID of 22. It is unknown why this course exists, but it may have been different during development and simply replaced, as the model name is internally 'stadium_course'.
nokonoko_course (Koopa Troopa Course)
This course does not load on an actual cartridge: only on Slot-2 cards or emulators. Like most courses, the game freezes on respawning because IDs are missing for them. The actual layout is a beach with several paths, and has the closest look to a track which could be used. The water changes frequently, and there is a slight pause before so, which is why the water disappears and reappears (six water files are loaded with the course). There is one Goomba on the course, but it's missing a few frames and appears as a 2 on the map.
A small circular test track, with only one item box, and can be completed in a single lap. It's possible that this course was used to test the game's modes, results or lap functionality, since it can be completed very quickly.
mini_block_course (GCN Block City)
Course value 29. The course is unfinished and has no blocks, but the item boxes are complete. There is a hole in one of the block areas, as the Mission Run file involves pushing Big Bully into the hole. This course does have respawns.
This course also takes up 2D, 2E, and 2F, but balloons don't appear on these values.
mr_stage_1 (Early Big Bully Boss Room)
Course value 30 is an early version of the boss fight arena with Big Bully, that also crashes unless you add its .nkm file. As it's supposed to be used for mission mode, the COM players don't move. There's also folders in the ROM data for mr_stage_2, mr_stage_3 and mr_stage_4. Sadly, all 3 are empty.
Build: 2005 5/30(Mon) 18:20:47
The date when the demo was compiled, present in root/data/Boot/builddate.bin. This is shortly after E3 that year, which reflects its similarity to the E3 2005 demo.
MarioKartDS ★Demo Version★ Nintendo
The demo's description.