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Proto:Super Mario Kart/mkart/Early Audio

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Hmmm...
To do:
Check for some unused sound effects.

This is a sub-page of Proto:Super Mario Kart/mkart.

Here's the cheat to manipulate the audio: 000e0a:?? (where "??" can be any value). Enable the code, the game will go silent, and then disable the code. The song or sound effect will play.

Early Music

Menus

Title Screen

Proto Final

Completely different song. The early music is slower and softer in sound compared to the more upbeat final version.

Select Screen

Proto Final

It's missing the organ instrumentation on the last several channels.

Course Themes

Battle Mode

Proto Final

An early version of what would later be repurposed as the music for 2P Battle Mode, with the following differences present:

  • The intro is missing.
  • The brass in the first part is in a lower key.
  • Some background instruments are more audible.
  • A portion of the bassline towards the end is in a higher key.

At this point in development, this music is used in Ghost Valley, Bowser Castle, and Mario Circuit as a placeholder song for those tracks as the music for those tracks were not composed yet. The battle courses used the music of their respective settings.

Donut Plains

Proto Final

The first half of the music is in a different key/pitch than in the final version.

Vanilla Lake

Proto Final

An entirely different song, which is actually different from the other Vanilla Lake theme shown off in this currently-undumped prototype.

Starman

Proto Final

It uses a removed guitar sample for the main melody. Other than that, it's mostly identical to the final.

Driver Themes

Mario's Theme

Proto Final

Mario's ranking theme has lighter bass.

Peach's Theme

Proto Final

Opposite of Mario, Peach's ranking theme was heavier on the bass and uses a guitar sample not present in the final game's sample set. A xylophone heard on channel 8 is missing.

Yoshi's Theme

Proto Final

Yoshi's theme uses a loud, shrill instrument, is slower, and lacks the second half.

Toad's Theme

Proto Final

Toad's theme is slower and missing half of its instrumentation.

Donkey Kong Jr.'s Theme

Proto Final

Uses an entirely different melody with an upbeat song.

Koopa Troopa's Theme

Proto Final

Koopa Troopa's theme lacks the piano and uses a slightly different percussion beat.

Fanfares

Race Start

Proto Final

Peach/Yoshi's kart engine is in a higher pitch.

2nd-4th Place Ranking

Proto Final

The track for placing 2nd-4th in a race is different. Interestingly, the final fanfare uses similar instrumentation to this build's Vanilla Lake theme.

Sound Effects

Coin

Proto Final

Taken directly from Super Mario World. The final game uses a more unique rendition.

Lakitu Reverse Sound

Proto Final

Lakitu makes a different sound when going in reverse or rescuing the player. A very similar sound was later used in Mario Kart 64.

Yoshi's And Peach's Kart Engine

Proto Final

Yoshi and Peach use a different sample for their kart engine, which was replaced later on.

Item Received

Proto Final

The sound for obtaining an item is in a higher pitch.

Unused Sounds

Tire Screeching

Some low-pitch tire screeching noise with a spike-up at the end.

Other Sound Differences

Hmmm...
To do:
Upload and compare some of these sounds
  • The "Goal!" sound that plays when finishing is absent in this build.
  • The computer opponents have much higher pitched engines than when controlled by the player.
  • Many unique sounds for skidding on different surface types like planks and bricks are missing, so they default to the regular skidding sound.
  • There's a slightly different noise when crossing the bridge in Donut Plains.
  • Choco Island plays Koopa Beach's music, as the music for Choco Island wasn't added in the game yet.
  • The Podium music is absent in this build, so the title theme plays instead.
  • The character themes don't continue into the ranking screen, so the menu theme plays there instead.
  • The jingles for completing a race in Grand Prix doesn't play in Time Trials, so it skips straight to the character's victory theme.
  • The engine sound is silent during the countdown in Time Trials and Battle Mode.
  • A much quieter, and lower pitched sound plays when hitting a opponent with a shell.
  • There is no jingle that plays when getting a Game Over.
  • There is only one sound that plays for colliding into a solid wall. In the final, there is two.
  • In Time Trials, the course themes start a second or two earlier, cutting off a portion of the last beep in the countdown as a result.
  • Hitting an ice block in Vanilla Lake plays a low pitched sound and an entirely different sound when touched with a star active, that sounds more like a splash.
  • Music doesn't fade out when you quit a race.
  • Driving to the goal while drifting causes the drift sound to erroneously continue to play for a while.
  • If you pause and quit a race while going backwards, the "Wrong Way" noise will continue to play. Additionally, if you are off road and you pause and quit, channel 6 will be muted.
  • A different sound plays when the balloon pops in Battle Mode. It sounds more quieter.
  • The sound for firing a shell is in a slightly higher pitch.
  • A different noise loop plays when driving over rough terrain.
  • There is no warning noise that plays when you're 5th or lower on the final lap.
  • No sound plays when the CPU collides into a wall.
  • Colliding into obstacles such as Pipes and Thwomps play the same noise for colliding with an opponent, where in the final, it has it's own unique sound.
  • There is no "big jump" noise that plays when boosting into a jump with a mushroom or zipper.