the cutting room mirror

Course Differences

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This is a sub-page of Proto:Mario Kart 7.

Mario Circuit#

Map Differences#

Overview

E3 2010

  • All map objects, except for Goombas and bouncy mushroom, are rendered using the track's own model itself.
  • There are more pipes on the map compared to the final version.
  • The large grassy borders outside the map are not present here.
  • The white ramps are not present on the track.
  • At the far end of the castle, instead of a glider ramp, there is a bouncy mushroom.
  • The pipes where the Goombas' area is located are colored, unlike the final version where they are all green.

E3 2010

Final

  • The shading inside the pipe is slightly different, also showing that there are no ramp textures on the walls at the end of the pipe.

Textures#

Course#

E3 2010

Final

The DS Desert Hills banner from Mario Kart Wii is used here as a placeholder.

E3 2010

Final

The texture of the track's shadow features more pipes, as does the track itself.

E3 2010

Final

The texture of the flowering shrub is darker.

E3 2010

Final

The mountains in the background are much lighter.

E3 2010

Final

The texture of the shrubs is completely different, resembling miniature shrubs instead of just leaves.

E3 2010

Final

The shading of the moving flag is less sharp here.

E3 2010

Final

The texture of the castle roof is more reddish, and it is also much wider than in the final version.

E3 2010

Final

This texture is a bit more blurred compared to the final version.

E3 2010

Final

The shading inside the pipe is wider and less centered.

E3 2010

Final

The water texture is quite different, and it only uses one texture instead of two, one being the water color and the other the effect as in the final version.

Effects#

E3 2010

Final

The texture of the lighting appears small in format compared to the final version.

E3 2010

Final

All the petals are the same size, unlike the final version where some are large.

Rock Rock Mountain#

Map Differences#

Overview

E3 2010

  • The track model is less rounded than the final version.
  • There are many more trees here than in the final version.
  • The clouds were originally textures rather than objects in the final.
  • Wooden and metal ramps are not present here.

E3 2010

Final

  • Some pipes are in different locations than in the final version, in addition to having one extra pipe.

E3 2010

Final

  • The rings on the metal platform are not connected to the mountain wall and are also much closer to each other.
  • The metal platform does not have a glider ramp.

E3 2010

Final

  • The glide panel isn't present at that part.

Removed Area#

E3 2010

Final

MK7_Proto_-_Rock_Rock_Montain_(Unused_Area)2.png
MK7-E3_RockMountain_ScrappedShortcut-Collision.png

Although it seems impossible to access the entrance to this area, there is an invisible path that leads directly to it, which shows that the area is still incomplete.

E3 2010

Final

This alternative path would have taken him to the bottom of the course. However, it was completely removed from the final version, and the small trace of where this path exited was covered by a giant rock.

Textures#

E3 2010

Final

The Koopa Cape banner from Mario Kart Wii with darker shading is used here as a placeholder.

E3 2010

Final

In the track's shadow texture, the shadow of the wall on the left side is missing, and there are also more trees. Curiously, it's possible to see that even in the final version, there are still shadow remnants where the alternate path should be!

E3 2010

Final

The mountains have the same color scheme seen in the Mario Circuit seen in this prototype, however with darker shading.

E3 2010

Final

The texture of the mountain walls is quite simple here.

E3 2010

Final

The space between the stones was slightly less detailed compared to the final version, appearing to be much smoother.

E3 2010

Final

The metal bars supporting the fence are less reddish here.

Wuhu Loop#

Map Differences#

Overview

E3 2010

  • The Wuhu Island model is taken directly from Wii Sports Resort, but with some alterations to make it run on the 3DS's hardware.
  • The course is unfinished, so the player can't progress much beyond what the demo preview shows.
  • The ramps are not present.
  • The trees are rendered by the track model itself instead of being just objects.

Textures#