the cutting room mirror

USA Kiosk Demo

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

Differences#

Internal Course CARC Naming#

While the content of the course CARCs (not the CARCs themselves as some of them were rebuilt for the USA demo) found in the European counterpart are identical to that of this build, some names of the CARCs are not, particularly the scrapped courses.

European ROM

American ROM

Notes

Dokan_course.carc
dokan_course.carc
Donkey_course.carc
donkey_course.carc

Precursor to DK Pass.

Luigi_course.carc
luigi_course.carc

Precursor to Waluigi Pinball.

NokoNoko_course.carc
nokonoko_course.carc
Test1_course.carc
test1_course.carc
Wario_course.carc
wario_course.carc

Duplicate of stadium_course.carc (Wario Stadium), but without objects. Probably a slightly earlier version of the course.

Interestingly, despite them being abandoned/intentionally unused by this point in development (as proven by the fact they're both grouped with the rest of the unused courses in the debug menu), old_mario_gc and test_circle both have the lower naming convention the rest of the used courses have.

Title Screen#

To do:
The bottom screen for the epilepsy warning and ESRB rating.

Proto

Final

The title screen has remained largely unchanged, only now there's a "Demo Version" text to indicate that this is indeed a demo version.

Character Selection#

Proto

Final

First things first, there is now a character select screen. As for the differences:

  • The game's logo is seen on the bottom screen at the bottom-right.
  • The background is slightly different.
  • Donkey Kong is called "DK" in this build.
  • 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 few pixels are changed in Wario's icon, visible on his right arm and under his chin.
  • Attack voice clips will randomly play instead of the unique ones for when they are selected.

Cup Selection#

Proto

Final

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 course names are still written with the Kiosk Demo font in the Korean version of the final game.

Early Menus#

To do:
Document the leftovers in the final game. There are archives in the Scene folder and the address for the current menu is 021653BA (in the Europe version), but simply changing it like you can in the demo doesn't work - the game crashes.

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

Emblem Editor#

ID: 03
Internal Name: Edit
The emblem editor used in the final game is called Emblem.

Proto

Final

At this point, the editor has a basic appearance with a more advanced paint bucket and only 3 template patterns, those being a ball, a star, and a heart. 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 exists in the final and also 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 on emulators and crashes on real hardware, most likely due to a missing palette file.

Debug Menu#

ID: 04
Internal Name: Menu
A debug menu is present in the Kiosk Demo which contains many features. The menu used in this demo is called E3Menu and the menu used in the final is called Menu, like this debug menu. More information can be found on the the Early Modes sub-page.

Communication Error / Test#

MKDSKiosk-ComError.png

ID: 05
Internal Name: Test
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

06#

To do:
Check what happens with these last three values if they're executed on the EU multiplayer kiosk demo? I feel like they might have relation to some sort of 'connection waiting' menu/selection sort of thing (particularly given this one is just after the error screen, idk

ID: 06
Internal Name: Unknown or none in game
Shows the current name of the DS console. Purpose unknown. The console's name shown on the lower right corner of the top screen.

07#

ID: 07
Internal Name: Unknown or none in game
A blank screen. Pressing A or Start will take you back to the Title Screen.

Record Screen#

ID: 0B
Internal Name: Record
Another blank screen. Every value after this one crashes the game.

Early Characters#

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.

Yoshi#

Yoshi was originally of medium weight class (evident by the values in KartModelMain.carc/charphysicalparam.bin file), but ended up being light in final.

E. Gadd#

Professor E. Gadd was going to be a playable character in Mario Kart DS, but was later replaced with Dry Bones. He uses Toad's models, graphics, and voice clips with Mario's kart decorations and large portrait. His ID is 0x08.

Early Vehicles#

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).

Proto

Final

Proto

Final

Proto

Final

Proto

Final

Proto

Final

These karts still exist in the final game's files as they can be found in the unused KartModelMenu.carc and KartModelMain.carc archives.

Early

Later

Additionally, Wario's early kart has an earlier shadow model under the name sh_WR_c.nsbmd, which is used by his other kart that is a duplicate of his standard kart (later replaced by Dragonfly). The later one is sh_WR_b.nsbmd and is used by the actual said kart. Both can also be found in the final version, under the unused KartModelMain.carc file.

Early Cups#

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.

It's worth noting that SNES Koopa Beach 2 and Choco Island 2 were swapped around at some point as indicated by the course order of the SNES cup.

Unused Items#

Boo#

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.

Proto

Final

The item model has a different texture however; it uses a newer texture, whereas in final it's just re-used from the object model used in Luigi's Mansion and N64 Banshee Boardwalk.

620f9170 00000000
b20fb0f0 00000000
2000001c 0000000e
20000024 00000001
d2000000 00000000

Blooper#

Item Roulette

Item Model

Like the Boo item mentioned above, this item also exists in both this prototype and in the final, however the item does not appear in the item roulette. The roulette icon resembles a Blooper from Super Mario Sunshine, whereas the item model is a crudely downscaled piece of official artwork. Interestingly it also has a map icon, which doesn't appear in the final.

Chain Chomp#

The Chain Chomp item from Mario Kart: Double Dash!! makes a small appearance in this demo, but was later replaced with Bullet Bill. While the item does flash by in the item roulette (as seen in this expertly-timed screenshot), the player cannot receive it. The Chain Chomp graphic also goes unused in Mario Kart Wii, but with a "temp" text. He would see the light of day in Mario Kart Live: Home Circuit.

It is possible to obtain it with the AR code below, but attempting to use it crashes the game.

620f9170 00000000
b20fb0f0 00000000
2000001c 00000010
20000024 00000001
d2000000 00000000

Bowser Shell#

A texture for the Bowser Shell from Mario Kart: Double Dash!! can be found in the game's files as well, which could be seen in a pre-release footage here. However, this item does not appear in the item roulette, as there is no data for it. The item model goes by the name it_togezo, where togezo is Japanese for spiny. In Mario Kart: Double Dash!!, the item model is named koura_koopa, koura meaning shell and koopa being the Japanese name for Bowser. This might prove the item was planned to be a Spiny Shell possibly like that of Mario Kart 64 and Mario Kart: Super Circuit, rather than a Bowser Shell.

Purple Koopa Shell#

Item Roulette

Item Model

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 item roulette and the bottom screen exists.

Fake Item Box#

Found in the bottom screen HUD files is what would be an early map icon for Fake Item Boxes, judging by its appearance through the item is nowhere to appear in this build. This item appears in the roulette with its icon from Mario Kart: Double Dash!! (as with most other items) in an early Nintendo DS Line-up footage (where this game was in an earlier build), later this item was re-added in the final version, but there it uses new icons.

Bottom-Screen Icons#

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, suggesting the item was planned to only have a triple variant.

Rank List Icons

Map Icons

MKDSKiosk_Boo_TableIcon.pngMKDSKiosk_Blooper_TableIcon.pngMarioKartDSProto-ChainChompIcon.pngMarioKartDSProto-BowserShellIcon.pngMarioKartDSProto-TriplePurpleShellsIcon.png

MKDSKiosk_Blooper_MapIcon.pngMKDSKiosk_BowserShell_MapIcon.pngMKDSKiosk_PurpleShell_MapIcon.png

Placeholder Green Shells#

Item IDs 0B and 0D appear as Green Shell in the item roulette and your character's icon in the rank 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:
Watch on YouTube

Unused Text#

GADD
DAISY
WALUIGI
HVC-012
SHYGUY

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 for missions 1 to 7. (from top to bottom: 1, 6, 2, 4, 5, 7, 3) 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.

The final's mission descriptions don't have the "Time limit" line, and the Chain Chomp mission's description here is the only one kept in the final.

:start
if(state==0,S0)
if(state==1,S1)
if(state==2,S2)
goto(CLOSE)

:S0
objX0 = (128+150) - (150 * count / move)
objY0 = 96
goto(CLOSE)

:S1
objX0 = 128
objY0 = 96
goto(CLOSE)

:S2
objX0 = 128 - (150 * count / move)
objY0 = 96
:CLOSE

scriptCount = scriptCount + 1
backScroll = (backScroll + 1) % (512 * 6)

if((scriptCount % 30)!=0,S3)
tmp = rand()
objX1 = tmp % 256
objY1 = tmp % 192
:S3
tmp = cos(256 * scriptCount % 65536)
objX2 = tmp / 64 + 256 / 2
tmp = sin(256 * scriptCount % 65536)
objY2 = tmp / 64 + 192 / 2
:end

Found in /Scene/Test.carc is some sort of script under the file menu.scr.

This script is used by the Communication Error / Test Scene. Among other things, it defines the movement animation of Mario's sprite.

Unused Models#

Shy Guy#

WHERE ARE YOUR ARMS???

There is an unused Shy Guy model which appears to be unfinished. It is in the same folder as the Yoshi model that was used as a placeholder model for Shy Guy.

Root Info#

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 DS menu banner text.

Unused Snapshots#

These all seem to be taken from screenshots which were publicly released in late 2004/early 2005.

root/data/Scene/Record.carc/snap01.nbfs

root/data/Scene/Record.carc/snap02.nbfs

root/data/Scene/Record.carc/snap03.nbfs