This version of Mario Kart DS is a Pre-Release Kiosk Demo, dated from May 30, 2005. This version of the game was able to be played at different retail store kiosk machines around the US to build up hype for the upcoming release later that year. There are quite a lot of differences as compared to final retail build of the game, a lot of its assets being reused from its predecessor, Mario Kart: Double Dash!! for the Nintendo GameCube.
Also worth noting is the existence of a much rarer European version of this cartridge. This European demo has a build date of a month before the US demo (April 28th, 2005), and its main purpose was to demonstrate the multiplayer capability of the game (2-8 players), making it the only DS "not for resale" cartridge with multiplayer functionality.
This other version was featured at events such as E3 and GamesCom 2005, and speculated to have also been used for magazine advertising purposes throughout Europe, namely Sweden according to the previous owner of one out of 5 confirmed surviving copies of the game.
Donkey Kong is called "DK" and has his voice clips ripped 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 few pixels are changed in Wario's icon, visible on his right arm and under his chin.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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, proves the item was planned to only have a triple variant.
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.
The title screen isn't generally much different excluding the logo being the beta logo shown. Mario is also moved slightly in the prototype and there is mainly a dark blue background shown. There is also text saying "demo version" at the bottom, but only the kiosk beta.
In the Kiosk, only the default "Standard" karts can be used and the Kiosk Demo's background colors are, again, blue and turquoise. It should also be noted that Donkey Kong is entitled Dk in the Kiosk with the K notably being in lowercase format, despite being his last name. His full name is shown in the final version. Also, the beta Mario Kart DS logo watermark is removed and the checkers were reorganized. The SELECT CHARACTER font is also different in the Kiosk Demo. Another change has the selectable character's icons closer together in the demo. No unlockable characters are in the demo either.
-White background with grey/blue Wii U logo-Mario Maker, Pokken Tournament, Splatoon (Black bar across the bottom)-Pokken Tournament, Mario Maker, Splatoon (Red Nintendo logo box at top)-Mario Kart 8-Mario Maker
The Wii U demo console will not play retail games.There are 2 versions of the demo console. One with a hard disk and no optical drive and one with an optical drive and NAND storage.The optical drive variant seems to be more common. It has additional hardware in it with different connectors in the back. (Photo below) The connector marked S-SW connects to the reset button on the kiosk.The connector marked DRC DC IN is for a standard Wii U gamepad charging cable that supplies power to the gamepad. DRC DC IN is a power connector. A standard wii u gamepad charging brick connects to it. If a wired gamepad is not used, no need to connect it. It sends power to the demo gamepad over the cable.
The thick original cable on the kiosk has 2 components. the RF cable and the 6-pin DRC cable. Power will go through the DRC part. The RF portion is for video. Both halfs of the cable need to be plugged into the demo gamepad at all times for it to work. The demo gamepad has no battery.The cable you linked will not work. It needs to be Male SMA (not RP-SMA) on both ends and dont forget the 6 pin DRC needs to be plugged in as well.You can sync a retail gamepad and once you do you can choose whatever demos are on the unit. Put a blank SD card in the wii and turn it on.Without an antenna the gamepad needs to be super close to the wii u , pretty much touching it. Even my antenna isnt that great. as I am using the wrong kind of antenna. I have something better coming in the mail and will report back once it arrives.The gamepad is hard wired into the console. There are two main parts inside the gamepad cable.
The physical kiosk contains two gamepad charging adapters. The first connects to the demo console for the gamepad and the second connects to the WIS-07 module. This module is where the wiimote and nunchuck are wired to. The WIS-07 module is connected via a standard USB cable to the Wii U demo console. (See photo below)Note: The console displays an onscreen message if the USB cable is disconnected from the WIS-007 but the wiimote still works via bluetooth. I am not yet sure what the purpose of the USB cable is.Turning on the demo console with an SD card boots it in a service menu.From this menu you can sync a retail gamepad to the demo unit. Since the RF/Wifi signal is routed to the back SMA connector and not to an internal antenna the range is very limited. The gamepad needs to sit right on top of the console.I attached a wifi antenna with a makeshift male SMA connector and the range increased to several feet. (See photo below.)The demo gamepad can be connected to the Wii via a male SMA to male SMA cable if the original cable is not available.Wii U demo console back panel. WIS-007 module
WIS-007 module openedIncreased range for a synced retail gamepad! This was just a wifi antenna that I had laying around. I dont believe the Wii is putting out much power to this connector as its expecting to be connected via an RF cable.
Well I've got the demo gamepad working on the demo console. I dont have the original cable so I decided to make my own. If one ever gets posted on ebay the seller will probably want some rediculous amount for it.I picked up a 10 foot male SMA to male SMA cable on ebay. It plugs directly into the gamepad and the back of the Wii.I used a regular gamepad battery to power it as I haven't worked out the power portion of the cable yet. -- but it works! I need to order some bits and pieces in order to make this a more permanent cable.There is nothing mystical nor magical about this hardware. It just uses wired-rf instead of wireless-rf like the retail unit does.
By the way. This also works but the controller must be turned on from the button inside the battery compartment. Pushing that button also turns on the Wii U. I am thinking that little board that the power goes through automatically turns on the controller when power is applied via the stock cable. (The power button on the front of the controller is disabled)
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