The character you choose doesn't particularly matter as their stats don't drastically affect the karts. Some good karts to try: Egg1, Dry Bomber, and Poltergust 4000 are all good karts if you want to try snaking. For non-snaking the R.O.B. Karts are all among the best in the game. Mario Kart DS includes a wide variety of characters from the Mario universe. There are twelve characters to choose from, but four of these must be unlocked before you can select them. Shy Guy is another playable character, but only through DS Download Play. The characters are grouped by their weight - Light, Medium and Heavy.
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Mario Kart DSDeveloper:Publisher:Platform:Released in JP: December 8, 2005Released in US: November 14, 2005Released in EU: November 25, 2005Released in AU: November 17, 2005Released in KR: April 5, 2007This game has.This game has.This game has.This game has.This game has.This game has.Mario Kart DS is one of the most popular games on the DS as well as one of the best selling Mario Kart games of all time. It's also the Mario Kart game that introduced the Retro Grand Prix, which has since become a series staple.Also, R.O.B is a playable character for some reason. To do:.
Add info for the restored test1course model. It would be better to remake most of these videos, as almost none of them accurately represent the courses correctly. A few of the textures on some of these courses can also be restored with using AR codes, and a comparison with and without the textures in a single video would also likely be the better choice for most of these.There are a total of ten unused tracks in the game. Nine of the unused tracks will cause the game to crash, because of the way the game loads textures changed between builds.In the unused courses they are located in their model file while the textures of the used tracks are in a separate archive. These tracks can be loaded by using an Action Replay code to load texture data from a track that is used, although there may not be any textures shared between the two tracks, so it will appear as if they are fully untextured. All tracks from the have the textures in their model files.oldmariogc (GCN Mario Circuit)A remake of the course that didn't make the final cut, although it was later featured in.For the most part, this track is unfinished.
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Some of the textures are poor in quality and the vertex coloring on the castle isn't finished, plus not all details and features are there from the original, such as the door on the castle, or the stained glass window with Peach on it.Most surfaces that aren't a wall tend to use the collision type for normal road, and it's easy to go out of bounds, since the collision data is unfinished. There aren't really any objects either, aside from three item boxes right after the starting line. NokonokocourseAn unused beach-looking track. Judging by the filename ('Nokonoko' being the Japanese name for 'Koopa Troopa'), it's possible it was going to be a Koopa Beach type of track.There is also a Goomba on the course.
LuigicourseA very early version of Waluigi Pinball. It seems to be said course in it's a proof-of-concept stages.The course has no item boxes and the cannon is only a slope with boost pads. Near the end, where all the bounds and flippers are located, there's a passage where the player can go underneath the course. The flippers themselves look different and have less details, and cause the course to crash in the final game, due to lacking the animation data the final flippers use for their electrical effect. Plus the course has a single respawn point, which like most other unused courses is unfinished, so it'll crash if you manage to fall off.In the Kiosk Demo version, the bound uses a, while the final uses the bound model found in the files of donkeycourse (pinballcourse in the kiosk demo).The placements of the pin object are also still present in the.nkm file, although it doesn't load, since it's functions have been removed from the final version. Test1courseA course that was used to test objects and collision. The objects that are used here are the bridge from Defino Square, one of the gears from Tick Tock Clock, and the blocks from Bowser Castle.
The course also contains a lot of speed boosts, ramps, and the pipes that were only used in dokancourse. It also has a bunch of loops that aren't used anywhere else.Originally, this course would crash the game, because it contains the early version of Bowser Castle's block object with the filename testbrock.nsbmd. By adding the final model to the object folder, the course will load. It will also work if you rename said object to koopablock.nsbmd, although it is a lot smaller than the final version's block, meaning that the object's collision won't match with this model.The original course model was overwritten by an early version of Rainbow Road, making it very difficult to navigate, unless you follow one of the AI to complete the race.
Donkeycourse (early Waluigi Pinball)The earlier version of Waluigi Pinball from the Kiosk Demo, with a very different layout. It also doesn't contain any pinballs.The was likely replaced with this course due to the collision type of the grass being changed to a 'Fall' value for the final version, meaning the game would either crash when touching the grass, or you would just fall through it. The objects to original said course, however, still remain in the object folder.The object behavior for the slots has also been changed. In the final version of Waluigi Pinball, the object file was made larger and flipped vertically, but the earlier version of the course still uses the Kiosk Demo model, which is why it appears to have been flipped horizontally. The collision data for them was also removed.Like luigicourse, the pin object placements still exist in the.nkm file, but it doesn't load since it's functions have been removed from the final. The bounds and flippers also still use the Kiosk Demo version of their models as well, but again the flipper model causes the final game to crash, due to it lacking the animation data for the electrical effect of the final model.
MRstage4 (earlier Wiggler race)A duplicate of GCN Mushroom Bridge. It was meant to be used for mission 7-Boss with Wiggler, but the game uses the normal course, so MRstage4 goes unused. Plus, it contains an earlier version of the mission.
The differences are the following:. Unfinished intro. Cars and Wiggler have no sound. Different starting position. Mario does not have any balloons, which makes it impossible to lose. Wiggler doesn't move.
The route where Wiggler should go, is only for one lap. The final uses 3 laps. The car uses an earlier model, which is from the version. Item boxes are different. The trucks do not contain item boxes.
The course uses the boss theme, while the final uses the original course's music. When playing the course in Grand Prix or Versus, the AI will drive for only a few seconds. King Boo battle (mrstage3)For whatever reason, the courses used for the boss battles in mission mode (mrstage1, mrstage2 and mrstage3) have hidden skybox models, that can only be seen in an editor or by using cheat codes to fly out of bounds. They are copies from other skyboxes and doesn't fit the look of these courses at all.Hidden Bottom Map GraphicThe Paratroopa shaped building in Baby Park cannot normally be seen on the touch screen map because it is too far out of bounds. By using cheats to fly out of bounds, however, it can be seen.Removed MissionsThe file mission.mr is a table containing configurations for missions. However there are 28 entries never used by the game, because they were scrapped.Note that MR stands for Mission Run.Mission NameMission TaskDriverCourseTime LimitNotesmr01Drive Through GatesYoshiGCN Yoshi Circuit00:25:00This is a scrapped mission from the Kiosk Demo.mr05Collect 50 CoinsLuigiSNES Mario Circuit 101:00:00Another scrapped mission from the Kiosk Demo.
There is an unused sequence for a menu in the sound data of the game, called SSEQ0005. It is one track away from the records screen, so it might have been used there.
It has a resemblance to the Wi-Fi menu theme, and the settings theme too.To hear this sequence on the title screen, use Action Replay code 121DB4A4 000001B0 (US).Development Text NitroKart Ghost Data Test 01Located in the ARM9 binary is text, regarding a Ghost Data test, which suggests the internal project name of the game was 'NitroKart'. To do:Check if this is really unused. The staff ghosts also contains this ASCII art for kart symbolsMario Kart DS seems to pad out certain parts of memory with repeated instances of cute ASCII art which depicts Mario from UUUUUUUUUUUUUUUUUUUUUUUUUUUUDDD.D.DDD.D.D.D.D.D.D.D.D.DD.D.D DD.D.DD.DDDDDD.DDDD.DDUDDDDDUDDDDDDUDDUDDDDDDUDDUDDDDDDDUUUUDDDDDDDDUUUUDDDD.DU.UU.UD.DU.UU.UD.UUUUUU.UUUUUU.UUUUUUUU.UUUUUUUU.UUU UUUUUU UUUDDD DDDDDD DDDDDDD DDDDRegional Differences Main Menu InternationalJapanKoreaWi-Fi mode is labeled as 'Nintendo WFC' in the International versions and 'Wi-Fi' in the Japanese version. The Korean title screen has the copyright year as 2005-2007. This is because Mario Kart DS's Korean release year was 2007 rather than in 2005, like every other version.R.O.B.The most blatant regional differences involve R.O.B.InternationalJapanIn the International versions, R.O.B. Is colored dark grey (the general color of the NES), while in the Japanese version he is white and red (the colors of the Family Computer). Additionally, he is called HVC-012 in the Japanese version.InternationalJapanThe ROB-LGS kart was similarly recolored.InternationalJapan.As were his icons.InternationalJapanThe title screen that appears after you beat the game was also changed.It's worth noting, however, that these changes aren't actually a direct replacement of any files - viewing a Time Trial ghost replay or playing multiplayer with a different version of the game will allow you to see both R.O.B.
And HVC-012 at the same time. This is most apparent when viewing/racing a staff ghost using HVC-012 in the International versions of the game.VS Screen Computer Names InternationalJapanKoreaThe names for the computer players in the Japanese and Korean versions are COM then a number, whereas the names in the US and European versions are CPU then a number.Pre-Game Note North AmericaInternationalIn the North American version of the game, before showing the title screen, a note will appear saying ' ESRB NOTICE: Game Experience May Change During Online Play.' , whereas in the other versions (European, Japanese and Korean) the note says, ' All rights, including copyright of game.
Scenario, Music and Program, reserved by NINTENDO.' The North American text is in bold, whilst the other text isn't. Both sentences are also incorrectly capitalised.Course NamesSome tracks and karts have different names depending on the region. If you press Up, Down, L, R, Y, A in the Time Trials records, a 16 character code with information on your ghost will appear.
EuropeanNintendo DS,Wii U Virtual Console,North AmericanNintendo DS,Wii U Virtual Console,AustralianNintendo DS,Wii U Virtual Console,JapaneseNintendo DS,Wii U Virtual Console,South KoreanNintendo DSMario Kart DS is the fifth installment of the (sixth if is included). Mario Kart DS was one of the first games announced for the and was pushed back from its originally estimated release of early 2005. Unlike, which features -based characters against a background, Mario Kart DS features a three dimensional world entirely.Along with, Mario Kart DS is the first DS game to support. Using, players could race one other and show custom decals on their kart. Contents.Gameplay The action takes place on the top screen while a map is visible on the bottom screen.
Unlike the the previous installments, the player can both hop. The game removes the dual-kart mechanism present in the preceding Mario Kart game:.The racing itself has not changed much from previous iterations of the franchise. They focus on simple, arcade-style controls instead of realism.
Players use different weapons from the, such as shells and against each other, while racing along crazy twisting tracks. Mario Kart DS includes its own unique tracks and throwbacks from preceding instalments, which are recreated to have a three dimensional setting.In addition to traditional races, there is a revamped battle mode and a mission mode. The battle mode features player-vs-player combat, where each player begins with one balloon that represents their life.
In another twist, players can inflate additional balloons by blowing into the DS's microphone or by holding down SELECT.The other feature is a mission mode, where the player has to meet a given objective within a limited time. Examples include driving through power slides, or collecting certain a number of coins within a time limit. Each stage also has a battle, with bosses like, who has to be pushed in the water using, or racing while it releases other Goombas to slow down the player.Tracks. And driving through the waterfall in Yoshi Falls.There are a total of thirty-two tracks, sixteen from the previous iterations of the Mario Kart series and sixteen unique tracks which debut in Mario Kart DS. Twenty of the thirty-two tracks are available via online Wi-Fi races.Nitro Grand Prix Mushroom Cup.Flower Cup.Star Cup.Special Cup.Retro Grand Prix Shell Cup.,.,.,.,Banana Cup. SNES.
N64. GBA. GCNLeaf Cup. SNES. N64. GBA. GCNLightning Cup.
SNES. N64. GBA. GCNBattle Mode There are six battle stages, two of which are from preceding installments of the Mario Kart series.
Resembles a. A similar stage is found in Mario Kart: Double Dash!!; in that case, players go head-to-head on the surface of a GameCube. A nine-room three-by-three configuration of an old house, the center being filled in as a wall.
A beach with a central island and some stretches of dry land all around it. These stretches are separated by a sand-filled sort of basin that the tide fills occasionally, causing karts to more slowly underwater.
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A large cake, with all the item boxes floating directly over the cherry-topped center. Frosting and strawberries are dotted around the outer and inner parts of the cake, and bumping into one sprays frosting onto the top screen, similar to the 's effects. Originally in Mario Kart 64, this stage features three layers and four massive color coded blocks. Pipe Plaza - This battle track originates from Mario Kart: Double Dash!!Characters There are a total of thirteen characters, eight of which are available from the start and five of which are unlockable characters. Is one of the playable characters, albeit only playable in with a random color.Base characters.Unlockable characters.Items All items are activated when either the X or L buttons are used.
Holding the button allows certain items to be dragged behind the player's kart. Mushroom: Performs a turbo boost. It can be used for passing, ramming, or crossing terrain such as sand or grass without being slowed down. There is a Triple Mushroom variation which includes three mushrooms instead of one.
Golden Mushroom: After the first boost, the player has twenty seconds to perform as many mushroom boosts as possible. Banana: Driving over this item causes the player's kart to spin. It can be set behind the kart, or thrown forwards. Hitting the dragged banana has the same effect as driving over it. It can even be carried behind the kart. There is a Triple Bananas variation which sets off three bananas. Green Shell: This item is a shell which travels in a straight line, and it bounces on walls a few times before it breaks.
If it hits a kart, the kart spins over. There is a Triple Green Shells variation, which allows the player to utilize three Green Shells at once, as the name implies.
Red Shell: A homing version of the Green Shell. If racers are too close together, Red Shells don't always lock on to the racer and continues around to the next racer. There is a Triple Red Shells variation which spins three Red Shells around the kart, similar to the Triple Green Shells. Bob-omb: This item can be held by the back of a kart. If a kart touches this item, it flips in the air, and all other karts that come in contact with the explosion instead spin out.
If a Bob-omb is dropped behind and not touched, it automatically explodes within a few seconds, and it affects karts the same way. Fake Item Box: This item looks like a regular item box, except it doesn't spin and it lacks a question mark. Driving into one causes the kart to flip over. Spiny Shell: A large, blue, spiky shell that zooms straight to the racer in first and creates a large explosion. Like the Bob-omb, the player targets flips into the air, as does the other players within the radius of the explosion. The short aftermath of it can cause others to spin around. Blooper: Sprays ink onto the top screen and the drivers and their karts ahead the user.
CPU players hit by a Blooper usually drive in an erratic zigzag pattern. If used while in first place, no enemy karts are hit; Blooper instead sprays ink on the driver in first instead. Ink can be cleared of with the use of a Mushroom or driving over a boost pad.
Boo: Makes the user simultaneously invisible and invincible temporarily. It allows the user to drive through and over any terrain, with the exception of walls, items, and other karts. If an opponent has an item, Boo steals it and gives it to the user. Boo does not protect the user from falling off the course. Star: When used, the user is invulnerable to item attacks and terrain effects. Driving into another kart while using this item causes the opposing vehicle to flip over. The effects of a Star fade after a short period of time.
Bullet Bill: This item temporarily transforms the user into a Bullet Bill. Players are then automatically navigated through the main road of the course and knock over any karts in the way. Bullet Bills do not take shortcuts, but finish going through a shortcut if activated in one. Lightning: All racers ahead of the user temporarily shrink and move slowly. The music and voices are distorted too. Drivers in lower places take a shorter time to return normal than those in higher places.
The farther a driver is, the longer it takes for that racer to return normal.Triple Bananas, Triple Green Shells and Triple Red Shells do not appear in Wi-Fi Races due to potential lag problems. Dragging items behind one's kart is disallowed for the same reason.Obstacles and Hazards The Mario Kart series have many obstacles in almost every course.
This section lists all of the obstacles and hazards in the tracks:. Boxes: The player can first find these items within. If the player crashes into a box, it breaks and the player temporarily stops. An item sometimes may come out when hit. Cheep-Cheep: Cheep-Cheeps are hopping around in the water or on land, specifically at. Crab: Crabs are mainly found at Cheep Cheep Beach.
If the player runs into one, he or she spins around for a couple of seconds. Crabs appear near the end of the level. Monty Mole: Monty Moles lounge about in multiple tracks, such as.
These foes jump out of small holes in the ground and try to spin drivers. Piranha Plant: Piranha Plant appears in some courses, such as. It spews fireballs at drivers while poking its head out of a pipe.
Pokey Pokeys are mainly found at. They sway back and forth in one spot. If drivers crash into a Pokey, he or she flies upwards and collapses back down.
Rocky Wrench: Rocky Wrenches are found at, where they pop out of manholes and try to spin out racers, similar to Monty Moles. They do not throw wrenches like they do in Super Mario Bros. 3.Emblems Emblems are one of Mario Kart DS's new features. An emblem is a decal or picture which appears on the player's kart.The emblem appears only at certain places on a kart, and depending on where its put, the emblem may be smaller, bigger and/or stretched out. The player can customize the emblem and choose from various patterns such as, or Mario's face. The player can also use the default emblems and not have a customized one. Emblems are displayed during VS matches and online matches via.Trivia.
In the Japanese version of the game, R.O.B. Is red and white and has the name HVC-012. HVC-012, or better known as Famicom Robot, is the original Japanese version of R.O.B. And has the colors of the original. Additionally, HVC-012 is the true staff ghost on Desert Hills and Rainbow Road, not R.O.B.
HVC-012 has the same karts as R.O.B., even down to being the same color. Mario Kart Slot Cars were created as a promotion for this game. When players play Mario Kart DS on the original system, Mario says 'Wahoo!' , but he says 'Here we go!' In later models and the.
The American version of Mario Kart DS is one of the few American DS games to have a multiple language option. Depending on the language of the DS, the language on the game will change; it will not change to Japanese, though. Mario Kart: Super Circuit tie-in: When the Nintendo DS is turned on with 'Mario Kart DS' in Slot 1 and 'Mario Kart: Super Circuit' in Slot 2, 'Super Circuit' is listed as an 'Option Pack' and cannot be played. Users have yet to discover if and how this effects 'Mario Kart DS'.Critic Reviews.
Mario Kart DS still maintains a 9.2 average at, #1 on the Nintendo DS (as of 15:40, 22 December 2006 (EST)). reviewer Bryn Williams admitted that online, Nintendo 'trimmed it back a little too much for my liking', but was certain that 'Even with a few online flaws, this is the best Mario Kart ever.'
(5/5; Multiplayer: Great). reviewer Justin Calvert had similar quips with the online feature: 'Whether these opponents were leaving voluntarily or because of network problems is anybody's guess, but it's equally irritating either way.' Yet, he finished up similarly by saying 'Mario Kart DS is without a doubt one of the best games to hit the Nintendo DS to date.' (9.2/10; GameSpot Editor's Choice; DS Game of the Year). reviewer Craig Harris commented that 'it's just hard to ignore just how limited the online presentation is.'
But again, his closing line was this: 'The only way to finish this review is just to say it: this is the greatest Mario Kart game ever developed, and is without a doubt the best DS game of 2005.' (9.5/10; IGN Editor's Choice Award; DS Game of the Year)Scores received in the major gaming review sites:. GameRankings - 93%. GameSpot - 9.2/10. IGN - 9.5/10.
Joystiq - 9.0/10. Nintendo Power - 9.0/10 Console games.
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