Editing List of Mario Kart Tour pre-release and unused content

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===General===
===General===
*The drivers, karts, and gliders inventory screens originally displayed in rows of three, and locked items still had their special skill and starting base points value visible in the beta. In the final game, however, the inventory screens display in rows of four, and locked items no longer had visible special skills or starting base points values.
*The Drivers, Karts & Gliders inventory screens originally displayed in rows of 3, and locked items still had their special skill and starting base points value visible in the beta. In the final game however, the inventory screens display in rows of 4, and locked items no longer had visible special skills or starting base points values.
*[[Ruby|Rubies]] were originally emeralds.
*[[Ruby|Rubies]] were originally emeralds.
*An element seen in other free-to-play games that was included in the closed beta was a stamina bar consisting of five hearts total. One heart would be consumed every time a player raced, and once the stamina was depleted, players would not be able to play until it recharged. Players would replenish hearts when they leveled up, if they waited out the timer, or if they purchased hearts with emeralds. This element was removed in the final game at launch, with players instead being able to play indefinitely.
*An element seen in other free-to-play games that was included in the closed beta was a stamina bar consisting of five hearts total. One heart would be consumed every time a player raced, and once the stamina was depleted, players would not be able to play until it recharged. Players would replenish hearts when they leveled up, if they waited out the timer, or if they purchased hearts with emeralds. This element was removed in the final game at launch, with players instead being able to play indefinitely.
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*Originally, there was no way to speed up the unlocking process for the cups restricted by timers.<ref name=Arstechnica>Machkovech, Sam. (May 22, 2019). [https://arstechnica.com/gaming/2019/05/mario-kart-tour-beta-hands-on-microtransactions-land-like-a-nasty-blue-shell/ Mario Kart Tour beta hands-on: Microtransactions land like a nasty blue shell.] ''Ars Technica''. Retrieved May 23, 2019.</ref> In the final game, this can be done using [[quick ticket]]s.
*Originally, there was no way to speed up the unlocking process for the cups restricted by timers.<ref name=Arstechnica>Machkovech, Sam. (May 22, 2019). [https://arstechnica.com/gaming/2019/05/mario-kart-tour-beta-hands-on-microtransactions-land-like-a-nasty-blue-shell/ Mario Kart Tour beta hands-on: Microtransactions land like a nasty blue shell.] ''Ars Technica''. Retrieved May 23, 2019.</ref> In the final game, this can be done using [[quick ticket]]s.
*The classes "Common", "Rare", and "Super Rare" in the beta were renamed to "Normal", "Super", and "High-End" respectively in the final game.
*The classes "Common", "Rare", and "Super Rare" in the beta were renamed to "Normal", "Super", and "High-End" respectively in the final game.
*Emeralds were classed as "Rare" items in the beta, while rubies are classed as "Normal" items in the final game.
*Emeralds were classed as "Rare" items in the beta, while Rubies are classed as "Normal" items in the final game.
*Karts and gliders only had colored frames around their card while retaining the same color scheme as "Common" items in the background in the beta, while in the final game, the card backgrounds change color based on whether they are "Super" or "High-End".
*Karts & Gliders only had colored frames around their card while retaining the same color scheme as "Common" items in the background in the beta, while in the final game, the card backgrounds change color based on whether they are "Super" or "High-End".
*The names of the four bonus challenges "Rocket Start!", "Race through the rings", "Don't crash", and "Beat Up Goombas" in the beta were changed to "[[Ready, Set, Rocket Start]]", "[[Ring Race]]", "[[Steer Clear of Obstacles]]", and "[[Goomba Takedown]]" respectively in the final game.
*The names of the four bonus challenges "Rocket Start!", "Race through the rings", "Don't crash", and "Beat Up Goombas" in the beta were changed to "[[Ready, Set, Rocket Start]]", "[[Ring Race]]", "[[Steer Clear of Obstacles]]", and "[[Goomba Takedown]]" respectively in the final game.
*The Daily Selects Shop had only six items, as opposed to nine.
*The Daily Selects Shop had only six items, as opposed to nine.

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