List of Mario Kart Tour pre-release and unused content: Difference between revisions

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===General===
===General===
*Rubies were originally emeralds.
*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.
*[[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.
*Originally, events in each cup were unlocked one at a time in a linear order after completing the first event, with challenges being unlocked last. In the final game, all events are unlocked when a cup is unlocked.
*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.
*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".
*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.
*Players could receive [[Metal Mario]], the [[B Dasher]], and the [[Gold Glider]] in the final tour gift, which was the first spotlight pipe.
*Players could receive [[Metal Mario]], the [[B Dasher]], and the [[Gold Glider]] in the final tour gift, which was the first spotlight pipe.
*Combo bonuses were not implemented.
*Combo bonuses were not implemented. As a result, the beta did not have constant sound effects that played when the combo is increased, unlike in the final game.
*Higher tier karts originally increased speed, while higher tier gliders only increased item luck.
*Higher tier karts originally increased speed, while higher tier gliders only increased item luck.
*The items on the character selection screen were [[Mushroom]]s. In the final game, they are [[Green Shell]]s instead.
*The items on the character selection screen were [[Mushroom]]s. In the final game, they are [[Green Shell]]s instead.
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*Music and sound effects were different from the final game.
*Music and sound effects were different from the final game.
**The menu music had a different arrangement.<ref>Sarah Mii. (September 27, 2020) [https://www.youtube.com/watch?v=WbSVZW0omWM (Beta Version) Lobby Music || Mario Kart Tour | Music Soundtrack] ''YouTube''. Retrieved October 8, 2020.<!-- The title of the video has brackets which mess up the external link --></ref>
**The menu music had a different arrangement.<ref>Sarah Mii. (September 27, 2020) [https://www.youtube.com/watch?v=WbSVZW0omWM (Beta Version) Lobby Music || Mario Kart Tour | Music Soundtrack] ''YouTube''. Retrieved October 8, 2020.<!-- The title of the video has brackets which mess up the external link --></ref>
**The sound that played when navigating through the cups and challenge cards was ripped from ''[[Mario Kart Wii]]''.
**The jingle when acquiring a Normal item or a [[Grand Star]] was different. In the final game, this jingle is instead used in the ranked cup results when the player places 4th or lower.
**The jingle when acquiring a Normal item or a [[Grand Star]] was different. In the final game, this jingle is instead used in the ranked cup results when the player places 4th or lower.
**The countdown sound effect was taken from ''[[Mario Kart DS]]'' (this was also the sound effect used in ''[[Mario Kart Wii]]'' and ''[[Mario Kart 7]]''). In the final game, the sound effect is instead taken from ''[[Mario Kart 8]]''.
**The countdown sound effect was taken from ''[[Mario Kart DS]]'' (this was also the sound effect used in ''[[Mario Kart Wii]]'' and ''[[Mario Kart 7]]''). In the final game, the sound effect is instead taken from ''[[Mario Kart 8]]''.
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An (*) asterisk means that the course assets are leftovers from ''Mario Kart 8'', meaning that it is unclear if these assets were intended to be used or not. "Mobmu" and "Mobnu" are named with the "Mob" prefix, which is used for [[new course]]s in the game's data, suggesting that they may have been new courses that were scrapped or used for testing.
An (*) asterisk means that the course assets are leftovers from ''Mario Kart 8'', meaning that it is unclear if these assets were intended to be used or not. "Mobmu" and "Mobnu" are named with the "Mob" prefix, which is used for [[new course]]s in the game's data, suggesting that they may have been new courses that were scrapped or used for testing.


An environmental file for [[Ghost Valley 3|SNES Ghost Valley 3]] was present in the files during the [[Wario vs. Waluigi Tour]], though it was later removed.
An environmental file named after [[Ghost Valley 3|SNES Ghost Valley 3]] is present in the files of tours which feature [[RMX Ghost Valley 1]].


Within the game's data, every course has numerous IDs referencing the renders used for it in-game. This list was refreshed with each tour and after most game updates. There are four individual numbered lists, with every ID in each list sharing a prefix:<ref>[https://api.karttour.net/id?type=course Track ID list]</ref> "Classic" for [[classic course]]s, "New" for new courses, "Remix" for [[remix course]]s, and "Battle" for [[Battle Mode|battle]] courses (including both classic and new courses). Within these lists, the IDs are sorted alphabetically and are numbered starting from 101000. Every course has up to five IDs that are visible in the list, ending with "_BG" (the first ID for a course), "_sub" (the last ID for the normal variant), "R_sub" (the last ID for the R variant), "RX_sub" (the last ID for the R/T variant) and "X_sub" (the last ID for the T variant). Many of the game's courses had their IDs present in the list prior to release, as evidenced by the numbering of the IDs, though they were not visible. Normally, the "X_sub" ID of a course and the "_BG" ID of a course after it are numerically after one another (for example, if "Track1X_sub" is numbered 1010050, "Track2_BG" should be numbered 1010051), but when an unreleased course was present between two released courses, there would be a larger difference between the ID numbers. Since the IDs are ordered alphabetically, these gaps could be used to identify courses before they were released. For example, a gap between "Ggc_YoshiCircuit" and "Gn64_ChocoMountain" would imply that [[N64 Bowser's Castle]] or [[N64 Banshee Boardwalk]] is present under the name "Gn64_BowserCastle" or "Gn64_BansheeBoardwalk", respectively. The size of the gap, when it was increased, and the amounts in which it was increased could also be used to estimate when a course in it may debut and how many courses were present within it. Pre-existing courses being increased could also help determine the themes of upcoming tours, such as how increases to all routes of [[Tour Tokyo Blur|Tokyo Blur]], [[Tour Singapore Speedway|Singapore Speedway]], and [[Tour Bangkok Rush|Bangkok Rush]] starting in the second [[Peach vs. Bowser Tour (November–December 2022)|Peach vs. Bowser Tour]] foreshadowed the [[Winter Tour (2023)|2023 Winter Tour]].<ref>[https://docs.google.com/spreadsheets/d/1F9-J88_yQomkGdgJ9dogiin4JTxWf65bWecQ_dhYA8w Spreadsheet showing ID increases between tours]</ref> Though most of the ID gaps in the game's files were filled in with courses that were later added, two remain, each having two slots: a gap in the classic course list between [[GBA Bowser's Castle 4]] and [[GBA Cheep-Cheep Island]] (which could have fit [[Broken Pier|GBA Broken Pier]] or T and R/T variants for GBA Bowser's Castle 4) and a gap in the new course list between [[Tour Paris Promenade|Paris Promenade 3]] and [[Rome Avanti]]. Additionally, prior to the [[1st Anniversary Tour]], a gap of size four existed that could have fit either N64 Banshee Boardwalk or N64 Bowser's Castle; this gap subsequently vanished and never resurfaced in the files. The final courses in the game's internal lists are [[Wii Rainbow Road]] for classic race courses, [[Yoshi's Island (race course)|Yoshi's Island]] for new race courses, [[RMX Vanilla Lake 2]] for remix courses, and [[Tour Paris Promenade|Paris Promenade B]] for battle courses, so any courses following these alphabetically cannot have their ID gaps seen (if there are any).
Within the game's data, every course has numerous IDs referencing the renders used for it in-game. This list was refreshed with each tour and after most game updates. There are four individual numbered lists, with every ID in each list sharing a prefix:<ref>[https://api.karttour.net/id?type=course Track ID list]</ref> "Classic" for [[classic course]]s, "New" for new courses, "Remix" for [[remix course]]s, and "Battle" for [[Battle Mode|battle]] courses (including both classic and new courses). Within these lists, the IDs are sorted alphabetically and are numbered starting from 101000. Every course has up to five IDs that are visible in the list, ending with "_BG" (the first ID for a course), "_sub" (the last ID for the normal variant), "R_sub" (the last ID for the R variant), "RX_sub" (the last ID for the R/T variant), and "X_sub" (the last ID for the T variant). Many of the game's courses had their IDs present in the list prior to release, as evidenced by the numbering of the IDs, though they were not visible. Normally, the "X_sub" ID of a course and the "_BG" ID of a course after it are numerically after one another (for example, if "Track1X_sub" is numbered 1010050, "Track2_BG" should be numbered 1010051), but when an unreleased course was present between two released courses, there would be a larger difference between the ID numbers. Since the IDs are ordered alphabetically, these gaps could be used to identify courses before they were released. For example, a gap between "Ggc_YoshiCircuit" and "Gn64_ChocoMountain" would imply that [[N64 Bowser's Castle]] or [[N64 Banshee Boardwalk]] is present under the name "Gn64_BowserCastle" or "Gn64_BansheeBoardwalk", respectively. The size of the gap, when it was increased, and the amounts in which it was increased could also be used to estimate when a course in it may debut and how many courses were present within it. Pre-existing courses being increased could also help determine the themes of upcoming tours, such as how increases to all routes of [[Tour Tokyo Blur|Tokyo Blur]], [[Tour Singapore Speedway|Singapore Speedway]], and [[Tour Bangkok Rush|Bangkok Rush]] starting in the second [[Peach vs. Bowser Tour (November–December 2022)|Peach vs. Bowser Tour]] foreshadowed the [[Winter Tour (2023)|2023 Winter Tour]].<ref>[https://docs.google.com/spreadsheets/d/1F9-J88_yQomkGdgJ9dogiin4JTxWf65bWecQ_dhYA8w Spreadsheet showing ID increases between tours]</ref> Though most of the ID gaps in the game's files were filled in with courses that were later added, two remain, each having two slots: a gap in the classic course list between [[GBA Bowser's Castle 4]] and [[GBA Cheep-Cheep Island]] (which could have fit [[Broken Pier|GBA Broken Pier]] or T and R/T variants for GBA Bowser's Castle 4) and a gap in the new course list between [[Tour Paris Promenade|Paris Promenade 3]] and [[Rome Avanti]]. Additionally, prior to the [[1st Anniversary Tour]], a gap of size four existed that could have fit either N64 Banshee Boardwalk or N64 Bowser's Castle; this gap subsequently vanished and never resurfaced in the files. The final courses in the game's internal lists are [[Wii Rainbow Road]] for classic race courses, [[Yoshi's Island (race course)|Yoshi's Island]] for new race courses, [[RMX Vanilla Lake 2]] for remix courses, and [[Tour Paris Promenade|Paris Promenade B]] for battle courses, so any courses following these alphabetically cannot have their ID gaps seen (if there are any).


===Karts===
===Karts===
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===Tires===
===Tires===
[[File:MKT Model StdR Red.png|thumb|left|100px|The StdR_Red tires]]
[[File:MKT Model StdR Red.png|thumb|left|100px|The StdR_Red tires]]
The StdR_Red [[tire]]s can be found in the game's files, but are currently unused.<ref>[https://www.youtube.com/watch?v=KNk9WE-EfZ4 HalfHydra] ''YouTube''. Retrieved February 21, 2022.</ref>
The unused StdR_Red [[tire]]s are present in the game's files.<ref>[https://www.youtube.com/watch?v=KNk9WE-EfZ4 HalfHydra] ''YouTube''. Retrieved February 21, 2022.</ref>
{{br}}
{{br}}


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Several unused voice clips exist for when a driver finishes 5th or below, indicating that drivers were originally going to have voice clips for losing. Some drivers from ''Mario Kart 8'' and ''Mario Kart 8 Deluxe'' retain their losing voice clips from said games, while Peachette and Pauline have newly recorded losing voice clips.<ref>[https://www.reddit.com/r/MarioKartTour/comments/j73i53/an_interesting_trivia_about_pauline_and_peachette/]</ref> Drivers added later in the game that were not present in ''Mario Kart 8'' or ''Mario Kart 8 Deluxe'' lack unused losing voice clips.
Several unused voice clips exist for when a driver finishes 5th or below, indicating that drivers were originally going to have voice clips for losing. Some drivers from ''Mario Kart 8'' and ''Mario Kart 8 Deluxe'' retain their losing voice clips from said games, while Peachette and Pauline have newly recorded losing voice clips.<ref>[https://www.reddit.com/r/MarioKartTour/comments/j73i53/an_interesting_trivia_about_pauline_and_peachette/]</ref> Drivers added later in the game that were not present in ''Mario Kart 8'' or ''Mario Kart 8 Deluxe'' lack unused losing voice clips.


An unused alternate version of the [[Tour Singapore Speedway|Singapore Speedway]] theme that lacks synth and percussion can be found in the files. Additionally, the [[Wii Koopa Cape]] underwater music has an intro portion in the game's files that is never used in the game, even in the underwater challenge where the player starts in the section in which the underwater variant of the theme plays.
Additionally, the [[Wii Koopa Cape]] underwater music has an intro portion in the game's files that is never used in the game, even in the underwater challenge where the player starts in the section in which the underwater variant of the theme plays.
{{media table
|file1=MKT Singapore Speedway Theme.oga
|title1=Singapore Speedway
}}


===Event token obtaining method===
===Event token obtaining method===
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==Course icons==
==Course icons==
Several in-game course icons have been altered, either to reposition the character depicted in them or to change the screenshot shown to be more accurate to what is really in the game. The table below documents the differences between the original and updated versions of these icons.
Several in-game course icons were altered, either to reposition the character depicted in them or to change the screenshot shown to be more accurate to what is really in the game. The table below documents the differences between the original and updated versions of these icons.


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