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Mario Kart: Double Dash!!

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Title Screen

Mario Kart: Double Dash!!

Developer: Nintendo EAD
Publisher: Nintendo
Platform: GameCube
Released in JP: November 7, 2003
Released in US: November 14, 2003
Released in EU: November 17, 2003
Released in AU: November 19, 2003
Released in KR: December 20, 2003

GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

The GameCube was a shaky transition for the Mario series. The quality of the other Mario games for the 'Cube were highly debated (the former considerably less) and seemed to be slightly rushed, given the massive amount of unused content in both games.

That all stopped when this game came out.

Mario Kart: Double Dash!! is the first and only Mario Kart game where players drive with two characters at once, and was the first title in the series to introduce the concept of choosing different vehicles. Highly praised for its unique mechanics, it's considered one of the poster children for the GameCube. Also, Toadette.

Course Dedications

Internal file names for the courses, which give the theme or character the track is dedicated to, indicate that some of the otherwise-neutral tracks were actually dedicated to certain characters.

  • Mushroom Bridge: Koopa Troopa (Nokonoko)
  • Mushroom City: Paratroopa (Patapata)
  • Dino Dino Jungle: Diddy Kong
  • Baby Park: while the course shows it is dedicated to both Baby characters, the file name is for Baby Luigi.

Missing Stages

The internal course folders for the battle stages are marked as MiniX, where X is the battle stage number. These numbers range from 1 to 8, meaning that there was originally going to be 8 stages, but in the final game there were only 6. The 2 stage ids that are not used in the final are Mini4 and Mini6. The music track ids further help this theory, where the id of Mini3 (Block City) is 0x36, the id of Mini5 (Tilt-A-Kart) is 0x38, and the id of Mini7 is 0x3A: thus, rendering 0x37 and 0x39 unused.

Internally referenced in the game's code is something named TestMap. According to the list, there were a total of 27 test maps, from Test1 to Test27.

Debug Content

Debug Camera

To do:
Codes for other versions.
MKDD DebugCamera.png

The debug camera can be controlled with a second controller plugged into port 2. Pressing the D Pad Up/Down will enable the debug camera on the first controller.

Debug Camera Controls:

  • B/A: Zoom In/Out
  • Y/X: Move Up/Down
  • L/R: Rotate Left/Right
  • Stick Up/Down: Look Up/Down
  • D Pad Up/Down: Move Forward/Backward
  • DPad Left/Right: Strafe Left/Right
USA Europe

Draw Debug Process Bar

MKDD ProgressBar.png

Shows some bars at the bottom.

USA Europe
(Source: Ralf@GC-Forever)

Leftover debugInfoS.MAP file

The debugInfoS.MAP contains some original sources for Mario Kart: Double Dash.

Download.png Download debugInfoS.MAP Linker Address Map
File: MarioKartDD-DebugInfoS.7z (656kb) (info)

Unused Models

Hot Air Balloon

A prerelease screenshot of the hot air balloon.

MKDD Balloon Model1.png MKDD Balloon Model2.png

A hot air balloon. It has two textures for it. It can be seen at a early screenshot of Dry Dry Desert.

Unused Graphics

Early Course Map

Oh, is that what that says?

The file packs for Mushroom City contain an extra version of the mini-map from earlier in development. The file, named patapata_course_map is twice the size of the final mini-maps, and reads "patapata course map". The name of the used mini-map is patapata_map.

Award Course

Peach's discarded hairband

Being as the awards ceremony takes place on a copy of Peach Beach, the files for it also contain a mini-map of the course. However, like the unused course map above, this one is twice the size of the final mini-maps, and is rotated 180º compared to the final Peach Beach mini-map. Strangely, it follows the mini-map naming convention, with the name award_map.


The most interesting thing in the pack, however, is this early version of the course's logo. Note that Peach's hair is down, as opposed to tied up in a ponytail as it is in the final game. This is also notable for being the only course logo image to be included within the files for the course it belongs to.

Placeholder Trophies

Placeholder Trophies found at courseselect.arc/timg.

Graphic File Name
center=true trophy1.bti
MKDD trophy2.png
MKDD trophy3.png

Tag Mark

MarioKartDD tagmark.png

An icon related to the ability to switch between the two chosen characters' roles. Found in records.arc/timg.

Thank you for playing

MariokartDD Thank you.png

The game uses a bfn font file to give out a "Thank you" message in the ending, making this graphic version unused. The message is also in English across all releases.

GameCube Controller Texture

MKDD cubebt mizo.png

An unused texture that would have been used for the controller in the Nintendo GameCube Stage.

Japanese Contest Code

It's meaningless, but you can use it to impress friends.

A Japanese contest code can be seen in all versions of the game in Time Trials. You can see it by pressing L, R, L, R, X, Y, X, Y, Z once it gives you options after the race. Once the code is entered, a contest code will appear at the bottom of the screen.

A Flash application exists that can be used to decode the 16 character long code. Each code contains the track played on, which kart was used, which two characters were selected, total time for the trial, and the best lap time.

Misplaced Heart

Model Texture
MKDD Rainbow road Heart.png MKDD Rainbow Heart Texture.png

There is a misplaced heart outside the sky box of Rainbow Road. It has the texture for the heart on the front, and a yellow texture on the back.

Screenshot Feature

A symbol map from a very early version of the game exists, and it contains a lot of symbols for unused features that were planned for the final game. However, there is code that doesn't exist in the final game, and it is a screenshot feature. The following functions are present in the old symbol map:

ScrnShot::createScrnShot(int, int, _GXTexFmt)
ScrnShot::ScrnShot(int, int, _GXTexFmt)
ScrnShot::genMessage(JORMContext *)
ScrnShot::listenPropertyEvent(JORPropertyEvent const *)

Due to none of this being in the final game, it is unknown on what these functions would have returned.

Regional Differences

Japan International
MKDD JPN title.png MKDDTitle.png MKDD Final Title2.png

The Double Dash!! logo had a thinner font in the Japanese release and three streak lines rather than two.