Proto:Mario Kart: Double Dash!!/Interactive Multi-Game Demo Disc (US)
This is a sub-page of Proto:Mario Kart: Double Dash!!.
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A demo version of Mario Kart: Double Dash!! was included on the Interactive Multi-Game Demo Disc Version 13 (December 31st 2003), Version 14 (January 1st 2004) and Version 15 (February 10th 2004). By the time this demo could be found in store kiosks, the game already hit store shelves several weeks - or even months prior depending on the demo disc. The demo included here was compiled on September 10th 2003 at 15:29:41, almost a month before the game's final North American build.
The demo itself has many features locked, but lets you race on Mario Circuit with one or more players (co-op and vs). Aside from the demo's limited content, there are some changes and unused content present that don't exist in the final game.
Contents
Sub-Pages
Differences
Early Menus & UI They just couldn't stop altering the menus. |
Early Courses Tiny differences between the courses. |
Early Dialog Some sentences were added, some removed. |
Early Graphics The outlines weren't thick enough. |
Early Models Waluigi without his flipped L. |
Early Animations These characters got some different moves. |
Unused
Unused Scenes Donkey Kong Jr. was playable before Diddy? |
Unused Graphics More Reverse Cup goodness!! |
Debug Content
Debug Menu
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Find out why the Ending option cannot be accessed even after using the final build's Ending.arc and what needs to be done to make the debug option work. |
A simple debug menu can be accessed, allowing the player to select options and jump to specific screens. For documentation on this menu, see this page detailing the debug build, as much of the content is the same.
The following codes will display this menu after Lakitu's intro fades out:
Encrypted (AR) | Decrypted (Gecko) |
---|---|
GZ5Z-ARPH-XZE7Z DDUT-Q554-AET7F |
041CC9C8 38000002 041CCC34 60000000 |
There were, however, some small changes made between this build and the debug build:
- Under Test > View, Error is known here as DVD Error. This change was made so LAN error messages could also be added to this category.
- Under Record, the GP rank options are unavailable.
- Under Record > GameFlag the flags Special TA and Mini Extra1 in this build were renamed to the more appropriate Mini Luigi and Mini Mario in the debug build.
- Bob-omb Blast does not display an exception handler and crash when entering a battle course with only one player.
- Both OPTION and RECORD under Test > Scene do not display an exception handler when viewing either screens.
The Award and Ending options under Test crash the game when loaded since Award.arc and Ending.arc have been removed. The Award Ceremony works fine when the Award.arc from the final build is added. However, the credits sequence still crashes with the Ending.arc from the final build.
Debug Camera
Enables a debug camera. This also exists in the final game.
Encrypted (AR) | Decrypted (Gecko) |
---|---|
98DU-FMEN-HHAEV 0X5R-0Q4Y-0NNKY YWRZ-XMB2-E4BMT 9GJ3-5A0Q-8N4TG 9T4K-D993-1M1G4 |
00002B4C 08000000 3A387BD0 00000004 04348EB0 8028B98C 3A387BD0 00000008 04348EB0 8028B9F0 |
Debug Process Bar
Enables a process bar. Just like the debug camera, this exists in the final game.
Encrypted (AR) | Decrypted (Gecko) |
---|---|
55HC-PCY7-UGBEX 3B1K-BGHN-NCVW5 578N-Y7DK-HMC7U |
000064E6 08000000 403ACCC8 00010C01 403ACCC8 00013001 |
General
Demo-Specific
- The game never interacts with any Memory Cards and no Memory Card prompts will ever appear.
- The only exception is for the Ghost Data menus. If you select a Time Trial on the debug menu and valid Ghost Data exists on the Memory Card, the game will bring up the menu to select a ghost to race against. You can't race the ghost however. The Ghost Data screen will also appear if you manage to select the Time Trial option on the main menu with no Memory Card inserted.
- There's no opening video. The screen fades to black and immediately goes to the title screen.
- The Records, Options and LAN Mode options are inaccessible. They do exist however and the game will display the LAN Mode option on the title screen if a Broadband Adapter is connected.
- Time Trials and Battle Mode are inaccessible. While Time Trials are functional (and saves records in memory if demo restrictions are removed), Battle Mode is missing its courses.
- All course files for the Special Cup are absent.
- Any course other than Mario Circuit is inaccessible. However, all other courses from the Mushroom, Flower and Star Cups are also present, as they are used in the demo sequence on the title screen. The only course music in the build however is the one belonging to Luigi Circuit, Mario Circuit and Yoshi Circuit.
- The game will fade to black and reset to the demo disc menu after completing a course.
- The Award Ceremony and ending screens are missing its course files.
- The game will time out and return to the demo disc menu if no controller input is detected for a minute (3600 frames).
Audio Differences
- There's no sound cue when obtaining a special item. Instead, the regular sound for obtaining an item plays.
- A ringing sound effect plays when a homing item (Red Shell, Yoshi Egg, etc.) is about to attack the player. This was removed from the final game altogether.
- The Barrel Train plays a choo-choo sound effect whenever the kart is in motion. This was removed from the final game altogether.
- When a kart gets launched up by a Cataquack, the character hanging behind the kart does not play any audio.
- When a kart gets burned by fireballs, the character in back does not play any special audio cue.
- When the game is paused during a replay, no pause sound effect will play.
- During Time Trials, the character in the back will not chant when a new lap record is set.
- During Time Trials, the 5th ringing noise that plays after a new lap record is set doesn't play correctly. The four first ringing noises will play as intended, while there's half a second delay between the 4th and 5th noise.
- During Balloon Battle and Bob-omb Blast, all battle courses play the same battle music. In the final versions of the game, Luigi's Mansion plays the theme from Bowser's Castle and Tilt-A-Kart plays a unique rendition of Baby Park's theme.
- No path for Tilt-A-Kart's theme, GURAGURA_MARIO_0.x.32.c4.ast, is listed in GCKart.bsft either.
- During Shine Thief, collecting the Shine before the music has started will result in the game not playing the main battle music. This is the result of a bug, and can be corrected by taking damage and someone collecting the Shine again.
Gameplay Differences
- Resetting the game will send you back to the Nintendo logo if the demo is launched separately. The final game sends you to the title screen instead.
- Files for the special title screen unlocked after beating the game do not exist, as this wasn't implemented yet. However, code to set the flag (called Special ending in the debug menu) that would activate this title screen has been implemented in the function SequenceInfo::setSecretFlag (virtual address 0x8013fd68), even if the bit is never read.
- The title screen always loads the single player version of the courses (e.g. Peach.arc instead of PeachL.arc), even when there are 2 or 4 players. This means all of the "L" variants of courses are unused (except MarioL.arc which is accessed by playing Grand Prix with 2 players, or Versus with 2 to 4 players). This is changed starting from the European kiosk demo, where the "L" variants of courses are loaded for the 2-player and 4-player demos at the title screen. This is because in the North American kiosk demo SceneTitle::title (virtual address 0x8012e878) does not check how many viewports there are when calling the function ResMgr::loadCourseData, unlike other builds.
Proto | Final |
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- The default initials for entering records or Time Trials times is "NIN" instead of "AAA".
- The 50cc variant of Luigi Circuit wasn't implemented, instead taking the player always to the regular variant.
- CPU's always drive with random character and kart combinations in any cc class. In the final game, this only happens at 150cc.
- The All-Cup Tour, although inaccessible, plays all 16 courses in order, instead of randomizing the middle 14 courses like the final builds do. There's no mention of the SequenceInfo::rndAllCupCourse function in the symbol map debugInfoS.MAP either, as this feature was not yet implemented.
- During Battle Mode, the field of view (FOV) is noticeably different. In the kiosk demo, it's set to a value of 45. In the final game, this value is set to 50, allowing to view more of the player's surroundings.
- Placing 4th is considered a win (in which the game plays the same fanfare as placing 2nd or 3rd), whereas 5th to 8th place is considered a loss. Much like in previous games, placing 4th was considered a win as well.
- If you place 1st in a race, and are playing as a character that uses a texture for their mouth, their mouth won't move when they say their victory line.
- Placing 4th, 5th or 6th will not play any special animations. The characters instead remain in their normal positions, which appears to be a bug, as prerelease footage before this build correctly play the appropriate animation.
- During LAN Mode, matches can be paused. This is a bug, as other sessions won't automatically pause, resulting in the game immediately disconnecting with a linking error.
- During LAN Mode, a crash will occur after leaving a race and trying to enter another menu that isn't the title screen, LAN main menu or LAN entry screen.