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Proto:Mario Kart: Double Dash!!/Interactive Multi-Game Demo Disc (US)/Early Menus & UI

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This is a sub-page of Proto:Mario Kart: Double Dash!!/Interactive Multi-Game Demo Disc (US).

Intro Screens

Progressive Scan Mode Screen

Proto Final
Gamecube-MarioKartDoubleDash-ProgressiveUSDemo-1.png Gamecube-MarioKartDoubleDash-Progressive-1.png
  • The text is bigger and in the center of the screen.
  • There's no visible countdown, however the screen will still timeout like the final game, after around 10 seconds. The game will apply the selection that cursor would be on, however no sound effect will play, unlike the final game.
  • This screen is never triggered by normal means, even if a component video cable is used. In the final game, this screen can be shown with a component cable connected, the B button may need to be held if progressive scan hasn't been enabled before.
    • That said, the same field in memory that is set to 1 when the progressive scan screen is still present in the US demo, just never set to anything other than 0. Use the following Gecko code to initialise this field to 1 thus showing the progressive screen after the Nintendo and Dolby logos:
Gecko code
c21c3db0 00000002
38600001 907f0010
60000000 00000000

Lakuti Screen

Proto Final
Gamecube-MarioKartDoubleDash-Lakitu USDemo-1.png Gamecube-MarioKartDoubleDash-Lakitu-1.png
  • Lakitu never holds anything onto his hook, including his default race starting light.
  • There's no sounds for Lakitu moving off-screen.

Title Screen

Proto Final
MKDD Proto Title.png MKDD Final Title.png
  • The game's logo has a registered symbol for Mario Kart rather than a trademark symbol.
  • The background art has several differences.
  • The text for selectable options is larger.

Mode Select

Proto Final
MKDD-Mirror-Mode-Interactive.png MKDD-Mirror-Mode-Final.png

The Mirror Mode graphic uses a completely different design.

Character & Kart Select

Proto Final
MKDD Char Select Beta.png Gamecube-MKDD-CharacterSelectVS USKiosk-1.png MKDD Char Select Final.png Gamecube-MKDD-CharacterSelectVS-1.png
  • The character select box is smaller and much more barebones.
    • The box has a black middle outline rather than the box being entirely red.
    • There are no scanlines behind the selected kart and players.
    • There's no stats for speed, acceleration and weight, or an indicator for who sits in the driver's seat.
    • The player model for the player on the back of the kart is smaller and put on top of the "OK?" prompt.
  • The character's names aren't displayed.
  • Several text prompts were slightly altered.
  • The "OK?" prompt is near the bottom left instead of the top right.
    • In VS Mode, the prompt isn't on the top right corner, but placed a little more to the left.
  • You can't hold L and R to randomize characters and karts. The prompt that tells you this doesn't exist either.
  • When all characters and karts are selected, a confirmation sound effect plays instead of the selected characters chanting. You can briefly see the characters strike a pose when the screen already moves away. Chants do exist in the game's files, but go unused. However, even if the chants were working as intended, Koopa Troopa and Paratroopa are missing the audio files for their chants altogether.

Select Cup

Proto

MKDD Demo Select Cup.png MKDD-Flower-Cup-Interactive.png MKDD-Star-Cup-Interactive.png MKDD-Special-Cup-Interactive.png MKDD-All-Cup-Tour-Interactive.png

Final

MKDD Final Select Cup.png MKDD-Flower-Cup-Final.png MKDD-Star-Cup-Final.png MKDD-Special-Cup-Final.png MKDD-All-Cup-Tour-Final.png

  • All of the cups use the same blue background, whereas the final reserves this color only for the All-Cup Tour.
  • The pattern for the selected cup is a bit smaller.
  • All of the graphic text is smaller, with the letters being more spaced apart.
  • The background graphics for the Special Cup is completely different, whereas the All-Cup Tour can have any of the four other cups' backgrounds depending on the course preview that is shown in the frame.
  • In VS Mode, the prompt to randomize the course selection exists, but holding L and R does nothing.
  • Mario Circuit is listed as the first cup in the Mushroom Cup, though this was done specifically for the demo, as the course is also in the Flower Cup.

Ghost Data Screen

Proto Final
Gamecube-MKDD-USDemo GhostData-1.png Gamecube-MKDD-USDemo GhostData-2.png Gamecube-MKDD-GhostData-1.png Gamecube-MKDD-GhostData-2.png

This screen will only be displayed if valid Ghost Data is found on the Memory Card.

  • "Free Blocks" was changed to "Available".
  • A glimmer effect is present when a Memory Card is highlighted. This was removed from the final.
  • The "Don't Load" and "Don't Save" text have a shader in its letters. The text also isn't centered in its text box correctly.
  • The HUDs for the selected characters and kart are smaller.
  • The date of the available Ghost Data is in a YY/MM/DD format, whereas the final uses a MM/DD/YY format.
  • No prompt appears to confirm the Ghost Data you want to race against.

Course Introduction

Proto Final
Gamecube-MarioKartDoubleDash-CourseIntro USDemo-1.png Gamecube-MKDD-CourseIntroBattle USKiosk-1.png Gamecube-MarioKartDoubleDash-CourseIntro-1.png Gamecube-MKDD-CourseIntroBattle-1.png
  • All the graphic text is slightly bigger. As a result of this, the placement is different too. This also applies to Battle Mode course introductions.
  • There's no numbers on the top right displaying how many courses you're into the cup.
  • Luigi's Mansion doesn't have any course preview graphic shown on this screen as its texture (Mini1_name.bti) is missing from the CourseName directory, though the graphic does exist in the unlock screen.

Race

General

  • The player indicator graphics at the beginning of a race have not yet been implemented. The layout files lannum1.blo, lannum2.blo and lannum4.blo, along with their animation .bck files are not present in the kiosk demo's Race2D.arc archive either.
  • After completing Mario Circuit (or any other circuit with the help of the debug menu), the game boots you back to the demo disc menu. This means that the complete results screen is never shown in normal gameplay. However, the data and code for these screens to appear still remain in the game. Use either of the following codes to trigger the results screen by activating the result screen flag and preventing the demo from restarting:
Encrypted (AR) Decrypted (Gecko)
1Y77-0BH0-8HW56
5BPA-2474-9TFN3
A424-K2MK-0B6B9
WZYR-5RU3-7X723
W9FV-XAGD-JC2B4
B28K-6RWP-EF7QR
RP87-6QY1-1F4UZ
c2198ec8 00000005
38600007 907e0030
38000000 901e0020
3c60803a 6063d678
38000001 806da258
98030004 00000000

Grand Prix / VS

Proto Final
Gamecube-MarioKartDoubleDash-RaceStart USDemo-1.png MKDD-No-Player-Indicator-US-Demo.png Gamecube-MarioKartDoubleDash-RaceStart-1.png MKDD-Player-Indicator-Final.png
  • All UI elements are several pixels closer to the corners of the screen, including the text for the race's results. This is especially noticeable for the lap text.
  • The numbers and colons for the timer are closer to each other.
Proto Final
MKDD-USDemo-CharacterPortraitsSize.png
MKDD-USFinal-CharacterPortraitsSize.png
  • P1 and P2's character portraits in Grand Prix are the same size as the CPU portraits.
  • The portraits move up and down slower whenever characters pass one another.
Proto Final
MKDD Early Results.png MKDD-Unused-Results-Score-Board-US-Demo.png Gamecube-MarioKartDoubleDash-Results-1.png MKDD-Results-Score-Board-Final.png
  • During the players' character animation after crossing the finish line, the positions of all the racers are shown in a layout which resembles that of Mario Kart 64, which was removed entirely from the final game. As a consequence, the duration of this animation is longer in the demo than in the final game. According to the symbol map debugInfoS.MAP, Race2D::getGoalCharPos2 is the name of the function responsible for obtaining the coordinates to set up this layout. Race2D::getGoalCharPos, a function present in all versions of the game, is the function that obtains the coordinates to move the character portraits off screen after players 1 and 2 reach the finish line.
  • The blue background box behind the character graphics is smaller - it has a size of 41x41 pixels compared to the 47x47 pixels in the final game.
  • The race time digits are 10 pixels further to the right.
  • The +0 up to +10 graphics are 18 pixels further to the right.
  • The point digits and the "POINTS" text are 14 pixels further to the right.
  • The up and down arrows indicating characters that have gone up or down the second page of rankings have not yet been implemented and are not present demo's layout file ResultLine.blo. Their textures, ArrowGP1.bti and ArrowGP3.bti, are nowhere to be found in the demo's Race2D.arc either.

Time Trials

Proto Final
Gamecube-MKDD-TTResults USKiosk-1.png Gamecube-MKDD-TTResults-1.png
  • Sparkles are present when the player enters 1st or sets a new lap record. These were removed from the final game altogether.
  • The highlighted time and best time bounce up and down.
  • The statistics were moved several pixels down so they wouldn't collide with the "NEW RECORD!!" text.
  • A confirmation sound effect plays when the menu options appear.

Battle Mode

All of the six courses from Battle Mode are missing its files. Adding the missing course files in the Course folder restores this mode.

Balloon Battle Shine Thief Bob-omb Blast
Proto Gamecube-MKDD-Battle Balloon USKiosk-1.png Gamecube-MKDD-Battle Shine USKiosk-1.png Gamecube-MKDD-Battle Bomb USKiosk-1.png
Final Gamecube-MKDD-Battle Balloon-1.png Gamecube-MKDD-Battle Shine-1.png Gamecube-MKDD-Battle Bomb-1.png
  • In Shine Thief and Bob-omb Blast, the countdown/star counters are a few pixels closer to the corners of the screen.
  • In Shine Thief, the arrow that floats above the players' head is lowered.
Proto Final
Gamecube-MKDD-ResultsBattle USKiosk-1.png Gamecube-MKDD-ResultsBattle-1.png
  • The score box for the winning player has a black rim instead of a red rim around it.
  • The background for the winning player is a bit more saturated.
  • The character portraits for the winning player are bigger, whereas the actual portraits are smaller.
  • The background for the losing player(s) is entirely black.
  • The character portraits for the losing player(s) are smaller.

Pause Screen

Proto Final
Gamecube-MarioKartDoubleDash-Pause USDemo-1.png Gamecube-MarioKartDoubleDash-USDemo PauseScreenTT-1.png Gamecube-MarioKartDoubleDash-Pause-1.png Gamecube-MarioKartDoubleDash-PauseScreenTT-1.png
  • There's no instructions for the controls.
  • No prompt shows up when exiting a course.
  • During Time Trials and Battle Mode, "Change Characters" was originally "Change Character".

Award Ceremony

The course file for the Award Ceremony (Award.arc) is missing in the demo. However, the AwardData folder and the layout data at AwardData/English/Award2D.arc for the Award Ceremony screen are still present. Adding the course files restores this screen.

Proto Final
MKDD-US-Demo-AwardCeremony.png MKDD-US-Demo-AwardCeremonyMirror.png MKDD-Final-AwardCeremony.png MKDD-Final-AwardCeremonyMirror.png
  • The character and kart icons are facing left.
  • Much like the Grand Prix results screen, the character and kart's icon backgrounds are smaller. They have a size of 52x52 pixels in this demo and 56x56 pixels in the final builds.
  • All of the textures on the cup models are different.
  • The Mirror text graphic remains untranslated from the Japanese release.

Unlock Screen

Proto Final
MKDD-USDemo-UnlockScreen-1.png MKDD-USDemo-UnlockScreen-2.png MKDD-Final-UnlockScreen-1.png MKDD-Final-UnlockScreen-2.png

By default, the demo does not show the unlock screen after the Award Ceremony, even after disabling the fadeout after completing a race. This was likely done for the demo at Gamer's Summit Fall 2003, which despite allowing the press to play the full game without restrictions, did not contain any unlockables. Extra codes are required to view this screen.

  • There's no confetti effects.
  • The name of the unlocked content is not highlighted in yellow.

Message Boxes

Proto Final
Gamecube-MKDD-USDemo MessageBox-1.png Gamecube-MKDD-MessageBox-1.png

The only programmed message boxes can appear during LAN Mode. More message boxes can be triggered with the help of the debug menu.

  • The box is slightly raised higher and has a sped-up shine effect. This shine effect was removed from the final game.
  • The "YES" and "NO" prompts use the standard font used for other menu prompts. The text is also colored blue from the inside instead of white.
  • The prompts themselves have an extra glimmer effect. This was removed from the final game altogether.

Options

Proto Final
Gamecube-MarioKartDoubleDash-Options USDemo-1.png Gamecube-MarioKartDoubleDash-Options-1.png

While the Options screen isn't selectable, it does exist and is accessible via the debug menu.

  • The cogwheels in the background have a slightly different design.
  • The icon for the highlighted option is a yellow circle instead of a gear. This exact same circle is also used on the player select screen as a backdrop for the GameCube controllers.
  • The volume slider is a straight line.
  • Controller rumble is disabled by default.
  • The Time Trial Ghost text is squished even more compared to the final game.

Records

Proto Final
MKDD-Record-Screen-Interactive.png Gamecube-MKDD-USDemo RecordTT-1.png MKDD-Record-Screen-Final.png Gamecube-MKDD-RecordTT-1.png

While the Records screen isn't selectable, it does exist and is accessible via the debug menu. To get the records to appear like shown in the above screenshot, use either of the following codes:

Encrypted (AR) Decrypted (Gecko)
707D-WN98-0ZPUG
EKQD-C2J9-DFEN1
GKBZ-ZE7D-WK7EM
KEEY-W9EF-C0HDX
J4HZ-78X8-2M55R
PW7R-25WR-DR7Z3
BRTY-D9B0-BRM0K
0K9K-H7N2-YYXHW
UY7Z-RNH1-85Y5V
YZRT-6RXW-DTH0W
2UUA-WME7-ZU5Z1
N59E-5FF6-7YXFE
RJ8N-YQVJ-PE584
0439E3F0 0B020E01
0439E3F4 002801FF
0439E3F8 54432000
0439E3FC 000927C0
0439E400 0B020E01
0439E404 011E01FF
0439E408 52462000
0439E40C 000927C0
0439E410 0B020E01
0439E414 021A01FF
0439E418 2E2E2E00
0439E41C 000927C0
  • Mario Circuit is the first course on the list, though this is just done for the demo. As such, the course appears twice on the list.
  • Much like the course selection screen, the generic trophies are used here. These still remain in the final game.
  • All 4 engine classes are displayed as 50cc.
  • The B button and cup banners are a bit different.
  • The time has different separation between numbers and colons.
  • The colons for the best time are orange.
  • Some of the early player position HUDs seen in some early b-roll are present here, despite the HUD already being finalized in other menus.

LAN Mode

Similarly to the Options and Records screens, this mode isn't selectable, but is accessible via the debug menu.

Connection Screen

Proto Final
Gamecube-MarioKartDoubleDash-LAN WaitUSDemo-1.png Gamecube-MarioKartDoubleDash-LAN Wait-1.png
  • The text and formatting inside the text box is bigger and different.
  • There's no countdown when looking for other Nintendo GameCube systems. This isn't something visual, as the game will continue to look for other GameCubes when three minutes have already passed.

Main Menu

Proto Final (Japan) Final (North America)
Gamecube-MarioKartDoubleDash-LAN MenuUSDemo-1.png Gamecube-MarioKartDoubleDash-LAN Menu-2.png Gamecube-MarioKartDoubleDash-LAN Menu-1.png
  • The game's logo and part of the text is in Japanese.
  • The game's logo is a bit smaller and has a bigger registered symbol.
  • A confirmation sound effect plays when selecting the option to disconnect from LAN.

Mode Selection Screen

Proto Final (Japan) Final (North America)
Gamecube-MarioKartDoubleDash-LAN SelectUSDemo-1.png Gamecube-MarioKartDoubleDash-LAN Select-2.png Gamecube-MarioKartDoubleDash-LAN Select-1.png
  • Part of the text is in Japanese. This doesn't apply for the yellow text on top, the text on the right for the selected game mode, engine size, laps, courses, co-op mode and the "OK!" text.
  • The text for the unhighlighted course selection is entirely black instead of a muted yellow color.
  • There's no blue bar highlighting your selected option.
  • The arrows for the non-selected options are smaller.
  • All text on the right is smaller, including the screen division example.
  • The course graphic text is smaller and doesn't overlap.

Awaiting Entries Screen

Proto Final (Japan) Final (North America)
Gamecube-MarioKartDoubleDash-LAN PrepUSDemo-1.png Gamecube-MarioKartDoubleDash-LAN Prep-3.png Gamecube-MarioKartDoubleDash-LAN Prep-1.png
Gamecube-MarioKartDoubleDash-LAN PrepUSDemo-2.png Gamecube-MarioKartDoubleDash-LAN Prep-4.png Gamecube-MarioKartDoubleDash-LAN Prep-2.png
  • All text remains untranslated from the Japanese release.
  • The "Awaiting Entries..." and "Press The A Button To Enter" text uses a slightly different font.
  • The number of karts shows up, regardless if you've set the screen division to 1.
  • The blue background that appears after entering isn't as bright compared to the final game.

Race

After a race concluded, no additional screen appears noting who was the winning player. Only the player's positions and lap times appear.