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Proto:Mario Kart: Double Dash!!/Interactive Multi-Game Demo Disk (EU)

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This is a sub-page of Proto:Mario Kart: Double Dash!!.

Gamecube-MKDD-EUDemo Title-1.png
This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • Complete page overhaul to be in line with the US demo page (including already written text).
  • The tree model found in Dekoboko has animations for taking damage and jumping. Functionality appears to have been removed.

A demo of Mario Kart: Double Dash!! was included on the Interactive Multi-Game Demo Disk (with a k) Version 10 (November 2003) and Version 11 (March 2004) for Europe, and Version 7 (November 2003) for Australia, which was around the time the game hit store shelves in those regions. The demo included here was compiled on September 15th 2003 at 17:05:55, a few days later compared to its younger brother.

Since this demo is pretty close to the North American Interactive Multi-Game Demo Disc, only parts of the game that have changed will be noted here. However, this demo does have some unused content not present in any other version of the game.

Sub-Pages

Dekoboko
Discount Sherbet Land.

Debug Content

Debug Menu

FileGamecube-MKDD-PAL-Demo-Debug-MainMenu-1.png

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)
DCRD-0G5D-B5VRK
7BWV-5GWX-44ZN7
8GVW-RA9Q-UQ7GV
041CBF00 38000002
041CC178 60000000

Compared to the debug menu in the debug build and the North American kiosk demo, some things were altered:

  • There is an extra selectable option cut off by the edge of the screen, with the name PAC-MAN. It has no action assigned to it and does nothing when A is pressed while this option is selected.
  • The flags Special TA and Mini Extra1 from the US Demo were renamed to Mini Extra1 and Mini Extra2 which still don't match the names that are used in the Debug build - Mini Luigi and Mini Mario respectively.

Debug Camera

MKDD DebugCamera.png

Enables a debug camera. This also exists in the final game.

Encrypted (AR) Decrypted (Gecko)
5098-JAD8-26KJ4
8N97-RHX3-7KEZD
D7YK-RWAD-DWXFU
HWKD-96P1-V2A5H
DR1G-HTBZ-F2BRM
3A3B8D08 00000004
0437A330 8028C424
3A3B8D08 00000008
0437A330 8028C488

Draw Debug Process Bar

MKDD ProgressBar.png

Enables a process bar. Just like the debug camera, this exists in the final game.

Encrypted (AR) Decrypted (Gecko)
GJCY-GVZQ-VN38G
Q22W-VJBQ-KTW7Y
CJDN-VCB5-NTYY8
403DE660 00010C01
403DE660 00013001

Differences

Intro Screens

Hmmm...
To do:
  • Is a comparison to the NA kiosk demo necessary?
US Demo EU Demo
Gamecube-MarioKartDoubleDash-Lakitu USDemo-1.png Gamecube-MarioKartDoubleDash-Lakitu-1.png
  • Compared to the US Demo build, Lakitu now has 3 distinct animations implemented that are the same as the final builds.
  • In the EU demo, all 3 animations of Lakitu have a continuous whirring sound at the beginning of the animation, then the Lakitu moves off-screen with the usual sound. In the final builds, only the large Cheep Cheep has sound before Lakitu moves off-screen - a rope tugging sound followed by a cartoonish drop sound effect.
Proto Final

Player Indicator Graphic

EU Demo Final
MKDD-EU-1P-PlayerIndicator.png MKDD-Final-No-1P-PlayerIndicator.png

The player indicator graphics at the beginning of a race have been implemented since the US Demo, however unlike the final builds, a graphic is also displayed at the beginning of a single-player (and non-Coop) Grand Prix race.

gameover.arc

MKDD-EUDemo-UnusedGameoverScreen.png

All of the unused scenes in the US demo exist in the EU demo too, with one difference - the file gameover.arc now contains a different unused game over screen layout, with the file name gameover.blo. The second graphic appears to be an early Red Fire kart. The last graphic is the kanji for "temporary" (仮). There also exists the file gameover.bck which has a 180-keyframe translation animation which moves the kart and smoke graphics into the screen from the right and offscreen again to the left. This animation can be loaded along with the layout file using cheat codes:

Assets

Text

Other