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

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

MKDD Proto Title.png
Hmmm...
To do:
  • Music & SFX (could be grouped together with another subpage).
  • Course object differences for:
    • Baby Park (babyjet)
    • Dry Dry Desert (sanbo1)
    • Mushroom Bridge (something's different in the skybox object?)
    • Waluigi Stadium (wl_screen1)
  • Recheck the courses, including preset cameras, ceiling maps, etc.
  • Some menu files have objects and graphics off-screen, such as the options screen having unused volume knobs. Document these.
  • Baby Park has a Cataquacker model and a placement, though no path to follow and it's been disabled. Document this properly.
  • Some alterations already match the final game in the European kiosk demo. Once that page has some basic work done, mention in the wikitable headers changes that already match final with "EU Kiosk Demo / Final" or something like that.

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.

Sub-Pages

Differences

Gamecube-MKDD-Subpage EarlyUI-1.png
Early Menus & UI
They just couldn't stop altering the menus.
Gamecube-MarioKartDoubleDash-EarlyCourses-1.png
Early Courses
Tiny differences between the courses.
Gamecube-MarioKartDoubleDash-EarlyDialog-1.png
Early Dialog
Some sentences were added, some removed.
Gamecube-MarioKartDoubleDash-EarlyGraphics-1.png
Early Graphics
The outlines weren't thick enough.
Gamecube-MarioKartDoubleDash-EarlyModels-1.png
Early Models
Waluigi without his flipped L.
Gamecube-MKDD-Subpage EarlyAnimations-1.png
Early Animations
These characters got some different moves.

Unused

Gamecube-MarioKartDoubleDash-UnusedScenes-1.png
Unused Scenes
Donkey Kong Jr. was playable before Diddy?
Gamecube-MarioKartDoubleDash-UnusedGraphics-1.png
Unused Graphics
More Reverse Cup goodness!!

Debug Content

Debug Menu

Elementary, my dear Cactus.
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

Gamecube-MKDD-DebugCamera USKiosk-1.png

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

Gamecube-MKDD-DebugBar USKiosk-1.png

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 work for the most part, Battle Mode is missing its courses.
  • All files for the Special Cup are absent.
  • Any course other than Mario Circuit is inaccessible, however all the 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 Nintendo screen after completing a course.
  • The Award Ceremony and ending screens are missing its course files. This will crash when attempting to load either of them.
  • Resetting the game will send you back to the demo disc menu instead of the title screen.
  • 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 que.
  • 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

  • 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
Gamecube-MKDD-USDemo MainMenu-1.png Gamecube-MKDD-MainMenu-1.png
  • 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.
  • The All-Cup Tour, although inaccessible, plays all 16 courses in order, instead of randomising 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), wheras 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.
Gamecube-MarioKartDoubleDash-LinkingErrorUSDemo-1.png
  • 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.