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

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

There's quite a few leftover unused menus hidden in SceneData\English. Unfortunately, these files are never referenced by the game's executable, so they can't be loaded in-game without hacking and any code that would have used these layout files has been removed.

e3title.arc

The Title screen with the LAN mode graphic disabled by default.
The Title screen with the LAN mode graphic reenabled.

The title screen, as seen in the E3 demo, has its layout defined in SceneData/English/e3title.arc/srcn/e3_title.blo. This title screen, in particular, has a different backdrop used for the box art and an early logo for the game, using a blue tint for its "Double Dash!!" subtitle. In the E3 Demo, pressing start would have gone straight to the main menu without presenting the user another submenu with the Start Game, Records, Options and LAN Mode options. By default, the LAN MODE graphic has been disabled in the .blo file.

SceneData/English/e3title.arc/srcn/e3_title.bpk contains the 180-frame colour animation that was used for the PRESS START graphic. By using cheat codes, the animation can be restored:

Assets

e3gameover.arc

Gamecube-MarioKartDoubleDash-E3GameOver-1.png

The E3 demo end screen. This screen would quickly flash for a few seconds after completing a race. After that, the game would return to the title screen.

An identical copy of e3gameover.arc exists as simply gameover.arc. There is no corresponding animation data for either .arc files.

Assets

e3lanentry.arc

Gamecube-MarioKartDoubleDash-E3LAN-1.png

The menu for the E3 LAN Mode entry screen has its layout defined in SceneData/English/e3lanentry.arc/srcn/e3_lan_entry.blo. This screen has a bit more going on than the LAN preparation screen in the final game, showing a player count, a countdown before the next race, and some promotional art of Mario and Luigi. Pressing the A button would've made you join the next race and wait for other GameCube systems to join as well. Once everyone joined, the game would count down for 15 seconds before the next race would start.

E3 footage showed that the background would start off as black. When the player pressed A, the background would turn blue, the Press A Button text would disappear and the text at the top of the screen would transition.

There are 2 additional files in the scrn directory for animation.

  • e3_lan_entry.bpk is used for a fade-in-and-out animation that is applied to the Registering Drivers and Wait a moment... text and the blue orb on top of the time digits.
  • e3_lan_entry.bck is used to create the smaller orb's 60-frame rotational effect around the time digits. In fact, this orb is composed of 6 circle elements with rotational keyframes that have an offset of 1 frame apart. This file also defines a scaling animation used to change the text from Registering Drivers to Wait a moment....

The following video demonstrates these animations by loading the 3 files in the scrn directory via hacking:

Assets

Text

Players

Numbers

Other

ending.arc

Gamecube-MarioKartDoubleDash-ending-1.png

A temporary ending screen. The main image has "感動のえんでぃんぐ" (exciting ending) written on it with a man, slight cut off from the bottom, saying "ピース" (peace) while making a peace gesture. In the layout file found at SceneData/English/ending.arc/srcn/ending.blo, the picture element for the drawing of the man is called mizuki. The name Kiyoshi Mizuki appears in the credits and was accredited as the game's Chief Director. There is no corresponding animation data for this layout.

Assets

record_entry.arc

Gamecube-MarioKartDoubleDash-RecordEntry-1.png

A very rough record viewer & entry screen using a bunch of placeholder and temporary assets can be found in SceneData/English/record_entry.arc/srcn/record_entry.blo. There's three graphics in Japanese, translating to "please enter your name" (名前を入力してね), "time attack" (タイムアタック) and a symbol that reads "temporary" (仮). Furthermore, there's L and R button prompts to select a different course and two boxes displaying the top three fastest time trials and fastest lap. Note the misspelling on the "best lap time" banner, possibly due to the letters L and R not being distinguished in Japanese.

Furthermore, there's a few graphics that can't be seen from the .blo layout, such as a whole array of letters from A to Z with an END graphic for entering initials and 16 placeholder character portraits.

One thing of note about the portraits is that Donkey Kong Jr., sporting a unique redesign that hasn't been used anywhere else, was planned to be included in the game - and was probably playable when this menu was first created. He was replaced by Diddy Kong, but several files in the final game still refer to him as dk_jr. This model of Jr. does make an apppearance in the final game as part of Waluigi Stadium's background audience sprite. Toad, Toadette, King Boo and Petey Piranha don't have graphics in this arc's timg directory.

In the scrn directory of this arc, there also exists the record_entry.bck file which defines the translation animation for the time entries in the total record box. Theoretically this could allow the player to scroll down to show a maximum of 10 records. A representation of what this could have looked like can be demonstrated by loading record_entry.blo and record_entry.bck via cheat codes:

Assets

UI & Text Boxes

Character Portraits

Font & Initials

Other