Yeah, I miss Mario Kart 64's hop and item-dragging abilities, and Double Dash!! Begs for online play, but when seven hours of playtime feel like one, you know you're experiencing an exceptional game. I don't know if I'll still be playing Double Dash!! Six years from now, but I wouldn't be too surprised if I were. Download from the largest and cleanest ROMs and emulators resource on the net. Mobile optimized. Mario Kart Double Dash (USA) GameCube ISO Game Size: 1.1GB Game.
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|Mario Kart: Double Dash!!|
Developer: Nintendo EAD
This game has unused graphics.
This game has a prerelease article
Mario Kart: Double Dash!! (the two exclamation points are important) is essentially Mario Kart 64, except you can have two drivers at once, there's tons of new tracks and items, its on the Gamecube, and it's nothing like Mario Kart 64 at all. It also introduced Toadette and included a few baby characters. All positive additions, except for that last one. Maybe.
- 3Debug Content
- 4Unused Models
- 5Unused Graphics
- 10Regional Differences
Internal file names for the courses, which give the theme or character the track is dedicated to, indicate that some of the otherwise-neutral tracks were actually dedicated to certain characters.
- Mushroom Bridge: Koopa Troopa (Nokonoko)
- Mushroom City: Paratroopa (Patapata)
- Dino Dino Jungle: Diddy Kong
- Baby Park: while the course shows it is dedicated to both Baby characters, the file name is for Baby Luigi.
The internal course folders for the battle stages are marked as MiniX, where X is the battle stage number. These numbers range from 1 to 8, meaning that there was originally going to be 8 stages, but in the final game there were only 6. The 2 stage ids that are not used in the final are Mini4 and Mini6. The music track ids further help this theory, where the id of Mini3 (Block City) is 0x36, the id of Mini5 (Tilt-A-Kart) is 0x38, and the id of Mini7 is 0x3A: thus, rendering 0x37 and 0x39 unused.
Internally referenced in the game's code is something named TestMap. According to the list, there were a total of 27 test maps, from Test1 to Test27.
Codes for other versions.
The debug camera can be controlled with a second controller plugged into port 2. Pressing the D Pad Up/Down will enable the debug camera on the first controller.
Debug Camera Controls:
- B/A: Zoom In/Out
- Y/X: Move Up/Down
- L/R: Rotate Left/Right
- Stick Up/Down: Look Up/Down
- D Pad Up/Down: Move Forward/Backward
- DPad Left/Right: Strafe Left/Right
Draw Debug Process Bar
Shows some bars at the bottom.
Leftover debugInfoS.MAP file
The debugInfoS.MAP contains some original sources for Mario Kart: Double Dash.
|Download debugInfoS.MAP Linker Address Map|
Hot Air Balloon
A hot air balloon. It has two different textures. It can be seen in an early screenshot of Dry Dry Desert.
Green Skating Shy Guy
While red and blue skating Shy Guys appear in Sherbet Land, a green Shy Guy is never used. They do, however, appear in the crowd of Waluigi Stadium as 2D sprites.
Early Course Map
The file packs for Mushroom City contain an extra version of the mini-map from earlier in development. The file, named patapata_course_map is twice the size of the final mini-maps, and reads 'patapata course map'. The name of the used mini-map is patapata_map.
Being as the awards ceremony takes place on a copy of Peach Beach, the files for it also contain a mini-map of the course. However, like the unused course map above, this one is twice the size of the final mini-maps, and is rotated 180º compared to the final Peach Beach mini-map. Strangely, it follows the mini-map naming convention, with the name award_map.
The most interesting thing in the pack, however, is this early version of the course's logo. Note that Peach's hair is down, as opposed to tied up in a ponytail as it is in the final game. This is also notable for being the only course logo image to be included within the files for the course it belongs to.
Placeholder Trophies found at courseselect.arc/timg.
Thank you for playing
The game uses a bfn font file to give out a 'Thank you' message in the ending, making this graphic version unused. The message is also in English across all releases.
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GameCube Controller Texture
An unused texture that would have been used for the controller in the Nintendo GameCube Stage.
Japanese Contest Code
Replace the Flash decoder with another one that doesn't use Flash.
A Japanese contest code can be seen in all versions of the game in Time Trials. You can see it by pressing L, R, L, R, X, Y, X, Y, Z once it gives you options after the race. Once the code is entered, a contest code will appear at the bottom of the screen.
A Flash application exists that can be used to decode the 16 character long code. Each code contains the track played on, which kart was used, which two characters were selected, total time for the trial, and the best lap time.
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There is a misplaced heart outside the sky box of Rainbow Road. It has the texture for the heart on the front, and a yellow texture on the back.
A symbol map from a very early version of the game exists, and it contains a lot of symbols for unused features that were planned for the final game. However, there is code that doesn't exist in the final game, and it is a screenshot feature. The following functions are present in the old symbol map:
Due to none of this being in the final game, it is unknown on what these functions would have returned.
In MRAM.arc, the spiny shell's file name is oddly item_koura_yellow, referring to a Yellow Shell. Either the Spiny Shell was going to be yellow instead of blue, or at some point it was a normal Yellow Shell.
- The MARIO KART logo in the Japanese version was a bit more saturated than in the International release.
- The Double Dash!! logo had a thinner font in the Japanese release and three streak lines rather than two.
- The Japanese version had a registered sign that was changed to a trademark in the International release.
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The speedometer measures kilometers per hour in the Japanese version and miles per hour in the International release.
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