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Dekoboko

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

This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Notes: Entire page is unfinished. Just copy-pasted some of my notes.

Watch on YouTubeOne of the many unused courses mentioned in the debug menu is known as "Dekoboko" (translating to "roughness" in Japanese). The European kiosk demo has this course in its files.

Present here is a draft version of Sherbet Land with minimal textures, collision and placeholder objects, including Wiggler Wagons in place of the Shy Guys, Mario Trees for some of the props, Freezies with crude placeholder textures, and a simpler skybox set during daytime. Judging from the crude graphics - even cruder than the screenshots from March 2003, this early version was likely created some time before those screenshots.

Course Differences#

To do:

  • Can go a lot more in-depth.
  • Updated model image of the Freezie.

Model

Collision

Object Layout

Dekoboko

Sherbet Land
(Final)

As to be expected from the course's draft stage, almost everything was changed during the course's development, including collisions and object placement.

General#

  • As for the most obvious change; no lake is present to cover up part of the course's beginning area. A Wiggler Wagon and a double item box occupy this part instead.
  • Most side portions of the starting area are drivable, rather than covered up by walls.
  • Some of the turns have received some changes.
    • The first turn right after the finish line is a bit more straightened out.
    • The second turn after the cave's exit is more wide.
  • Aside from one camera that never activates, no replay camera's are present on the track. Instead, after completing a race or watching a replay, the camera is in a fixed position.

Collisions#

  • Several corners make use of black collisions. Unlike gray collisions, it's impossible to drive in reverse on black collisions.
  • A large portion on the right of the starting area lacks proper collision. Because of this, it's possible to drive off the course. Due to a lack of respawn points, the game will respawn the player at the finish line.
  • No top or mountain sections of the map are covered up by collisions, including the entrance and exit in the cave.

Objects#

  • Freezies use a crude placeholder texture with the text "COOL" on them. Even though all Freezies on the course has its collisions disabled, enabling them shows they work as intended.

Disabled Mario Trees#

A total of ten Mario trees were disabled across the entire course. Much like any other object on the course, these don't have collision enabled either.

Unused Files#

To do:

  • Skybox clouds.
  • Sign model (might be related to three unknown objects present around the course.
  • Mario tree unused damage / jump animations.