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Mario Kart: Double Dash!! Plus review

Introduction

Basic information

Developer Name: Nintendo / Romhack by That1loser4 and contributors
Full Name: Mario Kart: Double Dash!! Plus
Release Date: Fan romhack release
Released on: Nintendo GameCube through patched ISO / Dolphin / compatible GameCube setups
Cross Play: No

Initial thoughts

After Mario Kart World disappointed us, I wanted to do some racing that actually felt fun, fair, and properly designed again. I searched around a bit, and Mario Kart: Double Dash!! Plus came to mind as the perfect return to the GameCube era. Sometimes the answer is not the newest game with the biggest gimmick. Every so often the answer is an older game with stronger fundamentals, helped by a fan project that gives it a mountain of fresh content.

I already love the original Double Dash!! because it has one of the most unique identities in the whole Mario Kart series. Two characters per kart, special items, quick character swapping, strong track design, and smooth GameCube controls all make it stand apart. This romhack keeps that core intact and then expands it in a way that feels almost like a fan made Booster Course Pass for one of the best Mario Kart games.

And honestly, it worked. I had an amazing time. The mod gives Double Dash!! a huge content boost without ruining what made the original special. Not everything is perfect, and the missing 200cc situation was disappointing, but as a way to return to classic Mario Kart after modern frustration, this was precisely the kind of racing experience I wanted.

Story and setting

Plot overview

It is a racing game, so there is not much of a plot. Mario and friends race, throw shells, destroy friendships, and somehow nobody goes to jail after launching explosives on public roads. That is all the story Mario Kart really needs.

What matters more is how smoothly the GameCube original lets you choose characters, karts, cups, and modes. Double Dash!! has always had a very clean structure. You pick your duo, pick your kart, choose your cup, and get racing without modern menu nonsense slowing everything down. This romhack benefits from that foundation massively.

World building and immersion

The world here comes from track identity. Since Double Dash!! Plus adds many retro tracks and battle arenas, the game suddenly feels much larger than the original. The added tracks pull from later Mario Kart history, but they are reimagined through the GameCube engine rather than being direct copy and paste versions. That gives the mod a very distinct feel.

It is not simply modern tracks shoved into Double Dash. It feels more like: What if these tracks had always existed in the GameCube era? That is the magic. The world of Double Dash!! expands without losing its original texture.

Character development

There is no real character development, but character identity matters in Double Dash!! more than in many other Mario Kart games because of the two character system and special items. Choosing a duo feels meaningful. Your kart identity is tied to whom you pick, and that makes the roster feel more personal.

Emotional impact

The emotional impact is mostly nostalgia mixed with relief. Nostalgia because Double Dash!! still feels fantastic after all these years. Relief because after the frustration of modern kart design, especially the chaos and imbalance of Mario Kart World, returning to something this tight felt wonderful.

There is also something genuinely heartwarming about fan projects like this. Someone loved this game enough to expand it massively, and that love shows.

Rating for story and setting

I have visited multiple aspects of the story and after some thought and objective thinking, I rated the story and setting with an 8.

Gameplay and mechanics

Core gameplay mechanics

The core mechanics remain classic Double Dash!!, and that is the best possible foundation. Two racers per kart still feels unique, even decades later. The ability to swap characters, manage special items, and choose combinations gives the game a tactical layer that later Mario Kart games never fully replaced.

The romhack changes the cup structure in a very smart way. You can choose from five different sets of tracks for each cup, including the Special Cup, and they still count as clears. That is a brilliant solution to repetition. If someone thinks the original game becomes too repetitive after enough replays, this mod absolutely clears that problem out of the way.

Battle mode also gets a major boost, with more arenas and battle minigames. Simone and I tried a few of them, and they were fun, but we also know ourselves. We get very competitive, so battle mode is dangerous territory. Racing together is fun. Battle mode is how peace treaties die.

Difficulty and balance

The balance feels strong because the base game is already strong. Double Dash!! has chaos, but it is not the same kind of suffocating chaos as modern 24 racer nonsense. You can actually race. You can build leads. You can recover. You can lose because of items, yes, but it usually feels like Mario Kart chaos rather than a full system collapse.

The added tracks also avoid feeling unfair. They are clearly adapted and imagined for this engine, and that helps them feel playable rather than janky. Some fan projects can get carried away and make tracks too sharp, too cluttered, or too awkward. Here, the racing remained smooth and enjoyable.

Pacing of the game

The pacing is excellent because the mod keeps feeding you new track combinations. Cups no longer feel like you are simply replaying the same old structure forever. The ability to clear alternate sets gives progression a much fresher rhythm.

The All Cup style experience especially reminded me of Mario Kart World’s Knockout Tour idea, except this felt way better. It did not need 24 racers. It did not need chaos overload. It just needed strong tracks, good pacing, and the classic Double Dash!! formula.

Innovation and uniqueness

The original Double Dash!! was already one of the most innovative Mario Kart games because of the two character system. The romhack does not replace that identity; it amplifies it by giving the game much more content.

The track expansion is the real innovation here. Adding so many retro inspired courses and battle arenas turns the game into something much larger. The Custom Mario Kart Wiki lists 64 retro courses and 24 retro battle courses, which explains why the mod feels so packed with content.

Controls and user interface

The GameCube controls are still fantastic. Double Dash!! feels direct, snappy, and readable. The UI is simple and clean, and choosing characters and karts is still far smoother than many modern racing games with bloated menus.

That is one of the things this replay reminded me of: older games often understood flow better. You can get into a race quickly, change settings easily, and keep moving without fighting the interface.

Microtransactions

None. Just fan made content, GameCube racing, and the beautiful absence of modern nonsense.

Rating

After combing through many of the mechanics, the pacing and other factors of this game, I rated the gameplay and mechanics with an 9.2

Graphics and art style

Quality of graphics and art direction

The new levels are based on tracks from later Mario Kart games, but they are not direct copy and paste versions. They feel more like fan reimaginings built for Double Dash!!. That is a major strength. Instead of looking awkwardly imported, many of them feel like they belong in this GameCube world.

The visual style remains pure Double Dash!!: colorful, clean, readable, and charming. The added courses keep that spirit while adding a huge amount of variety.

Technical performances

This was one of the most impressive parts of the experience. The new levels caused no noticeable lag or major problems for me. That matters a lot, because custom tracks can easily become unstable or visually messy if they push too hard.

Here, the mod felt polished. It ran well, controlled well, and never made me feel like I was fighting the romhack rather than racing the track.

Environment and design uniqueness

The environmental variety is excellent because the mod draws from many different Mario Kart eras. That gives the game a broader sense of history while still staying anchored in Double Dash!! mechanics.

It is not just more tracks. It is more moods, more layouts, more music, more memories, and more reasons to keep racing.

Rating

It took me some time to give the graphics and art style an objective rating. There are many things to consider, but ultimately, I rated this section with a 9.0.

Sound and music

Music score and how it contributed to the game

The music is good, of course. Double Dash!! already had a strong soundtrack, and the new levels also bring amazing music with them. The custom music support mentioned by mod showcases helps the expanded track list feel more complete, because each course has audio personality rather than feeling like a silent or mismatched insert.

Good racing music matters. It keeps the momentum up, makes each track feel distinct, and helps the whole mod feel like a proper expanded game rather than a test pack.

Sound effects quality

The classic sound effects still work beautifully. Item hits, drifting, kart engines, character reactions, and race feedback all have that GameCube era punch. Nothing feels overcomplicated. Everything is readable.

Voice Acting

There is no traditional voice acting, but character voices and reactions are part of the Mario Kart identity. They still add charm, especially with the two character setup where your duo constantly gives the kart more personality.

Rating

After a lot of consideration, I rated the sound and music section with a 8.8.

Replayability

Game Length and content volume

The content volume is massive for a fan project. With many added retro courses, multiple track sets per cup, expanded battle arenas, and fresh music, this feels like a real expansion of Double Dash!! rather than a small novelty patch.

The five track set structure per cup is especially important because it gives the player a real reason to keep cycling through content. It is not just here are some extra tracks hidden somewhere. The mod integrates them into the game’s cup flow in a way that makes the whole structure feel refreshed.

That is exactly what I wanted after Mario Kart World flopped for us. Instead of bigger but worse, this gives us classic but expanded.

Extra Content

Battle mode is the main extra content outside racing, and it is a great addition. More battle arenas and minigames help round out the package. Simone and I only played some of them because we get too competitive, but what we played was fun.

The only disappointment is 200cc. The mod information says 200cc exists, and some showcases also advertise it, but I did not find it as something to unlock in my version. There are reports that some earlier builds had cheats/features such as 200cc and 4-player Grand Prix, while later builds had issues with those cheats working, which may explain the mismatch.

Replay value

Replay value is extremely high. This is the biggest strength of the romhack. The original Double Dash!! was already replayable, but adding so many tracks and battle arenas turns it into a much bigger long term package. You can keep playing cups, alternate sets, battle modes, and challenge yourself to clear everything.

I completed the game 100%, and that says a lot. This was not one of those mods I tried for ten minutes and then forgot. I stayed with it, finished it, and had a great time doing so.

Replay value is excellent even without 200cc. The track volume alone carries the game. But if 200cc were restored or made clear in a future update, the replay value would jump even higher.

Rating

After thoughtful consideration, I decided to rate the replayability and game length with a 9.3

Suggestions and comparisons

Suggestions and feedback

The biggest suggestion is simple: readd or properly restore 200cc in a later update. If it is supposed to be part of the mod, it should be easy to find and use. If it was removed for balance or technical reasons, that should be made very clear in the documentation.

A new character or kart would also be fun, though honestly, the mod already does plenty. The base game roster and kart system are still strong enough that extra tracks matter much more than extra characters.

Comparisons

Compared to Mario Kart World, this felt much more enjoyable for us. It does not have the modern open world gimmick, but it also does not have the same messy chaos, 24 racer overload, or frustrating balance problems. This feels like racing first, content expansion second, and nonsense third.

Compared to vanilla Double Dash!!, this is simply one of the best ways to revisit the game if you already know the original well. It keeps the foundation and massively expands the track variety.

Personal experiences and anecdotes

The best time was definitely playing the battle minigames with my wife, even though we had to be careful because we get extremely competitive. There is a very thin line between fun local multiplayer and we now need marriage counseling because someone got hit by a Bob-omb.

Finishing the All Cup style content was also fantastic. It reminded me of the Knockout Tour idea from Mario Kart World, but honestly, this felt way better. It did not need 24 racers on the track. Hot damn, whoever thought 24 racers was a good idea could be thrown out of a window. Double Dash!! Plus proves that you can create a large, exciting racing structure without turning every race into an overcrowded item apocalypse.

All in all, I had an amazing time with this game. It reminded me why the GameCube era still holds up so well.

Rating

Taking in all the personal experiences with this game, I give it a personal rating of 9.0

Last words

Pros

Cons

Mario Kart: Double Dash!! Plus is an excellent romhack and one of the most enjoyable ways to revisit one of the best Mario Kart games ever made. It keeps the GameCube magic intact, adds a huge amount of track variety, expands battle content, and gives the game a fresh life without ruining what made it special.

Yes, the 200cc confusion is disappointing, especially since the mod information suggests it should exist. But even without that, this was a fantastic racing experience. After Mario Kart World left us cold, returning to Double Dash!! through this mod felt like coming back to what actually makes Mario Kart fun.

Classic racing, great tracks, strong controls, and no 24 racer nonsense.

FINAL RATING

Rated 9.1 out of 10

9.1

Please let me know what you think ofMario Kart Double Dash Plus in the comments!
I hope you enjoyed reading this review, I hope to see you in the next review!
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