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{{about|the tech demo|other uses of "Peach's Castle"|[[Peach's Castle (disambiguation)]]}}
{{game infobox
{{game infobox
|image=[[File:PC Entrance.png|250px]]
|image=[[File:PC Entrance.png|250px]]
|developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]]
|developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]]
|publisher=[[Nintendo]]
|publisher=[[Nintendo]]
|release=2001
|release=N/A
|genre=[[Genre#Platform games|Platformer]]
|genre=[[Genre#Platform|Platformer]]
|modes=Single player
|modes=Single-player
|ratings=Not rated
|ratings=Not Rated
|platforms=[[Nintendo GameCube]]
|platforms=[[Nintendo GameCube]]
|format={{format|gcn=1}}
|media={{media|gcn=1}}
|input={{input|gcn=1}}
|input={{input|gcn=1}}
}}
}}
'''''NDDEMO'''''<ref>{{cite|url=imgur.com/a/QJ9HMUR|title=Nintendo GameCube SDK documentation}}</ref> (short for "'''''Nintendo Developer Demo'''''"; referred to in-game as '''''Welcome to GameCube World!!''''') is a 2001 interactive [[tech demo]]<ref>{{cite|language=en|author=monokoma|date=March 1, 2009|url=www.unseen64.net/2009/03/01/peachs-castle-gamecube-tech-demo|title= Peach’s Castle (GameCube – Tech Demo)|publisher=Unseen64|accessdate=June 5, 2024}}</ref> included in the software development kit for the [[Nintendo GameCube]], created to show developers the system's graphical capabilities. In the demo, the player controls a red arrow that can navigate various rooms in [[Peach's Castle]] from ''[[Super Mario 64]]'', with each room demonstrating a different graphical effect, such as bump mapping, anti-aliasing, or environment mapping.
'''''Peach's Castle''''' is a [[tech demo]]<ref>[http://www.unseen64.net/2009/03/01/peachs-castle-gamecube-tech-demo/ Unseen64 Peach's Castle Demo Information]</ref> for [[Nintendo GameCube]]. In 2001, [[Nintendo]] sent various developers an interactive tech demo in order to show them the graphical capabilities of their new console as part of the Nintendo GameCube Software Development Kit. In this demo, the player controls a red arrow that can go through various places in [[Peach's Castle]] from ''[[Super Mario 64]]''. Different rooms show different graphical effects, which includes the following: large textures, bumps and shadows, anti-aliasing, local lighting, projection textures, environment mapping, and maximum polygons.
 
The castle is referred to in the game as ''Peach Castel'' (''castel'' is an old French word for ''castle'').


==Rooms==
==Rooms==
===#0 Peach Castel - ENTRANCE===
===#0 Peach Castel ENTRANCE===
This is the main hub area featuring six doors, five of which lead to other rooms. This room features several animated objects throughout, as well as a map of the Castle at the center of the bottom floor.
A hub area with 6 doors, 5 of which lead to other rooms. This room features a lot of animations, as well as a map of the Castle.
 
===#1 Huge Texture - DOME===
This is a small room with floral and mountain-themed murals on the walls. The floor has a [[Super Star]] with a flower in the background, which is revealed to be made of a small repeating texture of three stars when looked at closely.
 
This room demonstrates the GameCube's support for large, high-resolution textures, as well as {{wp|Mipmap|mipmapping}}.
 
===#2 Bump & Shadow - SPIRAL STAIRCASE===
This is a dimly lit area with a colored stone pillar and spiral staircase in the center. Once the player reaches the stairs, the red arrow begins bouncing, and the player can lead it to the bottom of the room, where a door leading to the Hangar can be found.
 
This room features {{wp|Bump mapping|bump mapping}}, a method of simulating bumps and wrinkles on an object's surface.
 
===#3 Antialiasing - HANGAR===
This is an indoor hangar with a biplane. Next to it, the player can find a metal [[Warp Pipe]], which leads to the Cave. This room demonstrates the GameCube's {{wp|Anti-aliasing filter|anti-aliasing}} functionality, most prominently with the wire-mesh fences.
 
===#4 Local Lighting - CAVE===
This is a cave featuring a wooden bridge that leads to a [[Goomba]] statue, with some bulbs and colored projector lights illuminating the path. This room demonstrates the GameCube's real-time lighting capabilities, with lights and casted shadows updating to reflect their source's position.  


Entering the green Warp Pipe at the beginning of the area takes the player to the top floor of the Entrance.
===#1 Huge Texture DOME===
In this room, the walls and ceiling have various flowers on it as well as a mountain-themed background. The floor has a Starman with a flower in the background, which is made of a small 3-star texture.


===#5 Projection Texture - CINEMA THEATER===
===#2 Bump & Shadow SPIRAL STAIRCASE===
This is a small screening room where a short looping video (featuring prototype GameCube consoles of various colors), along with a blue star and pink heart, is projected and moved around the room.  
A dark place with a spiral staircase in the center. As the red arrow steps on it, it begins to jump slowly to the bottom where the door to the Hangar is. This room features Bump Mapping.


This area demonstrates {{wp|Projective texture mapping|projected textures}}, which can be animated, overlayed on top of each other, and projected over many objects in real-time.
===#3 Antialiasing HANGAR===
As the name implies, this is an indoor hangar with an airplane. In this room the player can find a metal [[Warp Pipe]] which leads to the Cave. This room features anti-aliasing.


===#6 Environment Mapping - METAL MARIO !!===
===#4 Local Lighting CAVE===
This is a small room featuring a large [[Metal Mario]] statue that reflects its surroundings, meant to demonstrate {{wp|Reflection mapping|environment mapping}}.
The player appears on a wooden bridge which leads to a [[Goomba]] statue. The cave has some bulbs and colorful projector lights to light the path. Entering the green Warp Pipe will take the player back to the Entrance.


===#7 Maximum POLYGONS - How Many COINS?===
===#5 Projection Texture CINEMA THEATER===
This is a white room with a [[? Block]] at the center. Pressing {{button|gcn|A}} while underneath releases a large number of differently colored [[Coin]]s and stars. This room demonstrates the large number of polygons, models, and objects that the GameCube can process and display at once.
Shows a short looping video with prototype Nintendo GameCubes of various colors.


The player can use {{button|gcn|Pad}} to adjust how many Coins appear when the ? Block is hit, up to 1,024 at once; {{button|gcn|Padup}} and {{button|gcn|Paddown}} increase and decrease the number by 20, while {{button|gcn|Padright}} and {{button|gcn|Padleft}} increase and decrease the number by one. The exact number can be viewed by enabling "System Info" in the pause menu.
===#6 Environment Mapping METAL MARIO!!===
Contains a [[Metal Mario]] statue which utilizes environment mapping.


Pressing {{button|gcn|B}} exits the room; as such, camera control mode is activated by pressing {{button|gcn|X}} instead.
===#7 Maximum POLYGONS How Many COINS?===
A white room with a [[? Block]] at the center. Pressing {{button|gcn|A}} while underneath will release a large amount of [[Coin]]s and colored stars. To exit the room, press {{button|gcn|B}}. To control the camera, press {{button|gcn|X}}.


==Features==
==Features==
===Camera Control Mode===
===Camera Control Mode===
By pressing {{button|gcn|B}}, the player can freely control the camera's angle and position. {{button|gcn|Stick}} adjusts the camera's position, and {{button|gcn|C}} controls its angle; pressing {{button|gcn|L}} or {{button|gcn|R}} raises and lowers it, respectively. Pressing {{button|gcn|B}} again returns to the arrow.
By pressing {{button|gcn|B}} the player can control the camera's angle and position. To move it, move the {{button|gcn|Stick}} and {{button|gcn|C}} to control the angle.


===Wireframe Mode===
===Wireframe Mode===
Pressing {{button|gcn|Y}} enables a {{wp|Wire-frame model|wireframe}} display mode, hiding textures and making the edges of polygons more distinct.
{{wp|Wire-frame model|Wireframe}} is a visual presentation of a three-dimensional object using narrow green lines that specify its each edge. It can be enabled by pressing {{button|gcn|Y}}.


The wireframe mode causes reduced performance (as shown on the resource usage meter), most noticeably in the Entrance and How Many Coins? rooms.
The wireframe mode also makes the GameCube a bit slower than without it (this can be seen on the Lag meter). This is most notable in the How Many Coins? room.


===Pause Menu===
===Pause Menu===
Pressing {{button|gcn|Start}} opens the pause menu; here, the player can toggle mipmap levels, the GameCube's output resolution, system debug information, a resource usage meter, {{wp|Gamma correction|gamma levels}}, background music, and sound effects.
On the Pause menu the player can set {{wp|Mipmap|Mip mapping}}, {{wp|Rendering (computer graphics)|Rendering}}, {{wp|Debugging|Debug information}} display, Lag meter display, {{wp|Gamma correction}}, an option to enable or disable the background music, and Sound Effects. It can be accessed by pressing {{button|gcn|Start}}.


The player may also access the main menu, where two modes are selectable: Normal Demo (default; the player controls the red arrow to explore the castle), or Auto Demo (the camera is controlled automatically, cycling through the different rooms). Additionally, individual rooms can be selected for either mode.
The player can go to the Main Menu, where they are able to choose the following modes: Normal Demo (default, the player is able to control the red arrow to explore the Castle), or Auto Demo (the camera is controlled automatically and the rooms are changing as some time passes).


===Doors===
===Doors===
When the player reaches a door, the arrow "knocks" on the door until the corresponding room is finished loading. To reduce load times, the room the player is meant to enter next is loaded ahead of time, indicated by the star on the door being yellow instead of stone-gray.
While the next room is loading, instead of the loading screen, the arrow "knocks" the door until it loads. It can be seen that the lighting is added when the arrow stops.


==Controls==
==Controls==
*{{button|gcn|A}} Jump in How Many Coins?, pause/resume in Auto Demo
*{{button|gcn|A}} - Jump (How Many Coins? only)
*{{button|gcn|B}} Enter camera control mode, exit room in How Many Coins?
*{{button|gcn|B}} - Enter Camera control mode, exit room (How Many Coins? only).
*{{button|gcn|X}} Enter camera control mode in How Many Coins?, slowly advance scene when paused in Auto Demo
*{{button|gcn|X}} - Enter Camera control mode (How Many Coins? only).
*{{button|gcn|Y}} Enter wireframe mode, slowly rewind scene when paused in Auto Demo
*{{button|gcn|Y}} - Enter Wireframe mode.
*{{button|gcn|L}} – Raise the camera in camera control mode, rewind in Auto Demo
*{{button|gcn|R}} - Resets the camera behind the player.
*{{button|gcn|R}} – Reset the camera behind the player, lower the camera in camera control mode, fast-forward in Auto Demo
*{{button|gcn|Start}} - Enter Pause menu.
*{{button|gcn|Start}} Enter pause menu
*{{button|gcn|Stick}} - Move the arrow, move the camera (not vertically).
*{{button|gcn|Stick}} Move the arrow, adjust the camera's position in camera control mode
*{{button|gcn|C}} - Rotate the camera (in Camera control mode it's less limited).
*{{button|gcn|C}} Rotate the camera around the player, adjust the camera's angle in camera control mode
*{{button|gcn|Pad}} – Adjust how many Coins appear when the ? Block is hit in How Many Coins?


==Gallery==
==Gallery==
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</gallery>
</gallery>


===Sprites and models===
===Sprites and Models===
<gallery>
<gallery>
PCTDStarsModel.png|[[Star]]s
PCTDStarsModel.png|[[Star]]s
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{{media table
{{media table
|file1=PC Entrance.oga
|file1=PC Entrance.oga
|title1=''NDDEMO''
|title1=Peach's Castle
|description1=Entrance theme
|description1=Entrance theme.
|length1=0:30
|length1=2:49
|file2=PC Dome.oga
|file2=PC Dome.oga
|title2=''NDDEMO''
|title2=Peach's Castle
|description2=Dome theme
|description2=Dome theme.
|length2=0:30
|length2=4:03
|file3=PC Spiralstaircase.oga
|file3=PC Spiralstaircase.oga
|title3=''NDDEMO''
|title3=Peach's Castle
|description3=Spiral Staircase theme
|description3=Spiral Staircase theme.
|length3=0:30
|length3=2:26
|file4=PC Hangar.oga
|file4=PC Hangar.oga
|title4=''NDDEMO''
|title4=Peach's Castle
|description4=Hangar theme
|description4=Hangar theme.
|length4=0:30
|length4=3:17
|file5=PC Cave.oga
|file5=PC Cave.oga
|title5=''NDDEMO''
|title5=Peach's Castle
|description5=Cave theme
|description5=Cave
|length5=0:30
|length5=3:30
|file6=PC Cinematheater.oga
|file6=PC Cinematheater.oga
|title6=''NDDEMO''
|title6=Peach's Castle
|description6=Cinema Theater theme
|description6=Cinema Theater theme.
|length6=0:30
|length6=4:34
|file7=PC Metalmario.oga
|file7=PC Metalmario.oga
|title7=''NDDEMO''
|title7=Peach's Castle
|description7=Metal Mario theme
|description7=Metal Mario theme.
|length7=0:30
|length7=2:16
|file8=PC Howmanycoins.oga
|file8=PC Howmanycoins.oga
|title8=''NDDEMO''
|title8=Peach's Castle
|description8=How Many Coins? theme
|description8=How Many Coins? theme.
|length8=0:30
|length8=2:15
}}
}}


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<references/>
<references/>


==External links==
==External Links==
*[https://www.youtube.com/watch?v=nQLauxlFYwg Gameplay footage]
*[https://www.youtube.com/watch?v=jE85lOieDnw Gameplay footage]


{{unreleased media}}
{{unreleased media}}

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