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{{italic title|''Peach's Castle'' (game)}}
{{italic title}}
{{rewrite-expand}}
{{game infobox
{{articleabout|the tech demo|other uses of "Peach's Castle"|[[Peach's Castle (disambiguation)|here]]}}
{{infobox
|title=Peach's Castle
|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]]
|released=N/A
|release=2001
|genre=[[Genre#Platform|Platform]]
|genre=[[Genre#Platform games|Platformer]]
|modes=Single player
|modes=Single player
|ratings=Not Rated
|ratings=Not rated
|platforms=[[Nintendo GameCube]]
|platforms=[[Nintendo GameCube]]
|media={{container|gcn=1}}
|format={{format|gcn=1}}
|input={{input|gamecube=1}}
|input={{input|gcn=1}}
}}
}}
'''''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]]. A [[Tech Demo]] for the game was unveiled in May 22, 2001. 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 Developement Kit. In this demo, the player controls a red arrow that can go through various places in [[Princess Peach's Castle]] from ''[[Super Mario 64]]''. In different rooms it shows different graphical effects, which includes the following: large textures, bumps and shadows, anti-aliasing, local lighting, projection textures, environment mapping, and maximum polygons.
'''''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.


The castle is referred to in the game as ''Peach Castel'' (''castel'' is an old French word for ''castle'').
==Rooms==
===#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.
 
===#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.
 
===#5 Projection Texture - CINEMA THEATER===
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.
 
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.
 
===#6 Environment Mapping - METAL MARIO !!===
This is a small room featuring a large [[Metal Mario]] statue that reflects its surroundings, meant to demonstrate {{wp|Reflection mapping|environment mapping}}.
 
===#7 Maximum POLYGONS - How Many COINS?===
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.
 
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.
 
Pressing {{button|gcn|B}} exits the room; as such, camera control mode is activated by pressing {{button|gcn|X}} instead.


==Rooms==
{{br}}
===Entrance===
A hub area with 6 doors, 5 of which lead to other rooms. This room features a lot of animations.
===Dome===
In this room, the walls and ceiling have various flowers on it as well as mountain themed background. The floor has a [[Star]] with flower in the background, which is made of small 3-star texture.
===Spiral Staircase===
''Spiral Staircase'' is a dark place with a spiral starcase in the center. As the red arrow steps on it, it begins to jump slowly to the bottom where the door to ''Hangar'' is. This room features Bump Mapping.
===Hangar===
As the name implies, this is an in-door 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.
===Cave===
In the ''Cave'' the player will appear 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 lead the player back to the ''Entrance''.
===Cinema Theater===
''Cinema Theater'' shows a short looping video with prototype Nintendo GameCubes of various colors.
===[[Metal Mario (form)|Metal Mario]]===
In this room, the player will see a Metal [[Mario]] statue which utilizes environment mapping.
===How Many [[Coin]]s?===
''How Many Coins?'' is a white colored room with [[Question Block]] at the center. Pressing {{button|gcn|A}} while underneath will release a large amount of coins. To exit the room the player needs to press {{button|gcn|B}} or to control the camera, the player should press {{button|gcn|X}} instead.
==Features==
==Features==
===Camera control mode===
===Camera Control Mode===
By pressing {{button|gcn|B}} the player can control the camera's angle and position. To move it the player should move the {{button|gcn|Stick}} and {{button|gcn|C}} to control the angle.
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.
===Wireframe mode===
 
[[wikipedia: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}}.
===Wireframe Mode===
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 ''How Many Coins?'' room.
Pressing {{button|gcn|Y}} enables a {{wp|Wire-frame model|wireframe}} display mode, hiding textures and making the edges of polygons more distinct.
===Pause menu===
 
On the Pause menu the player can set [[wikipedia:Mipmap|Mip mapping]], [[wikipedia:Rendering (computer graphics)|Rendering]], [[:wikipedia:Debugging|Debug information]] display, Lag meter display, [[wikipedia:Gamma correction|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 can goto 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), Auto Demo (the camera is controlled automatically and the rooms are changing as some time passes).
The wireframe mode causes reduced performance (as shown on the resource usage meter), most noticeably in the Entrance and How Many Coins? rooms.
 
===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.
 
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.
 
===Doors===
===Doors===
While the next room is loading, instead of the loading screen, the arrow is "knocking" the door until it loads. It can be seen that the lighting is added when the arrow stops.
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.


==Controls==
==Controls==
*{{button|gcn|A}} - Jump (''How Many Coins?'' only)
*{{button|gcn|A}} Jump in How Many Coins?, pause/resume in Auto Demo
*{{button|gcn|B}} - Enter Camera control mode, exit room (''How Many Coins?'' only).
*{{button|gcn|B}} Enter camera control mode, exit room in How Many Coins?
*{{button|gcn|X}} - Enter Camera control mode (''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|Y}} - Enter Wireframe mode.
*{{button|gcn|Y}} Enter wireframe mode, slowly rewind scene when paused in Auto Demo
*{{button|gcn|R}} - Shifts camera a bit and goes back. Has no use and probably a bug.
*{{button|gcn|L}} – Raise the camera in camera control mode, rewind in Auto Demo
*{{button|gcn|Start}} - Enter Pause menu.
*{{button|gcn|R}} – Reset the camera behind the player, lower the camera in camera control mode, fast-forward in Auto Demo
*{{button|gcn|Stick}} - Move the arrow, move the camera (not vertically).
*{{button|gcn|Start}} Enter pause menu
*{{button|gcn|C}} - Rotate the camera (in Camera control mode it's less limited).
*{{button|gcn|Stick}} Move the arrow, adjust the camera's position in camera control mode
*{{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==
<center><gallery>
===Screenshots===
File:PC Room1.png|''Dome.''
<gallery>
File:PC Room2.png|''Spiral Staircase.''
PC Room1.png|Dome
File:PC Room3.png|''Hangar.''
PC Room2.png|Spiral Staircase
File:PC Room4.png|''Cave.''
PC Room3.png|Hangar
File:PC Room5.png|''Cinema Theater.''
PC Room4.png|Cave
File:PC Room6.png|''Metal Mario.''
PC Room5.png|Cinema Theater
File:PC Room7.png|''How Many Coins?''
PC Room6.png|Metal Mario
File:PC Map.png|Castle's map.
PC Room7.png|How Many Coins?
</gallery></center>
PC Map.png|Castle map
</gallery>
 
===Sprites and models===
<gallery>
PCTDStarsModel.png|[[Star]]s
PCTDCoinsModel.png|[[Coin]]s
PCTDQuestionBlockModel.png|[[? Block]]
PCTDGoombaRockFormationModel.png|[[Goomba]] rock formation
PCTDGoombaStatueModel.png|Goomba statue
</gallery>
 
==Media==
==Media==
{{media
{{media table
|name1=PC Entrance
|file1=PC Entrance.oga
|pipe1=Peach's Castle
|title1=''NDDEMO''
|description1=Entrance theme.
|description1=Entrance theme
|length1=2:49
|length1=0:30
|name2=PC Dome
|file2=PC Dome.oga
|pipe2=Peach's Castle
|title2=''NDDEMO''
|description2=Dome theme.
|description2=Dome theme
|length2=4:03
|length2=0:30
|name3=PC Spiralstaircase
|file3=PC Spiralstaircase.oga
|pipe3=Peach's Castle
|title3=''NDDEMO''
|description3=Spiral Staircase theme.
|description3=Spiral Staircase theme
|length3=2:26
|length3=0:30
|name4=PC Hangar
|file4=PC Hangar.oga
|pipe4=Peach's Castle
|title4=''NDDEMO''
|description4=Hangar theme.
|description4=Hangar theme
|length4=3:17
|length4=0:30
|name5=PC Cave
|file5=PC Cave.oga
|pipe5=Peach's Castle
|title5=''NDDEMO''
|description5=Cave
|description5=Cave theme
|length5=3:30
|length5=0:30
|name6=PC Cinematheater
|file6=PC Cinematheater.oga
|pipe6=Peach's Castle
|title6=''NDDEMO''
|description6=Cinema Theater theme.
|description6=Cinema Theater theme
|length6=4:34
|length6=0:30
|name7=PC Metalmario
|file7=PC Metalmario.oga
|pipe7=Peach's Castle
|title7=''NDDEMO''
|description7=Metal Mario theme.
|description7=Metal Mario theme
|length7=2:16
|length7=0:30
|name8=PC Howmanycoins
|file8=PC Howmanycoins.oga
|pipe8=Peach's Castle
|title8=''NDDEMO''
|description8=How Many Coins? theme.
|description8=How Many Coins? theme
|length8=2:15
|length8=0:30
}}
}}
==References==
==References==
<references/>
<references/>


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


==External Links==
{{unreleased media}}
*[https://www.youtube.com/watch?v=jE85lOieDnw Gameplay footage]
{{BoxTop}}
{{CancelledGames}}
[[Category:Games]]
[[Category:Games]]
[[Category:Cancelled Games]]
[[Category:Nintendo GameCube games]]
[[Category:GameCube Games]]
[[Category:Tech demos]]
[[Category:Tech Demos]]
[[Category:Platforming games]]
[[it:Peach's Castle (tech demo)]]

Latest revision as of 20:23, June 18, 2024

NDDEMO
PC Entrance.png
Developer Nintendo EAD
Publisher Nintendo
Platform(s) Nintendo GameCube
Release date 2001[?]
Genre Platformer
Rating(s) Not rated
Mode(s) Single player
Format
Nintendo GameCube:
Optical disc
Input
Nintendo GameCube:

NDDEMO[1] (short for "Nintendo Developer Demo"; referred to in-game as Welcome to GameCube World!!) is a 2001 interactive tech demo[2] 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.

Rooms[edit]

#0 Peach Castel - ENTRANCE[edit]

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.

#1 Huge Texture - DOME[edit]

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 mipmapping.

#2 Bump & Shadow - SPIRAL STAIRCASE[edit]

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 bump mapping, a method of simulating bumps and wrinkles on an object's surface.

#3 Antialiasing - HANGAR[edit]

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 anti-aliasing functionality, most prominently with the wire-mesh fences.

#4 Local Lighting - CAVE[edit]

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.

#5 Projection Texture - CINEMA THEATER[edit]

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.

This area demonstrates projected textures, which can be animated, overlayed on top of each other, and projected over many objects in real-time.

#6 Environment Mapping - METAL MARIO !![edit]

This is a small room featuring a large Metal Mario statue that reflects its surroundings, meant to demonstrate environment mapping.

#7 Maximum POLYGONS - How Many COINS?[edit]

This is a white room with a ? Block at the center. Pressing A Button while underneath releases a large number of differently colored Coins and stars. This room demonstrates the large number of polygons, models, and objects that the GameCube can process and display at once.

The player can use +Control Pad to adjust how many Coins appear when the ? Block is hit, up to 1,024 at once; +Control Pad Up and +Control Pad Down increase and decrease the number by 20, while +Control Pad Right and +Control Pad Left increase and decrease the number by one. The exact number can be viewed by enabling "System Info" in the pause menu.

Pressing B Button exits the room; as such, camera control mode is activated by pressing X Button instead.

Features[edit]

Camera Control Mode[edit]

By pressing B Button, the player can freely control the camera's angle and position. Control Stick adjusts the camera's position, and C Stick controls its angle; pressing L Button or R Button raises and lowers it, respectively. Pressing B Button again returns to the arrow.

Wireframe Mode[edit]

Pressing Y Button enables a wireframe display mode, hiding textures and making the edges of polygons more distinct.

The wireframe mode causes reduced performance (as shown on the resource usage meter), most noticeably in the Entrance and How Many Coins? rooms.

Pause Menu[edit]

Pressing START/PAUSE Button opens the pause menu; here, the player can toggle mipmap levels, the GameCube's output resolution, system debug information, a resource usage meter, gamma levels, background music, and sound effects.

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.

Doors[edit]

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.

Controls[edit]

  • A Button – Jump in How Many Coins?, pause/resume in Auto Demo
  • B Button – Enter camera control mode, exit room in How Many Coins?
  • X Button – Enter camera control mode in How Many Coins?, slowly advance scene when paused in Auto Demo
  • Y Button – Enter wireframe mode, slowly rewind scene when paused in Auto Demo
  • L Button – Raise the camera in camera control mode, rewind in Auto Demo
  • R Button – Reset the camera behind the player, lower the camera in camera control mode, fast-forward in Auto Demo
  • START/PAUSE Button – Enter pause menu
  • Control Stick – Move the arrow, adjust the camera's position in camera control mode
  • C Stick – Rotate the camera around the player, adjust the camera's angle in camera control mode
  • +Control Pad – Adjust how many Coins appear when the ? Block is hit in How Many Coins?

Gallery[edit]

Screenshots[edit]

Sprites and models[edit]

Media[edit]

Audio.svg NDDEMO - Entrance theme
File infoMedia:PC Entrance.oga
0:30
Audio.svg NDDEMO - Dome theme
File infoMedia:PC Dome.oga
0:30
Audio.svg NDDEMO - Spiral Staircase theme
File infoMedia:PC Spiralstaircase.oga
0:30
Audio.svg NDDEMO - Hangar theme
File infoMedia:PC Hangar.oga
0:30
Audio.svg NDDEMO - Cave theme
File infoMedia:PC Cave.oga
0:30
Audio.svg NDDEMO - Cinema Theater theme
File infoMedia:PC Cinematheater.oga
0:30
Audio.svg NDDEMO - Metal Mario theme
File infoMedia:PC Metalmario.oga
0:30
Audio.svg NDDEMO - How Many Coins? theme
File infoMedia:PC Howmanycoins.oga
0:30
Help:MediaHaving trouble playing?

References[edit]

  1. ^ Nintendo GameCube SDK documentation.
  2. ^ monokoma (March 1, 2009). Peach’s Castle (GameCube – Tech Demo). Unseen64 (English). Retrieved June 5, 2024.

External links[edit]