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(Source says it was shown off in 2002)
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{{italic title}}
{{italic title}}
{{rewrite-expand}}
{{game infobox
{{about|the tech demo|other uses of "Peach's Castle"|[[Peach's Castle (disambiguation)]]}}
{{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|Platformer]]
|genre=[[Genre#Platform games|Platformer]]
|modes=Single-player
|modes=Single player
|ratings=Not Rated
|ratings=Not rated
|platforms=[[Nintendo GameCube]]
|platforms=[[Nintendo GameCube]]
|media={{media|gcn=1}}
|media={{media|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]]. In 2002, [[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]]''. 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>[https://imgur.com/a/QJ9HMUR 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>[http://www.unseen64.net/2009/03/01/peachs-castle-gamecube-tech-demo/ Unseen64 NDDEMO Information]</ref> included in the software development kit for the [[Nintendo GameCube]], created to show developers the system's graphical capabilities.  


The castle is referred to in the game as ''Peach Castel'' (''castel'' is an old French word for ''castle'').
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==
==Rooms==
===Entrance===
===#0 Peach Castel - ENTRANCE===
A hub area with 6 doors, 5 of which lead to other rooms. This room features a lot of animations.
The main hub area featuring 6 doors, 5 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.


===Dome===
===#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 star with a flower in the background, which is made of a small 3-star texture.
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.  


===Spiral Staircase===
This room demonstrates the GameCube's support for large, high-resolution textures, as well as {{wp|Mipmap|mipmapping}}.
Spiral Staircase is 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.


===Hangar===
===#2 Bump & Shadow - SPIRAL STAIRCASE===
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.
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.  


===Cave===
This room features {{wp|Bump mapping|bump mapping}}, a method of simulating bumps and wrinkles on an object's surface.
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===
===#3 Antialiasing - HANGAR===
Cinema Theater shows a short looping video with prototype Nintendo GameCubes of various colors.
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.


===Metal Mario===
===#4 Local Lighting - CAVE===
In this room, the player will see a [[Metal Mario]] statue which utilizes environment mapping.
A cave featuring a wooden bridge which 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.  


===How Many [[Coin]]s?===
Entering the green Warp Pipe at the beginning of the area takes the player to the top floor of the Entrance.
How Many Coins? is a white colored room with a [[? 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.
 
===#5 Projection Texture - CINEMA THEATER===
A small screening room where a short looping video (featuring prototype GameCube consoles of various colors), along with a blue star and pink heart, are 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 !!===
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?===
A white room with a [[? Block]] at the center. Pressing {{button|gcn|A}} while underneath will release a large amount of differently-colored [[Coin|Coins]] and stars. This room demonstrates the large amount 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 1024 at once; {{button|wii|Padup}} and {{button|wii|Paddown}} increase and decrease the amount by 20, while {{button|wii|Padright}} and {{button|wii|Padleft}} increase and decrease by 1. The exact amount 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.


==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===
Pressing {{button|gcn|Y}} enables a {{wp|Wire-frame model|wireframe}} display mode, hiding textures and making the edges of polygons more distinct.


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


===Pause menu===
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.
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 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), Auto Demo (the camera is controlled automatically and the rooms are changing as some time passes).


===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 will "knock" 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}} - Resets the camera behind the player.
*{{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==
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PC Room6.png|Metal Mario
PC Room6.png|Metal Mario
PC Room7.png|How Many Coins?
PC Room7.png|How Many Coins?
PC Map.png|Castle's map
PC Map.png|Castle map
</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=Peach's Castle
|title1=''NDDEMO''
|description1=Entrance theme.
|description1=Entrance theme
|length1=2:49
|length1=0:30
|file2=PC Dome.oga
|file2=PC Dome.oga
|title2=Peach's Castle
|title2=''NDDEMO''
|description2=Dome theme.
|description2=Dome theme
|length2=4:03
|length2=0:30
|file3=PC Spiralstaircase.oga
|file3=PC Spiralstaircase.oga
|title3=Peach's Castle
|title3=''NDDEMO''
|description3=Spiral Staircase theme.
|description3=Spiral Staircase theme
|length3=2:26
|length3=0:30
|file4=PC Hangar.oga
|file4=PC Hangar.oga
|title4=Peach's Castle
|title4=''NDDEMO''
|description4=Hangar theme.
|description4=Hangar theme
|length4=3:17
|length4=0:30
|file5=PC Cave.oga
|file5=PC Cave.oga
|title5=Peach's Castle
|title5=''NDDEMO''
|description5=Cave
|description5=Cave theme
|length5=3:30
|length5=0:30
|file6=PC Cinematheater.oga
|file6=PC Cinematheater.oga
|title6=Peach's Castle
|title6=''NDDEMO''
|description6=Cinema Theater theme.
|description6=Cinema Theater theme
|length6=4:34
|length6=0:30
|file7=PC Metalmario.oga
|file7=PC Metalmario.oga
|title7=Peach's Castle
|title7=''NDDEMO''
|description7=Metal Mario theme.
|description7=Metal Mario theme
|length7=2:16
|length7=0:30
|file8=PC Howmanycoins.oga
|file8=PC Howmanycoins.oga
|title8=Peach's Castle
|title8=''NDDEMO''
|description8=How Many Coins? theme.
|description8=How Many Coins? theme
|length8=2:15
|length8=0:30
}}
}}


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


{{UnreleasedMedia}}
{{unreleased media}}
[[Category:Games]]
[[Category:Games]]
[[Category:Nintendo GameCube games]]
[[Category:Nintendo GameCube games]]

Latest revision as of 14:04, April 12, 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
Media
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]

The main hub area featuring 6 doors, 5 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]

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]

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]

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]

A cave featuring a wooden bridge which 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]

A small screening room where a short looping video (featuring prototype GameCube consoles of various colors), along with a blue star and pink heart, are 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]

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]

A white room with a ? Block at the center. Pressing A Button while underneath will release a large amount of differently-colored Coins and stars. This room demonstrates the large amount 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 1024 at once; +Control Pad up and +Control Pad down increase and decrease the amount by 20, while +Control Pad right and +Control Pad left increase and decrease by 1. The exact amount 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 will "knock" 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]

External links[edit]