We just reached 30,000 articles on this wiki! 🥳
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Cave Story 3D

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Cave Story 3D

Also known as: Doukutsu Monogatari 3D (JP)
Developer: Nicalis
Publishers: NIS America, Nippon Ichi Software (JP)
Platform: Nintendo 3DS
Released in JP: July 26, 2012
Released in US: November 8, 2011
Released in EU: November 11, 2011
Released in AU: November 24, 2011


GraphicsIcon.png This game has unused graphics.
RegionIcon.png This game has regional differences.


BugsIcon.png This game has a bugs page

Cave Story 3D is a stereoscopic as well as polygonal 3D remake of Cave Story. It is not to be confused with the port of Cave Story to the 3DS eShop, which has stereoscopic 3D.

Hmmm...
To do:
  • Document the "Item Quit" glitch that was fixed in the Japanese release of the game.
  • Document unused models and graphics
  • Document unused text, scripting, commands, etc
  • Document unused maps
  • Expand on version differences? Additional player character sprites in JP version, etc (also unused stuff in JP version ie. credits in-game being in EN, but the original JP credits are still there...)
  • Document unused leftovers from freeware
  • There's map system images for the credit cutscene maps, check if they're unused?

Sub-Pages

Read about notable bugs and errors in this game.
Bugs
Cs3d sky dargon.png
Unused Models
Some interesting scrapped content here.
Cave Story human Sue.png
Leftovers
Leftovers from the 2D versions.

Credits Placeholders

CS3D-splash legal 01.png CS3D-splash pixel 01.png

Present in the data folder are two placeholders meant for the introductory splash screens. splash_legal_01.tga, which would have been used for a legal screen of some sort; and splash_pixel_01.tga, which would have been used for the Studio Pixel logo, which is instead shared with the Nicalis logo.

Unobtainable Life Capsule

CS3D-BadLifeCapsule.png

It's no secret Cave Story 3D has more life capsules than the original, but whoever's job it was at Nicalis to add them was probably slacking.

Opening data/stage/priso2.pxe in a level editor reveals a life capsule with a Flag ID of 1814 that is supposed to appear in Last Cave (Hidden), however it never does because one of its entity flags makes it so it only appears when its associated flag ID is set to true. Typically, life capsules are set to disappear when the flag ID is true, with the room's script switching the flag to true when the player interacts with the entity.

Text for the capsule is also present in the stage's script file, showing that it was intended to give you 3 HP.

#0300
<PRI<DNP0300<SOU0022<FL+1814<CMU0016
<MSG<GIT1006
Obtained a Life Capsule.<WAI0160<NOD<RMU<ML+0003
Max life increased by 3.<NOD<END

In addition, another Life Capsule that gives you 5 HP with the same Flag ID appears on Blood Stained Sanctuary - B3 later on with the correct behavior, meaning, had this capsule been functional, the one in that stage would disappear at the same time, unless it was assigned a different Flag ID.

Leftover Life Capsule Script

In data/stage/pixel.sjs, which is the script for the Waterway Cabin room, there's an unused script block for a live capsule intended to give you 3 HP. The very same script also gives you 3 HP for rescuing Curly Brace, so it's likely this is a leftover from before they decided to give you HP for various interactions.

#0301
<PRI<DNP0300<SOU0022<CMU0016<FL-1811
<MSG<GIT1006
Obtained a Life Capsule.<WAI0160<NOD<RMU<ML+0003
Max life increased by 3.<NOD<END

Unused Stages (2D)

The original versions of Cave Story store their map data in three files - mapname.pxe (entity placement), mapname.pxm (map collision data), and mapname.tsc (the script associated with the map, though it's renamed '.sjs' for CS3D). CS3D also uses this format, it just has 3D environments in place of a 2D tileset. In the stage folder for the map data, files pertaining to unfinished maps can be found - however, they're not present in the stage table, so any information about what background/background type or what entities could've shown up is unknown (and the fact they use the Balcony tileset was only discovered through a lucky guess).

credits

Some kind of bonus or post-credits room? Contains a handful of EXP capsules and breakable blocks. Has no script associated with it.

Cs3d credits map.png

credits_platforms

Whatever this very, very tall map was, it was scrapped pretty early... Has no script associated with it either. Judging by the layout of tiles and filename, this could have been text the player can collide and interact with.

Cs3d credits platforms map.png

Easter Eggs

Hmmm...
To do:
  • Get an in-game screenshot of Misery holding her staff.

There was quite a lot of effort and detail put into the environments for CS3D, which resulted in a few easter eggs that are easily missable or almost impossible to make out on original hardware due to the small screen and resolution size of the 3DS.


Save Disc

The save disc texture has the words 'Cave Story' written on it, as well as a doodle of Quote's head. There's also a sprite of it from the original game, presumably for reference purposes.

thanks to Daedliy for finding and compiling all this info!

CS3D-savepoint.png

Core Room

The Core room was redesigned to look more like a research facility, complete with a handful of computers in the foreground and background. These computer screens are on, and have several details that can't quite be made out on original hardware - however, extracting the textures or running on an emulator with increased resolution allows us to see it properly:

CS3D Core Computer.png

Cs3d core room screens.png

Of note is the UFO, which is a reference to Megane, one of Pixel's earlier games. There's also what looks like binary code, though unfortunately due to the low resolution of the texture and the shine effects it's basically impossible to make out if it spells anything or not.

Yamashita Farm

It's a little hard to make out even when extracting the texture, but the crates in Yamashita Farm have 'Yamashita Farms' written on them along with a cute little Mimiga head logo.

Cave story yamashita farm tex.png

Cave story yamashita farm crate.png


Jenka's House

Jenka's dogs have a food and water container in the background of her house - and they're even conveniently labelled!

CS3D food dish tex.png

Cs3d jenka's house.png

Misery's Staff

...it's a snake. Yup.

Misery snake staff.gif

Regional Differences

Title Screen

The logo for the Japanese version was understandably revised to include the Japanese name.

USA/Europe Japan
Cave Story 3D-title.png CS3D-JapanLogoChars.png

Epilogue

In the character epilogues, Sue's first name is omitted in the USA and European releases. This was fixed in the Japanese release.

USA/Europe Japan
Looks up
to her brother
Sakamoto
Looks up
to her brother
Sue Sakamoto

Miscellaneous

  • The Japanese release includes characters from Ikki, Crazy Climber and Dragon Slayer IV as playable characters in Classic Mode.
  • The "Item Quit" glitch is fixed in the Japanese release of the game, and the game seems to have received minor optimizations, most noticeable in Living Waterway.