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Title Screen


Also known as: Welcome to GameCube World!! (opening sign), Peach's Castle
Developer: Nintendo
Platform: GameCube

SourceIcon.png This game has uncompiled source code.
GraphicsIcon.png This game has unused graphics.
Carts.png This game has revisional differences.

NDDEMO, called Welcome to GameCube World!! in-game and informally known as "Peach's Castle", is a 2001 tech demo that Nintendo distributed to developers.

The player controls a red arrow in a unique version of Peach's Castle (based off the Super Mario 64 design), with each room showing off different graphical capabilities of the GameCube. Metal Mario, Goombas, and dolphins make appearances along the way.

Based on a Readme file included with the demo, the version documented here is v1.08, dated September 12, 2001 (a mere two days before the GameCube's release).

Unused Textures

The demo uses two sets of textures to display the names of all the various places in the Castle: one for onscreen overlays (part of /TEX/TITLE01.DTX), and one for wooden plaques on the upper part of the doors (/TEX/2_KANBN.DTX). The one for overlays is fully used, while the one for wooden plaques is not:

#0 Peach Castel ENTRANCE


The entrance uses a different door than the other ones, with no wooden plaque.

#3 Antialiasing HANGAR


Can be accessed by using a door at the bottom of #2 Bump & Shadow SPIRAL STAIRCASE, but the wooden plaque is missing.

#4 Local Lighting CAVE


Can be accessed by using a Warp Pipe in #3 Antialiasing HANGAR, but the wooden plaque is missing.

(Discovery: WaluigiBSOD)

Peach Sign

NDDEMO-PeachCastel-1 BI STE.png

A sign of Peach presenting some area, found in /TEX/1_BI_STE.DTX. This is notable for being the only official risqué piece of media of Princess Peach.

(Discovery: Yoshi2, also creator of the Python Script used to extract it)

Unused Camera Mode

Setting the current camera mode to 0x03 (RAM address 8013F9F4) causes the camera to become unresponsive until changed back. This camera mode is listed internally as CAM_MODE_MARIO_VIEW, which may imply it was meant to be used in the Metal Mario statue room.


In the directory /audio/ from the filesystem, a C/C++ header file named nddemo.h can be found:

// C/C++ MusyX Defines Include
// Generated by DolphinExport 11:45:08 6/5/2001

#define	GRPGM_Set		0
#define	GRPSFXgroup		1

#define	SNGgcdemo		0
#define	SNGentrance		1
#define	SNGdome		2
#define	SNGspiral		3
#define	SNGhangar		4
#define	SNGcave		5
#define	SNGcinema		6
#define	SNGmetal		7
#define	SNGcoins		8

#define	SFXjump_oneshot		0
#define	SFXknock_oneshot		1
#define	SFXdoor_oneshot		2
#define	SFXcoin_oneshot		3

It was generated four months before the GameCube's release, on June 5, 2001 (DolphinExport uses the MM/DD/YYYY date format).

Revisional Differences

A short summary of version updates is present in the readme.txt included with the demo.

Version 1.05 (March 15, 2001)

  • First release.

Version 1.06 (April 4, 2001)

  • Added sound.
  • Added sequences and the ability to turn the sound ON and OFF to the menu.
  • Added triangle count and vertex count to the system information display.

Version 1.07 (June 5, 2001)

  • Rebuilt using the May 22 version of the SDK and MusyX.
  • Adjusted the MIDI data for the sound sources bundled with MusyX.

Version 1.08 (Sept 12, 2001)

  • Progressive render mode is supported
  • Added wire frame view (Press Y button)
  • Added reset handling
  • Added item selection menu for profiling objects