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.
Credits Placeholders#
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#
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.
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.
Easter Eggs#
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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.
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:
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.
Jenka's House#
Jenka's dogs have a food and water container in the background of her house - and they're even conveniently labelled!
Misery's Staff#
...it's a snake. Yup.
Regional Differences#
Title Screen#
The logo for the Japanese version was understandably revised to include the Japanese name.
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Japan |
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Epilogue#
In the character epilogues, Sue's first name is omitted in the USA and European releases. This was fixed in the Japanese release.
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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.
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Wii |
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Nintendo Switch |
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Nintendo 3DS |
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Windows |
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Nintendo 3DS |
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iOS, Mac OS X |
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PlayStation 4, Nintendo Switch |
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Android |
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