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Cave Story/Nintendo Switch version

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This is a sub-page of Cave Story.

Hmmm...
To do:
  • Ending Differences + Mimiga Mask variants.
  • Unused Content + Unused Music.
  • The Wii version also has unused content and remixes the unused theme.
  • Upload portraits for comparison.
  • Include animated version of portraits, preferably in a good file format compatible with as many browsers as possible.
  • Upload prepatch spritesheets

The Nintendo Switch version of Cave Story+ is mostly the same game as its European WiiWare and PC Cave Story+ counterparts, albeit with some notable changes and enhancements of its own.

Differences

General

  • "Famitracks" is added as a soundtrack option, created by composer RushJet1. This soundtrack uses an NES-style rearrangement of the soundtrack made using the tracker program Famitracker (hence the name). A select number of tracks from this variant are included on the Mini CD packaged with physical copies of the game. You can listen to the soundtrack here.
  • "Ridiculon" is later added as a soundtrack option during Co-op Update, created by the guys behind The Binding of Isaac: Rebirth and Super Meat Boy's (PS4/Switch) soundtrack with the same name. This track features heavy guitar and drums.
  • Wide-screen is supported, similar to the 3DS releases.
  • A new co-op multiplayer mode has later added as a part of the update. New skins can be unlocked for Player 2 as the story progresses.
  • A new challenge mode, Sand Pit, has been added. It is unlocked by obtaining the Fireball in Story Mode.
  • Water ripples on contact from the player, water drops, and enemy NPCs.
  • Backgrounds are slightly reworked to make them less repetitive.
  • Lighting effects are added around Quote, also appearing when the player fires a weapon.
  • Dialogue portraits are now mirrored depending on which direction the character is facing, similar to Cave Story 3D.

Gameplay

  • Player can now run backwards or strafe by holding down a shoulder button.
  • Player can now skip cutscenes by holding down X button for main controller or up button for single Joy-Con.
  • In the Bushlands, the player can now stack multiple Jellyfish Juice at once, lowering the required amount of backtracking through Chako's House if the player hasn't activated the fan yet. Chako's dialogue about how the player "can only take one at the time" was changed due to this addition.
  • In the Sand Zone, the player can now stack all five of Jenka's puppies, reducing the amount of backtracking required for her subquest.
  • In Labyrinth B, during the conversation with Professor Booster, the player now has the option to take the Booster v0.8 or not. The map has also had two blocks added so that the player can return to the top level without the Machine Gun, and reattempt the jump across the gap.
  • In Waterway, a few blocks were changed right before the Waterway cabin, finally bringing the change made in Cave Story 3D to the Plus versions. In previous versions, it could be easy for the player to accidentally fall into the current, and miss out entirely on the best ending.

Graphics

Face

Portraits are animated during moments of dialog, with each character portrait now containing at least three frames of animation. Curly has three different sets for her different states (happy, serious, sad). Quote, even though he doesn't speak, has three frames of animation showing his hair swaying gently.

Credit01

Kazuma, Sue, and Quote escaping.

WiiWare Nintendo Switch
Cave Story Wii EU CREDIT01.png Cave Story Switch NA CREDIT01.png

The helicopter blades have additional motion lines and Quote's hat was touched up slightly. The image is slightly sharper overall.

Credit02

The boss fight against the Undead Core, Misery and Sue.

WiiWare Nintendo Switch
Cave Story Wii EU CREDIT02.png Cave Story Switch NA CREDIT02.png

The Undead Core's facial features are slightly more defined around the bridge of its nose.

Credit03

The boss fight against Misery.

Wiiware Nintendo Switch
Cave Story Wii EU CREDIT03.png Cave Story Switch NA CREDIT03.png

Quote's face and antenna have more detail. Misery's sideburns gained a little curl, and the brick floor below is slightly more three-dimensional.


Alternate Backgrounds

Several maps had their backgrounds changed, including the introduction of a completely new one.


Background Changes
Hmmm...
To do:
  • Verify if bkreddark is unused or not


Map Notes Original Background Switch Background
Labyrinth B Probably changed to match the other Labyrinth maps? CaveStorybkBlue.png CaveStorybkMaze.png
Labyrinth M Most likely changed for the same reason as Labyrinth B. CaveStorybkRed+.png CaveStorybkMaze.png
Waterway Uses a completely new background - for the water only, air tiles still appear as the old background.

Interestingly, its filename is 'bkcircle2', implying it may be a revision.

CaveStorybkGreen.png CaveStorybkCircle2.png
Main Artery Ditto. CaveStorybkBlue.png CaveStorybkCircle2.png
Unused Backgrounds

Found exclusively in the 2x graphics folder. What these would've been used for is unknown.

Name Notes Image
bksmoke Even though it's found amongst the 2x graphics, it seems to be 1x resolution. CaveStorybkSmoke1.png
bksmoke2 An upscaled version of bksmoke with an alternate colour palette, judging by the filename. CaveStorybkSmoke2.png
bksmoke3 Same as bksmoke2, with a different background colour. CaveStorybkSmoke3.png

Unused Button Graphics

Unused button mapping icons for PS4, Xbox One, Vita, and Wii U. These are reused sprites from The Binding of Issac and likely not indicative of any planned, unreleased ports.

Pretty sure Issac needing this.

Original Graphics

When the update adding original graphics was released, it added support for both the holiday modes (Christmas/Halloween) and Curly Story, something missing from the PC version. The sprites seem to have been taken from the eShop version, albeit with some tweaks (or, in the case of Curly's Halloween sprites, completely redrawn).

Quote Face

The Quote portrait used in Curly Story is almost the same as the eShop version, though it's been fixed up a little, most noticeably around the hat brim.

Freeware (Pre-Patch) Wiiware (European) eShop Switch (Original Graphics)
Cave Story human Sue.png Cave Story Quote.png CaveStory Quote eShop.png That's a nice downgrade recreation!


Unused Portrait Animations

There's data in the game for a couple of unique portrait animations that go unused, along with the associated animation frames.

Image Name Note
credit to dawnDus for discovering all of this! "Grin" Meant to be called in the Power Room - there's scripting for it, but it doesn't show up in-game due to a bug.
CaveStorySwitch-Jackwaggle.gif "Wag Finger" Jack waggling his finger. Could have potentially been an idle animation.
CaveStorySwitch-Torocough.gif "Cough" Red flower Toroko coughing. Obviously would've been used somewhere in the Warehouse scene.
CaveStorySwitch-Itohfidget.gif "Clench" Itoh clenching his paw. Could've been used anywhere in his dialogue, honestly, given his general personality.

Unused Graphics

mychar_og

Sitting in the ogph folder is this... interesting spritesheet. It seems to be a downscaled version of the original player sprites, though why it was made and what it's doing here is a mystery. Worth noting that there's another spritesheet with the same name in the 2x folder - containing nearest-neighbour upscaled versions of the original sprites - which is used for the P2 skins in co-op.

CaveStorySwitch-Mychar og.png


Prepatch

The Switch version received a post-launch update at some point which, among other things, fixed up some sprites. However, the original spritesheets are still in the files, albeit with a 'preptch_' prefix.


2x Sprites

UI

Prepatch Current Differences Found in ogph?
CaveStorySwitch-Ui prepatch.png
CaveStorySwitch-Ui.png
The sprites for the menu UI. Arrows were added, as well as horizontally squashing the volume slider. No

Caret

Prepatch Current Differences Found in ogph?
CaveStorySwitch-Caret prepatch.png
n/a The drowned sprites were removed because their location was changed (presumably in order to optimise for co-op skins) - they are now drawn from the player sheet instead. Yes


MyChar

Prepatch Current Differences Found in ogph?
n/a
CaveStorySwitch-Caret prepatch.png
Drowning sprites were added, as explained above. Yes


Casts

Prepatch Current Differences Found in ogph?
CSP-Igorcredits.png
CSP-Igoringame.png
Igor's sprite was fixed to match its in-game version (see more). No
CaveStorySwitch-Casts prepatch2.png
CaveStorySwitch-Casts prepatch.png
A handful of black pixels were added to Omega's sprite... for some reason. No


Fonts

Prepatch Current Differences Found in ogph?
i feel like they look ugly at this size but there's not much i can do, i'd downscale them but they get blurry :/
CS Font Jp 0.png
The spritesheet for Japanese characters. Completely different images in terms of character layout. No
CS Font JP 1 (Prepatch).png
CS Font JP 1.png
Same as above. No


NpcEggs2

Prepatch Current Differences Found in ogph?
CaveStorySwitch-Npceggs2 prepatch.png
CaveStorySwitch-Npceggs2.png
2x: Fixed a transparency issue on the first two sprites of the Time Bomb enemy's countdown. See below.


NpcRegu

Prepatch Current Differences Found in ogph?
n/a
CaveStorySwitch-Npcregu.png
Curly sprites for Player 2 (used in the Blood-Stained Sanctuary) were added. Yes


NpcSym

Prepatch Current Differences Found in ogph?
CaveStorySwitch-Npcsym prepatch.png
CaveStorySwitch-Npcsym.png
The countdown sprites for the Delete enemy, which had the same issue as the ones for the Time Bomb. Yes


1x (ogph) Sprites

NpcEggs2

Prepatch Current Differences
CaveStorySwitch-Npceggs2 prepatch 1x.png
CaveStorySwitch-Npceggs2 1x.png
Somehow ALL the numbers were transparent???

Note: this error carries back all the way to the original game.


NpcSand

Prepatch Current Differences
n/a
CaveStorySwitch-Npcsand.png
These (possibly unused?) puppy sprites were added.


Face

Prepatch Current Differences
CaveStorySwitch-Faceprepatchogph.png
CaveStorySwitch-Faceogph.png
Quote's face from Curly Story was added over the unused human Sue portrait.


bkMoon

Prepatch Current Differences
CaveStorySwitch-Bkmoon prepatch.png
CaveStorySwitch-Bkmoon (ogph).png
Outer Wall's background had its transparency (mostly) removed. This changes the night sky's colour from dark blue to black, just like it was in the original Freeware release.

Title

Prepatch Current Differences
CaveStorySwitch-Title prepatch.png
CaveStorySwitch-Title (ogph).png
A strange version of freeware's title screen's spritesheet (complete with a stretched logo and missing the alternate romanisation and Save/Load graphics) was changed to be a downscaled version of the CS+ logo.


Credits

Prepatch Current Differences
CaveStorySwitch-Credit15 prepatch.png
CaveStorySwitch-Credit15.png
The '2011 Nicalis/Studio Pixel' caption at the bottom was replaced to update the year and remove the 'Studio Pixel' text, suggesting that Pixel no longer holds copyright ownership of Cave Story.

(Though, of course, it is worth pointing out that despite rumours to the contrary, Pixel is still credited in several other areas of the game, including the intro, title screen, and literal credits.)

CaveStorySwitch-Credit16 prepatch.png
CaveStorySwitch-Credit16.png
Ditto.