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Proto:Super Mario 3D Land

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This page details one or more prototype versions of Super Mario 3D Land.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:

The following is all part of a massive cleanup:

  • https://www.mariowiki.com/List_of_Super_Mario_3D_Land_pre-release_and_unused_content may also have some details that aren't documented here yet.
  • Unused text; debugging text and some text related to menus.
  • Object differences/unused objects - there are many objects that aren't used in the demo (and ones that don't exist in the final game). Some will need ObjectData ported from the final or custom ObjectData, but the code is present.
  • Videos and screenshots for the glitch/bugs section.
  • The icon and banner should be ripped
  • The levels were loaded with the help of the retail game. Either try to get these to work in the demo version, or specify that these videos/screenshots were taken from the final game.
  • File paths for music and graphics.
  • Better subpage icons.
  • Some pages have duplicate info. Move this to its appropriate page.
SM3DL E3 courseselect.png

The E3 demo of Super Mario 3D Land was playable and featured at various Nintendo related events, mainly (as the name suggests) at E3 2011. During E3, the game was first revealed during Nintendo's Press Conference, going by the temporary name of Super Mario, which is reflected in this demo. This demo features four playable stages; 2-1, 1-2, 3-3 and 2-5, and was compiled on May 26th, 2011 at 13:50:23 (12 days before the start of E3 2011) according to the game's banner. One of the cartridges containing the demo appears to have been used at Eurogamer Expo suggested by the back label with a date of September 21st, 2011, while the event started on the 22nd. This particular cartridge was dumped and released by MKGirlism on June 13th, 2015 on the now defunct site DSHack.

After E3 2011, this demo was shown later at subsequent events in 2011, including Gamescom, Gamesweek, New York Comic Con and the aforementioned Eurogamer Expo. After the game's release, this demo was replaced with a kiosk demo based on the final game that would be commonly seen in store kiosks.

Sub-Pages

Differences from the Final

SM3DL E3 titlescreen.png
General Differences
Lots of differences to cover in general.
SM3DL E3 1-2 Start.png
Level Differences
The levels that changed quite a lot.
MusicIcon.png
Audio Differences
A Yoshi note block?

Unused Content

SoundIcon.png
Unused Audio
Super Mario 3D Land or Ocarina of Time 3D Land?
SM3DL-E3-2011-temp-logo.png
Unused Graphics
There's a lot of them.

Title & Banner Differences

Proto Final
pbanner fbanner
ptext ftext
picon ficon

The application banner, icon and text seen on the home menu were changed, with the demo including the aforementioned build date. The banner and icon are placeholders, and originate from the 3DS' CTR SDK. Additionally, the title ID was changed from 000400000F7FFF00 to 0004000000054000 for the North American release.

SM3DL E3 Homemenubanner.png

Glitches

Escape 1-2

At the area with the halfpoint flag, if you have the Tanooki Suit, you can wall jump and get high enough to escape the level's bounds and enter a walkable area. Unfortunately, there's nothing much of interest outside of the level, as walking too far away from the camera will result in the player's death. This was fixed by adding an invisible barrier at the top of the level.

Corner Clipping

By standing in just the right position on certain corners and edges, Mario will clip into the corner, and will rapidly switch between his "falling" and "standing" animations. This was fixed by adding a little more collision data to most corners, causing Mario to be pushed out slightly from corners, and to fall off of certain edges instead of clipping into them.

Unrestricted Held Item Recall

When using transportation boxes (2-1 and 3-3 in the demo), you can still make use of the reserve item on the touch screen. It will pop out wherever Mario is at the time, which means the item can be lost if the platform under the block disappears. This was fixed by not allowing the player to recall a held item while using a transportation box.

Double Jump

If Mario rolls or crouches off the edge of a platform and presses a jump button in mid-air, he can jump in mid-air. However, no height will be gained if the Circle Pad is being pressed in any direction when a jump button is pressed.

(Source: Original TCRF research)

Early World List Data

The Proto contains an early version of the level list for the world map, with a slightly different structure. Unlike the final version, the proto does not yet contain any special worlds, and each level has an extra name, which could possibly indicate that level names were planned in a similar way to the successor 3D World. It could also just be for development purposes, as most of the level names are just the same as the map file names to be loaded.


World Level Name Map File Icon Model Name Required Star Medals
1 TestHayaWaterStop TestHayaWaterStopStage CourseIconFieldWalk
CaveInk CaveInkStage CourseIconCavePatan
DownHill DownHillStage CourseIconFortressGorori
SweetsScrollStage SweetsScrollStage CourseIconEx 6
TestLava00 TestLava00Stage CourseIconBattleShipKiller
2 FieldWalk FieldWalkStage CourseIconFieldWalk
CavePatanStage CavePatanStage CourseIconCavePatan
SkyRotateBlockStage SkyRotateBlockStage CourseIconFortressGorori
DotCoinStage DotCoinStage CourseIconEx 15
BattleShipKiller BattleShipKillerStage CourseIconBattleShipKiller
3 TestUpUpLand07 TestUpUpLand07Stage CourseIconFieldWalk
TestHishiSwimLV1 TestHishiSwimLV1Stage CourseIconFieldWalk
SkyPatan SkyPatanStage CourseIconCavePatan
MountainRopeStage MountainRopeStage CourseIconFortressGorori
JumpFlipGenerator JumpFlipGeneratorStage CourseIconFortressGorori
FortressSpike FortressSpikeStage CourseIconBattleShipKiller
4 TestHayaTowerStage TestHayaTowerStage CourseIconEx 33
CaveClimbStage CaveClimbStage CourseIconFortressGorori
TestBalanceTruck01 TestBalanceTruck01Stage CourseIconCavePatan
FlashTeresa FlashTeresaStage CourseIconFieldWalk
SkyChikuwaStage SkyChikuwaStage CourseIconFieldWalk
BattleShipPanel BattleShipPanelStage CourseIconBattleShipKiller
5 SkyLiftStage SkyLiftStage CourseIconCavePatan
TunnelMaze TunnelMazeStage CourseIconFieldWalk
TestIwasaDotCoin201 TestIwasaDotCoin201Stage CourseIconEx 42
DungeonTrap DungeonTrapStage CourseIconFortressGorori
WoodFall WoodFallStage CourseIconFieldWalk
TestLavaConveyor TestLavaConveyorStage CourseIconBattleShipKiller
6 BridgePukupuku BridgePukupukuStage CourseIconFortressGorori
PyramidSpike PyramidSpikeStage CourseIconFieldWalk
TrickTeresa TrickTeresaStage CourseIconCavePatan
InsideClock InsideClockStage CourseIconFieldWalk
MoveTrampoline MoveTrampolineStage CourseIconEx 51
BattleShipSpike BattleShipSpikeStage CourseIconBattleShipKiller
7 UnderseaTunnel UnderseaTunnelStage CourseIconFieldWalk
NeedleRoller NeedleRollerStage CourseIconCavePatan
CloudLiftScroll CloudLiftScrollStage CourseIconFortressGorori
RopeClimbStage RopeClimbStage CourseIconEx 60
BeatKabeheiStage BeatKabeheiStage CourseIconFieldWalk
BattleShipRoller BattleShipRollerStage CourseIconBattleShipKiller
8 FortressGorori FortressGororiStage CourseIconFieldWalk
CanyonPole CanyonPoleStage CourseIconCavePatan
StopRotate StopRotateStage CourseIconEx 69
LiftTeresaStage LiftTeresaStage CourseIconFortressGorori
CanyonPanel CanyonPanelStage CourseIconFieldWalk
TestsujiLava3_02 TestsujiLava3_02Stage CourseIconBattleShipKiller
TestHishiYoganSuisha03Stage TestHishiYoganSuisha03Stage CourseIconBattleShipKiller
TestHiratakeBoneRollerCoaster03Stage TestHiratakeBoneRollerCoaster03Stage CourseIconBattleShipKiller

Unused Levels

Unused Level Models

Hmmm...
To do:
  • Restore the removed ObjectData so that the early levels can be played in the E3 demo
  • Add model names
  • Add comparisons
  • Also, think about moving this to its own page, if needed.

There are three models correlating to early versions of level 7-2. There are simple textures, showing its primitive state. There are also two models of an early 8-5, both of which are the same, of a different styled starting platform on which Mario spawns. These 2 files, unlike any others have a .szs.r17737 and .szs.r17747 file extension.

World 7-2

SM3DL E3Demo NeedleRollerStepA.png SM3DL E3Demo NeedleRollerStepB.png SM3DL E3Demo NeedleRollerStepC.png SM3DL E3Demo NeedleRollerGoal.png

The level layout itself is already almost identical to the final version, except that a connecting bridge is missing between the seesaw platform and the checkpoint spot, which could indicate that this platform was originally slightly longer.

World 8-5

SM3DL E3Demo CanyonPanelStepA.png

The platform looked more like the ones from W8-1, only with a (slightly off) green-orange color theme. The final uses a grey stone color to match the canyon instead.

Test Stages

A total of two unused stages are present, both of which seem to be missing their "design" files (contains light and shading properties). A majority of the objects present in these stages do not exist in the ObjectData folder, so these just won't load.

SpTestLava03Stage

SM3DL E3Demo SpTestLava03Stage.png

An early version of S1-5, seemingly a work in progress, as there is no 3D model for the environment, but contains many ground objects that make for a rough level blockout.

Upon entering the level, you can see a coin and some lava effects. The clock is set to 50 seconds and Mario will die after 50 seconds of falling due to the clock.

Looking in the level file, it contains fire bars, boomerang bros, (a lot of) ground parts, moving platforms, clocks, a castle Skybox, and the Fire Bubble object. There is also an early Bowser fight with a different setup than the final version, including a simple P-Switch instead of the big Bowser Switch.

TestIwasaSpBalanceTruck02Stage

This is an early version of S5-3, probably originally made to test the controllable green platforms.