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.
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.
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.
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.
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)
Unused Levels
Unused Level Data
To do: Screenshots. Also, can the early 7-2 level be run? Lastly, think about moving this to its own page, if needed.
There are three files correlating to early versions of level 7-2. There are simple textures, showing its primitive state. There are also two files, both of which are the same, of a very early 8-5. Only the platform on which Mario spawns on is present. These 2 files, unlike any others have a .szs.r17737 and .szs.r17747 file extension.
Test Stages
A total of two unused stages are present, both of which seem to be missing their "design" variants. A majority of the objects present in these stages do not exist in the ObjectData folder.
SpTestLava03Stage
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.
TestIwasaSpBalanceTruck02Stage
This is an early version of S5-3, probably originally made to test the controllable green platforms.