Super Mario 3D Land
|Super Mario 3D Land|
Also known as: Chāojí Mǎlìōu 3D Lèyuán (CN)
This game has a notes page
This game has a prototype article
|This page is rather stubbly and could use some expansion.|
Are you a bad enough dude to
Super Mario 3D Land is like a high-speed 3D collision between New Super Mario Bros. and Super Mario Galaxy, featuring a reference to The Legend of Zelda. It marks the return of the Super Leaf from Super Mario Bros. 3, but instead of turning Mario into Raccoon Mario it turns him into Tanooki Mario (minus the statue ability, or at least until you acquire the Statue Leaf which is available in the Special Worlds). There's also the White Tanooki suit which makes Mario invincible, seen after you fail a course several times, and the P-Wing (also from Super Mario Bros. 3) which sends you straight to the flagpole if you fail several more times. Oh, and you can accumulate 1,110 lives.
Got all that? Good.
- 1 Unused Sounds
- 2 Unused Music
- 3 Unused Models
- 4 Removed Levels
- 5 Unused Textures
- 6 Unused Areas
- 7 Removed Debug Font
- 8 Internal Project Name
As Magikoopas never laugh in-game, this goes unused, but was later used in the next game.
The sound heard when Bowser talks to Mario for the first time in Super Mario 64 is in this game. However, only the second half of this sound is used. The first section remains in the game data as a separate file.
Put together, they sound similar (but not identical) to their Super Mario 64 counterpart.
Super Mario Galaxy Flip-Swap Leftover
This sound effect was used in Super Mario Galaxy 2 for the Flip-Swap platforms. It was replaced with a simpler sound effect.
A shorter version of the HOME screen jingle. It's called STM_BGM_JG_COURSEIN.bcstm. It also exists in the bcsar's wave archives as WSD_COURSE_IN. Its apparently an unused "enter course" sound.
Unused Mario Theme Jingle
This little Super Mario Bros. jingle isn't used. It was reused in Animal Crossing: New Leaf as the sound for putting on Mario-related clothing. It can be found in the wave archives as WSD_COURSE_IN_B. Its apparently another unused "enter course" sound.
Peach Tied to Pole Music - Fast Tempo
A faster tempo version of the music that plays after you find Peach tied to the flagpole. In-game, the timer stops after you defeat Bowser, rendering this track unused.
E3 2011 Course Select
STM_BGM_COURSE_SELECT.bcstm is music that was used for the E3 2011 demo's course selection screen.
Super Star Theme Copy
A copy of the Super Star theme called StmDummy.bcstm can be found in the music folder. Super Mario 3D World also has a duplicate copy of its Super Star theme. This is technically used for some situations when there isn't meant to be background music playing, but the track isn't actually audible.
Removed Ghost House Entrance
The model DemoObjectDemoCourseStartGhost contains a large and very exciting textureless white box. The prefix "Demo" indicates it was to be used in a cutscene. Specifically, the other models with names starting with "DemoObjectDemoCourseStart" are used for the scenery when the player starts a Castle or Airship stage. This indicates that ghost house stages were going to have intro scenes like in Super Mario World. In the final version, ghost houses use a normal stage intro screen with sounds of a slamming door and a laughing Boo. Also, unlike the used entrance cutscene objects it isn't listed as "to be loaded" by ResourceCategoryTable.byml.
Multiple byml files and the code file contain references to levels that do not exist in the final game.
|KoopaLastTestStage||Final Bowser - Test (Stage)||HeapSizeDefine.byml||-|
|Lava3_02Stage||Lava - 3 - 02 (Stage)||StageBgmList.byml||Also referenced in the StageBgmList.byml of the prototype.|
|RtDungeonTrapStage||-||StageBgmList.byml||DungeonTrapStage is World 5-2|
|RtDungeonTrapStage||-||HeapSizeDefine.byml||DungeonTrapStage is World 5-2.|
|RtFortressSpikeStage||-||StageBgmList.byml||FortressSpikeStage is World 8-1. It is unknown what "Rt" refers to.|
|SpCavePatan01Stage||Special: Cave - Flip Panel - 01 (Stage)||HeapSizeDefine.byml||CavePatanStage is World 2-2.|
|SpDungeonTrap03Stage||Special: Dungeon Trap - 03 (Stage)||HeapSizeDefine.byml||-|
|SpLavaWheel02Stage||Special: LavaWheel - 02 (Stage)||StageBgmList.byml||May have been an earlier version World 8-6/Special 8-4 (LavaWheelStage).|
|SpTestHayaSwimLv1Stage||Special: Test: Haya - Swim - Lv1 (Stage)||HeapSizeDefine.byml||-|
|TestAoyagiBeatBlockStage||Test: Norihiro Aoyagi - Beat Block (Stage)||code||Norihiro Aoyagi is the Lead Programmer. Also referenced in the code and StageBgmList.byml of the prototype.|
|TestDossunConveyor02Stage||Test: Thwomp - Conveyor - 02 (Stage)||StageBgmList.byml||-|
|TestGhostPlayerBeatKabeheiStage||Test: Cosmic Clone - Beat Block - Wallop (Stage)||StageBgmList.byml||-|
|TestGhostPlayerSkyPatanStage||Test: Cosmic Clone - Flip Panel (Stage)||HeapSizeDefine.byml||-|
|TestGoharaBeat03Stage||Test: Shigetoshi Gohara - Beat Block - 03 (Stage)||code, StageBgmList.byml||Shigetoshi Gohara is a Sound Programming & Effects staff. Also referenced in the code and StageBgmList.byml of the prototype.|
|TestGoharaBeat04Stage||Test: Shigetoshi Gohara - Beat Block - 04 (Stage)||code||Also referenced in the code of the prototype.|
|TestHayaCavePatanStage||Test: Haya - Cave - Flip Panel (Stage)||HeapSizeDefine.byml||-|
|TestHayaChikuwaStage||Test: Haya - Donut Block (Stage)||HeapSizeDefine.byml||-|
|TestHayaSkyPatanGripOffStage||Test - Haya - Sky - Flip Panel - GripOff (Stage)||HeapSizeDefine.byml||SkyPatanStage is World 4-5. Haya might refer to Koichi Hayashida (Director), Takeshi Hayakawa (Programming Support) or Asuka Hayazaki (Music).|
|TestHiratake022Stage||Test: Shinya Hiratake 022 (Stage)||StageBgmList.byml||Shinya Hiratake is one of the Level Design staff.|
|TestHiratake022Stage||Test: Shinya Hiratake - 022 (Stage)||HeapSizeDefine.byml||-|
|TestHiratake141Stage||Test: Shinya Hiratake - 141 (Stage)||HeapSizeDefine.byml||-|
|TestHiratake145Stage||Test: Shinya Hiratake - 145 (Stage)||HeapSizeDefine.byml||-|
|TestHiratake270Stage||Test: Hiratake - 270 (Stage)||HeapSizeDefine.byml||-|
|TestHiratake330Stage||Test: Shinya Hiratake - 330 (Stage)||HeapSizeDefine.byml||-|
|TestHiratake341Stage||Test: Shinya Hiratake - 341 (Stage)||HeapSizeDefine.byml||-|
|TestHiratakeKoopaLast001Stage||Test: Shinya Hiratake - Last Bowser - 001 (Stage)||StageBgmList.byml||-|
|TesthishiCPatanStage||Test: hishi - C - Patan (Stage)||HeapSizeDefine.byml||"hishi" might refer to Hiroaki Hishinuma, one of the Level Designers. CPatan might be short for CavePatan.|
|TestIwasaBalanceTruck04Stage||Test: Yuichi Iwasa - Switchboard - 04 (Stage)||HeapSizeDefine.byml||-|
|TestIwasaCaveClime01Stage [sic]||Test: Yuichi Iwasa - Cave Climb - 01 (Stage)||StageBgmList.byml||Yuichi Iwasa is one of the Level Design staff. CaveClimbStage is World 4-2. In StageBgmList.byml.byml, the "Main" music track set in is the underground theme and the "Outside" music track is set to the main theme.|
|TestIwasaSpGhostPlayerCaveInkRevStage||Test: Yuichi Iwasa - Special - Cosmic Clone - Cave Ink Revised (Stage)||StageBgmList.byml||Likely an early version of Special 8-1 (CaveInkStage). In StageBgmList.byml.byml, the "Main" music track set in is the underground theme and the "Outside" music track is set to the main theme.|
|TestLava00Stage||-||StageBgmList.byml||This level is also referenced in the StageBgmList.byml of the prototype.|
|TestSugawaraObjStage||Test: Hideyuki Sugawara - Object (Stage)||HeapSizeDefine.byml||Hideyuki Sugawara is the "Programming Director & Enemy Programming" staff member.|
|TestUraSwimLV1Stage||Test: Another - Swim - LV1 (Stage)||HeapSizeDefine.byml||-|
|TowerBeatStage||Tower - Beat Block (Stage)||code||"Tower" may suggest this was a Clock themed level, like World 7-4, Special 4-1 and Special 7-3, because the Clock level's music is called "CLOCK_TOWER" and Special 4-1 is called "EnemyLiftTowerSpStage". But it may be a different kind of tower. This level is also referenced in the code and StageBgmList.byml of the prototype.|
|SkyChikuwaSp2Stage||Sky - Donut Block - Special 2 (Stage)||StageDefaultBgmList.byml||This would have been a second remixed version of World 3-3.|
The enemy Flophopper has a small portion of its texture below the eye that is not mapped to any part of the model. It is a thin strip of red and orange similar to what is used on its plunger-like feet, with a dark bit at the right end. Usually, this wouldn't be very notable, except that the model has a specular map that reduces the shine on that dark bit and nowhere else. The model may very well be making use of the texture, but it would be impossible to tell the difference due to the entire rest of the texture being white.
The main texture also has a sizable blue area for the top of Flophopper's head, complete with a dark gradient meant for shadowing the underside, but the model only makes use of a single pixel in it.
Special 1 Transition
|Model without effects|| Texture
The model used for the cutscene when Mario enters the pipe to the "Special 1" world for the first time has a test texture that can't be seen in-game as it is covered by graphical effects.
|Model in model viewer|| Specular Map
The second time this test texture appeared in a used model.The three interior models of 4-4 use this texture on the walls but use shaders to make them look purple and includes a specular map. This texture is a leftover from the 3D testing prototype where they use unique textures with a checkered filter on them.This prototype was breifly shown by Koichi Hayashida at GDC 2012
There are more unused things, such as unused rails and a huge number of start positions.
The stage Special 6-3 contains an unreachable area filled with coins that spell out 3D. It's a leftover from World 2-2.
The stage Special 8-6 contains leftover objects from the World 8-Bowser cutscene. There's a wooden Peach, some wood shards, and an invisible barrier.
Removed Debug Font
ResourceCategoryTable.byml in ObjectData\ResourceSystem.szs refers to two removed things; archive DebugFont and its parent folder DebugData.
Internal Project Name
Super Mario 3D Land is named RedPepper internally, according to the bcsar filename and other data. This is also reflected in the game's two-letter code "RE" (i.e. Red Pepper or Red Pepper).