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Super Mario 3D Land

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Title Screen

Super Mario 3D Land

Also known as: Chāojí Mǎlìōu 3D Lèyuán (CN)
Developer: Nintendo EAD
Publisher: Nintendo
Platform: Nintendo 3DS
Released in JP: November 3, 2011
Released in US: November 13, 2011
Released in EU: November 18, 2011
Released in AU: November 24, 2011
Released in KR: April 28, 2012


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.


NotesIcon.png This game has a notes page
ProtoIcon.png This game has a prototype article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

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.

Hmmm...
To do:
  • English text differences between the US and European versions.
  • There may be more unused sounds.
  • There is a functional scale parameter, like the one used in Super Mario Galaxy and its sequel, but no objects have been found that work properly. Technically this is used by areas (which are invisible), so maybe this shouldn't be included. (source: exelix11)
  • Leftovers of unused objects in the final versions and the E3 proto.
  • Unused/early level leftovers in final version and the E3 proto. The prototype has these leftovers listed in CourseList.byml and HeapSizeDefine.byml in SystemData/GameSystemDataTable.szs. In the final European version, StageBgmList.byml in SoundData/BgmTable.szs.

Unused Sounds

Yoshi

The sound heard when Yoshi pops out of an egg or is mounted in Super Mario World and subsequent games. Yoshi doesn't appear in this game at all, despite being featured in the previous 3D Mario game.

In the 2011 demo version, this was one of the sounds heard when Mario jumped on a Note Block, as can be heard in this video around the 1:00 mark. The Note Block sounds were redone for the final game.

Magikoopa Laugh

As Magikoopas never laugh in-game, this goes unused, but was later used in the next game.

Bowser's Message

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.

Unused Music

Short Intro

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.

Unused Models

Removed Ghost House Entrance

SM3DLghoststart.png

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.

Removed Levels

Multiple byml files and the code file contain references to levels that do not exist in the final game.

Name Translation References Notes
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.
(Source: Original TCRF research)


Unused Textures

Flophopper Texturing

Texture Specular
SM3DLflophopperdif.png SM3DLflophopperspec.png

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
(etc_nm01_TestSoil01_dif)
SM3DL-Special 1 Transition render.png SM3DL-Special 1 Transition unseen texture.png

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
(etc_nm01_TestSoil01_spc)
SM3DL FlashTerasaStepC render.png SM3DL etc nm01 TestSoil01 spc.png

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

(Source: Original TCRF research)

Unused Areas

Hmmm...
To do:
There are more unused things, such as unused rails and a huge number of start positions.

Unreachable Coins

SM3DL 3Dcoins.png

The stage Special 6-3 contains an unreachable area filled with coins that spell out 3D. It's a leftover from World 2-2.

Cutscene Leftover

SM3DL unusedArea S8-6.png

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.

(Source: Original TCRF research)

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).