Super Mario 3D Land
|Super Mario 3D Land|
Also known as: Chāojí Mǎlìōu 3D Lèyuán (CN)
This game has a prototype article
This game has a prerelease article
This game has a notes page
|This page is rather stubbly and could use some expansion.|
Are you a bad enough dude to
Nintendo Company Guide Book 2012 has concept art and some pictures of the offices where development of the game took place.
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 the player acquires the Statue Leaf which is available in the Special Worlds). There's also the White Tanooki suit which makes Mario invincible, seen after the player fails a course several times, and the P-Wing (also from Super Mario Bros. 3) which sends the player straight to the flagpole if they fail several more times. Oh, and players can accumulate 1,110 lives.
Got all that? Good.
- 1 Sub-Pages
- 2 Unused Sounds
- 3 Unused Instrument Bank
- 4 Unused Music
- 5 Unused Models
- 6 Removed Levels
- 7 Unused Areas
- 8 Removed Debug Font
- 9 Internal Project Name
| Unused Textures|
|Sequence ID||Sequence Name||File ID||File Name||Start Offset Type||Start Offset||Sound / Notes|
|175||SeSyNoteBlockJumpNormal||90||SeSyDummy.bcseq||Manual||7433||This is the "jump on Note Block" sound used in the E3 demo. The final uses SeSyNoteBlockJumpNormalNote.|
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.
This sound effect was used in Super Mario Galaxy 2 for the Flip-Swap platforms. It was replaced with a simpler sound effect.
If Luigi is hacked into being the current playable character during the opening cutscene (when Mario finds the letter and screams), this otherwise-unused scream may be heard.
Unused Instrument Bank
In the E3 2011 kiosk demo of Super Mario 3D Land, there is some unused music leftover from The Legend of Zelda: Ocarina of Time 3D. While the music sequences are gone, the instrument bank used for them is still present in the final version of the game. The sequences that used this soundbank were probably used to test the note object in early versions of the game.
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. It's 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 the player finds Peach tied to the flagpole. In-game, the timer stops after the player defeats 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. Oddly enough, the course select was converted from a little-endian pcm bcstm file to a ADPCM bcstm file to save space.
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
When does the game load this?
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. However, it is still loaded by the game.
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.|
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).