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Super Mario 3D World

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Title Screen

Super Mario 3D World

Developers: Nintendo EAD Tokyo, 1-UP Studio
Publisher: Nintendo
Platform: Wii U
Released in JP: November 21, 2013
Released in US: November 22, 2013
Released in EU: November 29, 2013
Released in AU: November 30, 2013
Released in BR: November 26, 2013


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.


PrereleaseIcon.png This game has a prerelease article

See, this is why server preservation is important.
This game/console's online features are no longer supported.
While this game/console's online features were once accessible, they are (as of November 7, 2017) no longer officially supported and online-exclusive features may be documented as now-unseen content.
Hmmm...
To do:
Hidden background details in 4-5?

Super Mario 3D World continues the brand new tradition of tacking "3D" on to the title of a completely unrelated Mario title. An enhanced Nintendo Switch version, titled Super Mario 3D World + Bowser's Fury, was released on February 12, 2021 worldwide.

Sub-Page

Read about prerelease information and/or media for this game.
Prerelease Info

Removed Test Stages

HeapSizeDefine.byml

Located in /SystemData/MemorySystem.szs is a file named HeapSizeDefine.byml that defines heap sizes for levels. However, this does not apply to every single level, as there are 40 unused test stage strings located in this file. Many of the level names have staff names in them.

  • TestHiratake024Stage
  • TestIshioka02Stage
  • TestHiratake055Stage
  • TestShirai27Stage
  • TestYamaguchiDoubleMarioStage - "DoubleMario" refers to the Double Cherry.
  • TestYamaguchiDokanStage - "Dokan" refers to the Warp Pipe.
  • TestYamaguchiFireBallStage
  • TestYamaguchiItemStage
  • TestHosaka03Stage
  • TestHosaka07Stage
  • HosakaChikachikaAZone - "Chikachika" refers to the Beat Block.
  • HosakaChikachikaBZone
  • TestHosaka22Stage
  • TestIwasaYokoScroll01Stage - "Yoko" means horizontal, so "YokoScroll" might refer to 2D or auto-scroll sections.
  • TestHishinuma05Stage
  • TestShiraiUraJumpFlip - "Ura" can mean "Another" and "JumpFlip" refers to the Flip-Swap platforms.
  • TestIwasaSpotLight00Stage
  • TestMurataTuccondorStage - "Tucconder" refers to the Conkdor.
  • TestMusaShisakuDaysStage00 - It is unknown what "ShisakuDays" refers to.
  • TestHosaka14Stage
  • TestAndo01Stage
  • TestHiratake023Stage
  • TestHiratake039Stage
  • TestSato060bStage
  • TestSato060cStage
  • TestSato060dStage
  • TestHosaka11Stage
  • TestTanakaW00Stage
  • TestHishinuma463Stage
  • TestSato050Stage
  • TestSato070Stage
  • TestHiratake110Stage
  • TestMiyama11Stage
  • TestMiyamaStartEvent - "StartEvent"s are camera movements or sound effects that are played at the beginning of a level, e.g. the camera intro in World 1-1 - Super Bell Hill.
  • TestIwasaArrangeBossParade02Stage - "ArrangeBossParade" is World Flower-12 - Boss Blitz.
  • TestMCLPlayerStage - "MCL" might stand for Mox Co., Ltd., one of the companies listed in the staff roll.
  • TestUchidaBunretsuStage03 - "BossBunretsu" and "Bunretsu" refer to Motley Bossblob.
  • TestUchidaBunretsuStage04
  • TestBossBunretsuStage

RPX File

The executable file, RedCarpet.rpx, also refers to a removed stage. The string exists beside the internal names of some used levels.

  • TestAndo07Stage
  • RouteDokanTourStage - World 6-1 - Clear Pipe Cruise.
  • KinopioBrigadeTentenStage - Captain Toad Goes Forth.
  • DownRiverStage - World 1-4 - Plessie's Plunging Falls.

Unused Music Tracks

Hmmm...
To do:
Redc_bgm_Map01.my.32.dspadpcm.bfstm and STM_RC_BGM_PDOREMI_FAST.bfstm were also removed - are they used here?

All of the fully unused tracks here were removed from the Switch version's files.

Mario 'House' Music

Mario3House02.sg.32.dspadpcm.bfstm

This track's internal name is STM_BGM_TEST_BEATSYNC, suggesting it was for testing involving Beat Blocks. It's not referring to the "House" style of music, but maybe it refers to Toad Houses or Mystery Houses. The "02" in the filename suggests the stream was revised or had an alternate version(s) at some point.

World 2 Theme Duplicate

Redc_bgm_Map02.my.32.dspadpcm.bfstm
A standalone version of the World 2 theme. The game uses the copy stored in the second track of STM_RC_BGM_MAP01.bfstm. In the USA kiosk demo, it is no longer present.

(Source: Original TCRF research)

Super Star Duplicate

00Redc_bgm_test.dspadpcm.bfstm
A copy of the Super Star theme can be found in the music folder, which was presumably used as a test track. Super Mario 3D Land also has a duplicate copy of its Super Star theme.

Unused Portion of Banner Jingle

On recent versions of the Wii U system software, the Wii U Menu banner jingle only plays for about 8 seconds before the game starts automatically. Players with these later hardware revisions can hear the whole thing by removing the disc while the banner is displayed. The full track can also be heard on the soundtrack CD. And yes, the incorrect loop is part of the game.

Unused Object Settings

Switchboard Rails

The BlockRail objects used for the Switchboard platforms have two unused values for its color setting (RailColor). Red appears to be the default color of the models themselves, despite grey being the default parameter.

Red (1) Blue (2)
SM3DW-red BlockRail example.png SM3DW-blue BlockRail example.png

Grey (-1/0) is used as "0".

(Source: Original TCRF research)

Unused Behaviors

Hmmm...
To do:
  • Check if the Palm Tree/Block/Box behaviors are really unused, or just "inherited" code.
  • These behaviors may also exist in SM3DW + Bowser's Fury. If they do, add a note.

  • Palm Trees can be destroyed by Mega Mario.
  • Roulette Blocks can be destroyed by Mega Mario.
  • Pipes sometimes have their parameter set to be non-destroyable by Mega Mario, but these pipes are never used near Mega Mushrooms.
  • Cannon Boxes can be worn by Captain Toad.
(Source: Original TCRF research)

Unused Graphics

Textures

SM3DW-ShadowTex.png

ShadowTex can be found in various ObjectData texture archives. The text translates to "kage", which means "shadow".

(Source: Original TCRF research)

Icons

SM3DW-Orange-Mario-Face.png SM3DW-Orange-Mario-Logo.png
An icon for an orange-colored Mario and a corresponding orange S logo, stored with the player icons. Their purpose is unknown, but could have been used for a "Super Guide" function, as featured in other Mario games such as New Super Mario Bros. U.

SM3DW-Hand-Character-Icon.png
A hand icon, also stored with the player icons. Presumably, this was intended for a fifth player to control the "hand" (the one that can collect coins, hold enemies, etc.) separately with the GamePad, similar to New Super Mario Bros. U. It is also worth noting that unlike the in-game hand, which is a right hand, this icon depicts a left hand.

Internal Project Name

Super Mario 3D World's executable is internally referenced as RedCarpet. There is no other context to explain the rather... obscure project name, other than the prior game having an internal name of RedPepper. Other files in the game do refer to the project name, primarily abbreviated. The internal name is also reflected in the game's two-letter code "RD".

(Source: Catley, ItsEasyActually)

Filename Oddity

The castle music files are called *Castle01*, but there are no 00s or 02s.

(Source: Original TCRF research)