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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




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.pngThis game has a notes page
ProtoIcon.pngThis 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:

  • 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. (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.




Contents




  • 1 Unused Sounds


    • 1.1 Yoshi


    • 1.2 Magikoopa Laugh


    • 1.3 Bowser's Message


    • 1.4 Super Mario Galaxy Flip-Swap Leftover




  • 2 Unused Music


    • 2.1 Short Intro


    • 2.2 Unused Mario Theme Jingle


    • 2.3 Peach Tied to Pole Music - Fast Tempo


    • 2.4 E3 2011 Course Select (STM_BGM_COURSE_SELECT)


    • 2.5 Super Star Theme Copy(StmDummy.bcstm)




  • 3 Unused Models


    • 3.1 Removed Ghost House Entrance




  • 4 Unused Textures


    • 4.1 Flophopper Texturing


    • 4.2 Special 1 Transition




  • 5 Unused Areas


    • 5.1 Unreachable Coins


    • 5.2 Cutscene Leftover




  • 6 Removed Debug Font


  • 7 Internal Project Name




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".


Unused Mario Theme Jingle



This little Super Mario Bros. jingle isn't used. Its name isn't able to be traced to the sound file quite yet, so we can't infer what it was for. It was reused in Animal Crossing: New Leaf as the sound for putting on Mario-related clothing.


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 the final revision of the game, the timer stops after you defeat Bowser, rendering this track unused.


E3 2011 Course Select (STM_BGM_COURSE_SELECT)



The music that was used for the E3 2011 demo's course selection screen.


Super Star Theme Copy(StmDummy.bcstm)



A copy of the Super Star theme called StmDummy.bcstm can be found in the music folder, which was presumably used as a test track. 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.


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 ObjectDataResourceSystem.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).










































































































































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