the cutting room mirror

Super Mario 3D Land

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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, which behaves like the Carrot Power-Up from Super Mario Land 2: 6 Golden Coins. The Statue Leaf from the Special Worlds behaves similar, plus the feature of turning the player into Stone Mario. 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.

Unused Areas#

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

Unreachable Coins#

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#

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 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.

(Source: Original TCRF research)

Development Text#

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 SoundData/RedPepperSound.bcsar filename, the EffectData/EffectData.szs/EffectData.ptcl's project name and other assets. This is also reflected in the game's two-letter product code "RE" (i.e. Red Pepper or Red Pepper).

Oddities#

Layer Structure#

To do:

  • I'm pretty sure this is used for some Special world levels?
  • List the unused remnants such as countdown and PreLoad lists and compare them with the used ones from the actual levels

Similar to the Galaxy games, objects in level data are divided into layers, and it also includes information on scenarios, which define which object should be loaded for which scenario.
This was used in the Galaxy games to load the same zones and galaxies with different objects depending on the scenario/mission. However, this layer system is not used in 3D Land at all, as all layers are simply loaded permanently, although most levels have their objects divided into different layers.
However, the layer division is quite arbitrary, so it could simply be leftovers from level designers for different purposes.

Even if 3D Land contains variations of the same levels (which are mostly found in Special worlds), these variations are simply modified duplicates of other levels, which are loaded with a different “scenario” system that simply loads the duplicate levels using prefixes and does not take scenario and layer systems into account, which makes the scenario settings and layer system completely useless.
Interestingly, some levels contain unused remnants from the scenario system, such as countdown settings for each scenario, which not only differ from the actual duplicate levels with the settings actually used, but also indicate some remote variations.

Internal Names#

Objects#

Name

Identification

Notes

FirstStepASideView

World 1-1 (aka "First") terrain object A

This is odd as there is no non-"SideView" version. Its also the only object in the game with that suffix. Maybe there used to be a version that was modelled all around - this version has a gap where the camera goes.

Stages#

Name

Identification

Notes

CloudLiftScrollStage

Special 2-1

This stage and its terrain objects don't have "Sp" (special) in their name, unlike with the other Special World-specific data. Maybe it was moved from the normal worlds late in development? This can be further proven in the prototype's early level list which originally had it listed as World 7-3 before getting replaced with RopeClimbStage in the final.

(Source: Original TCRF research)