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#
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To do: |
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#
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To do:
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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)