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Super Mario 3D Land

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Title Screen

Super Mario 3D Land

Also known as: 超级马力欧 3D 乐园 [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
Released in KR: April 28, 2012
Released in CN: December 7, 2012

AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
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.
TextIcon.png This game has unused text.

ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

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.

To do:
  • English, Spanish, and French text differences between the US and European versions.
  • 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. Technically this is used by areas (which are invisible), so maybe this shouldn't be included. (source: exelix11)
  • Leftovers of unused objects in the final versions and the E3 proto.
  • Unused/early level leftovers in the 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.
  • Plenty of pre-release stuff, including a little known video(s?) of a small SM3DL press conference at E3 2011
  • Document any unused objects found in CreatorClassNameTable.szs.
  • Unused Mario animations (source: Cyboo)
  • Nintendo Company Guide Book 2012 has concept art and some pictures of the offices where development of the game took place.


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
SM3DL-Special 1 Transition unseen texture.png
Unused Textures
Kiosk Demo

Unused Sounds

To do:
  • There are more unused sounds
  • Rip SeSyNoteBlockJumpNormal
  • Fill in the missing fields
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.

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.

Unused Music

Short Intro

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.

Unused Areas

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 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.
SkyChikuwaSp2Stage Sky - Donut Block - Special 2 (Stage) StageDefaultBgmList.byml This would have been a second remixed version of World 3-3.
(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 bcsar filename and other data. This is also reflected in the game's two-letter code "RE" (i.e. Red Pepper or Red Pepper).