WIP:Super Mario 3D Land

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Hmmm...
To do:
  • ghost houses have floors that can't be seen, possibly with unique texture(s)?
  • koopa shells can collect star medals. this may count as unused (as you have to try quite hard to get them near star medals, possibly). check all levels with koopa troopas/koopa shells.
  • rainbow note block spawner oddities with object name and hidden graphics can be seen when you spawn from it if the camera is facing straight down

Unused Objects[edit]

Hmmm...
To do:
http://neomariogalaxy.bplaced.net/?page=post&id=2061

Air Blooper[edit]

GessoAir is a Blooper for use outside of water. It doesn't produce any water bubbles and can float up quite high. {{source|[[User:SunakazeKun|SunakazeKun}}

Bush (Three Coins)[edit]

GrassCoinx3 is a bush that gives the player up to three coins: one for each time you walk through it.

(Source: SunakazeKun)

Unused Object Settings[edit]

Switchboard Rails[edit]

The BlockRail objects used for the Switchboard platforms have two unused values for its colour setting (argument 0).

Blue (1) Orange (3)
SM3DL-blue BlockRail example.png SM3DL-orange BlockRail example.png

Grey (0) and red (2) are used.

(Source: SunakazeKun)

Removed Levels[edit]

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)

Unused Light Data[edit]

Hmmm...
To do:
There may be more here

LightDataArea.szs[edit]

LightDataArea.szs in ObjectData contains data relating to area lighting. The file LightDataAreaE4D28ACB.byml contains lighting data labelled "[E3]クッパ" which translates as "[E3] Bowser". It might have been used for (part of) the Bowser battle shown in the E3 2011 trailer. The file can be read here. The file also exists in the E3 demo, but it doesn't include the "ConstantColor" lines and "Interpolate Frame" is set to "3" instead of "10".

LightDataMap.szs[edit]

LightDataArea.szs in ObjectData contains data relating to map lighting. The file LightDataMapD6FD7D6E.byml contains lighting data labelled as "デバッグテスト用" which translates as "debug test". The file can be read here. The file also exists in the E3 demo, but it doesn't include the "ConstantColor" lines.

Removed Menus[edit]

Hmmm...
To do:
Rewrite this to remove superfluous information

SoundDataBase.szs, which contains data on sounds used by objects and scenes, contains data for some removed menus. "Se" is short for "sound effect", "Sy" for "system" and "E3" refers to versions of the game shown or playable at E3 2011.

Name Translation Sounds (Actions) Notes
DebugPauseMenu - SeSyPauseOn
SeSyPauseOff
-
E3CourseSelect - SeSyCoin -
E3CourseSelectButton - SeSyPauseBtnOn (when "ButtonOn")
SeSyPauseBtnOff (when "ButtonOff")
SeSyDecideStageE3 (when "ButtonDecided")
-


(Source: SunakazeKun)