WIP:Super Mario 3D Land
To do:
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Unused Objects
Air Blooper
Object | Class | Class listed in code | Class has code | Class used | In object table | Has ObjectData |
---|---|---|---|---|---|---|
GessoAir | Gesso | Yes | Yes | Yes | Yes | Yes |
A Blooper for use outside of water. It doesn't produce any water bubbles and can float up quite higher than the regular blooper.
Bush/Flower (Three Coins)
Objects | Class | Class listed in code | Class has code | Class used | In object table | Has ObjectData |
---|---|---|---|---|---|---|
FlowerBlueCoinx3 |
Grass | Yes | Yes | Yes | Yes | Yes |
These objects are bushes/flowers that give the player up to three coins: one for each time you walk through the object.
Rolling Spike Bar (8M)
This needs some investigation. There's something there, we're just not sure how to access it yet. Discuss ideas and findings on the talk page. Specifically: Does this have code? |
Object | Class | Class listed in code | Class has code | Class used | In object table | Has ObjectData |
---|---|---|---|---|---|---|
NeedleRoller8M | NeedleRoller | No | Yes | Yes | Yes | Yes |
NeedleRoller8M was intended to be a longer (8M) version of the Rolling Spike Bar object (NeedleRoller). But placing it in a level seems spawn a regular NeedleRoller, using the NeedleRoller.szs model rather than the NeedleRoller8M.szs model (which is used by the 8M Swinging Spike Bar object). This is either because the code for it is incomplete, or there is no code for this object, so the NeedleRoller class just ignores the fact that the object name is different and functions as normal.
AnimationTest
Object | Class | Class listed in code | Class has code | Class used | In object table | Has ObjectData |
---|---|---|---|---|---|---|
AnimationTest | AnimationTest | No | No? | No | Yes | No |
Self-explanatory.
AoyagiEnemy
Object | Class | Class listed in code | Class has code | Class used | In object table | Has ObjectData | |
---|---|---|---|---|---|---|---|
AoyagiEnemy | AoyagiEnemy | No | No? | No | No | Yes | No |
This would have been a test enemy by the lead programmer, Norihiro Aoyagi.
World 4-4 Platform Variations
Objects | Class | Class listed in code | Class has code | Class used | In object table | Has ObjectData |
---|---|---|---|---|---|---|
FlashTeresaAppearFloorF |
AppearStep | Yes | Yes | Yes | Yes | No |
The names of these objects suggest that they would have been further graphical variations of the "spawn when near" (AppearStep class) objects used in World 4-4 (FlashTeresaStage scenario 1) and Special 4-2 (FlashTeresaStage scenario 2). The used ones are:
FlashTeresaAppearFloorA FlashTeresaAppearFloorB FlashTeresaAppearFloorC FlashTeresaAppearFloorD FlashTeresaAppearFloorE FlashTeresaAppearFloorG
The goal in the final level doesn't use a unique platform type - it just uses FlashTeresaAppearFloorA.
AttackRevolvingPanel
Objects | Class | Class listed in code | Class has code | Class used | In object table | Has ObjectData |
---|---|---|---|---|---|---|
AoyagiAttackRevolvingPanel |
AttackRevolvingPanel | Yes | Yes | No? | Yes | No |
This may have been a panel that revolved to attack Mario (like Flomps in Super Mario Galaxy 2) or a panel that rotated when attacked.
BeatBlock
Objects | Class | Class listed in code | Class has code | Class used | In object table | Has ObjectData |
---|---|---|---|---|---|---|
BeatBlockBox |
BeatBlock | Yes | Yes | No? | No | No |
In the final game, beat blocks are just objects using the FixMapParts (terrain) class that exist in levels as children of the BeatBlockHolder object, rather than objects using their own class. The "fan" objects may have been intended to be equivalents of the curved beat blocked objects used in-game.
Unused Behaviour
Koopa shells can be used to collect Star Medals, but this is never really used. While there are levels with both objects in, you'd have to exert a lot of effort using fireballs or tailswipes to get the Koopa shell anywhere near a Star Medal.
Unused Object Settings
Switchboard Rails
The BlockRail objects used for the Switchboard platforms have two unused values for its colour setting (argument 0).
Blue (1) | Orange (3) |
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Grey (0) and red (2) are used.
Unused Light Data
To do: There may be more here |
LightDataArea.szs
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
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
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") |
- |