Super Mario 3D Land: Difference between revisions
m (Text replacement - "(\| *|{{)[Mm]edia( *=|\|)" to "$1format$2") |
m (Text replacement - "dejus=" to "classind=") |
||
Line 10: | Line 10: | ||
|genre=[[Genre#Platform|Platformer]], Action-adventure | |genre=[[Genre#Platform|Platformer]], Action-adventure | ||
|modes=Single-player | |modes=Single-player | ||
|ratings={{ratings|esrb=E|cero=A|pegi=3|acb=G|usk=6| | |ratings={{ratings|esrb=E|cero=A|pegi=3|acb=G|usk=6|classind=L|rars=0+|gsrr=p|grac=all}} | ||
|platforms=[[Nintendo 3DS]] | |platforms=[[Nintendo 3DS]] | ||
|format={{format|3ds=1|3dsdl=1}} | |format={{format|3ds=1|3dsdl=1}} |
Revision as of 11:18, June 6, 2024
- This article is about the 2011 video game. For the stage in Super Smash Bros. for Nintendo 3DS and Super Smash Bros. Ultimate, see 3D Land.
- Not to be confused with Super Mario Land or Super Mario 3D World.
Super Mario 3D Land | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
North American box art For alternate box art, see the game's gallery. | |||||||||||||||||||
Developer | Nintendo EAD Tokyo Brownie Brown[1] | ||||||||||||||||||
Publisher | Nintendo | ||||||||||||||||||
Platform(s) | Nintendo 3DS | ||||||||||||||||||
Release date | Retail: Template:ReleaseNintendo eShop: Template:ReleaseNintendo Selects: Template:Release[?] | ||||||||||||||||||
Language(s) | English (United Kingdom) English (United States) French (France) French (Canada) German Spanish (Spain) Spanish (Latin America) Italian Dutch Portuguese (Portugal) Russian Japanese Simplified Chinese Traditional Chinese Korean | ||||||||||||||||||
Genre | Platformer, Action-adventure | ||||||||||||||||||
Rating(s) |
| ||||||||||||||||||
Mode(s) | Single-player | ||||||||||||||||||
Format | Nintendo 3DS: Game Card Digital download
| ||||||||||||||||||
Input | Nintendo 3DS:
|
Super Mario 3D Land is a single-player game in the Super Mario series for the Nintendo 3DS, released in November 2011, and is the first Super Mario game overall for the console. It is the fourteenth entry in the Super Mario series[2], the second 3D Super Mario platformer for a handheld device (with Super Mario 64 DS being the first and an enhanced remake of the first 3D platformer adventure) and, as noted by Reggie Fils-Aime at E3 2011, the first 3D Super Mario platformer to be built from the ground up for a handheld system. It is closely based on side-scrolling Super Mario games, but it is a 3D platformer in the vein of games like Super Mario 64 and Super Mario Galaxy. The game was created by the same development team that worked on the Super Mario Galaxy games and Donkey Kong Jungle Beat, currently part of Nintendo EAD Tokyo. It received a sequel entitled Super Mario 3D World, which was released for the Wii U in November 2013. The game requires 2315 blocks (296.3 MB) if it is bought off the Nintendo eShop.[3]
Super Mario 3D Land is the first Super Mario game published by Nintendo on one of their consoles to be officially localized in Dutch, Portuguese, and Russian.[4][5][6]
Story
Outside Peach's Castle stands the Tail Tree, a stripe-tailed tree with Super Leaves on its branches. All of the Mushroom Kingdom is familiar with the tree. One night, a huge storm blows all of the leaves off, as Bowser laughs in the background.
Later on, when Mario and three Toads (red, yellow, and blue) check the Tail Tree, they discover that the Super Leaves are gone. However, the yellow Toad notices a hovering letter near the tree, and the group of four goes to investigate. Mario grabs and opens the letter, and a picture of Bowser holding Princess Peach hostage with Super Leaves flying in the background pops out. The message shocks the three Toads and Mario, and immediately, Mario and the three Toads run to save the Princess. Throughout his adventure between each world, Mario receives more letters about Peach's predicament and about various stages of Bowser's Super Leaf-related plan.
Inspired by Mario's courage, Peach ultimately attempts to escape from Bowser and his army, but she is soon recaptured. Mario travels through World 8 and defeats Bowser, only to be tricked by a cardboard cutout of Peach, as Bowser escapes with the real Peach. Mario eventually finds Bowser's lair, but before they can battle, the floor beneath them breaks and they fall. After being pursued through various obstacles, Mario manages to press a switch making the bridge under Bowser collapse, sending Bowser into a pool of lava. At last, Mario and the three Toads find Princess Peach and, using their Tanooki powers, bring Peach back to her castle.
After that, a short cutscene appears with a letter floating down in World 1-1. It shows that Luigi was kidnapped. Mario then sets off to save Luigi. After rescuing him in Special 1-Castle, he becomes a playable character.
After Mario beats Special 8-Castle, another cut-scene appears. Another letter has floated down on World 1-1, and the three Toads who accompanied Mario in his adventure investigate while in their Tanooki forms. To their surprise, Bowser has kidnapped Princess Peach again. Then, Mario or Luigi must defeat Bowser in World 8-Bowser's Castle2 again. After that, a picture of Tanooki Peach is unlocked. Once five stars are present on the profile, Special 8-Crown, the very last level, is unlocked.
Gameplay
The levels of Super Mario 3D Land are much more linear and compact than the other 3D titles, more along the lines of the side-scrolling games. All levels have a time limit and even feature Goal Poles, a staple of the original Super Mario Bros. and the New Super Mario Bros. games, as opposed to Power Stars or Shine Sprites, as the level goals. To enter vertical pipes, the player must press or ; for the first time in the series, the player can re-enter areas through pipes at will (for example, after being transported to the above-ground Goal Pole in World 2-2, the player can go back down the pipe to return underground). The graphics of the game greatly resemble those of the Super Mario Galaxy games, while the levels show visual similarities to the New Super Mario Bros. titles. Game-play also takes cues from Super Mario Sunshine, notably tight-rope walking. Unlike the 2D Super Mario games, the level themes in a world tend to be more random, like the galaxies of the Super Mario Galaxy games, instead of focusing on a particular setting per world.
Due to the merging of the 2D and 3D play styles, Mario's moveset is more limited than in the previous Super Mario games; he does not dash as fast, and thus cannot jump as high or as far as in past games; he also cannot Double Jump or Triple Jump for the first time in a platforming game since Super Mario Land 2: 6 Golden Coins. Mario can also no longer Spin Jump, fly (in Tanooki form, unlike in Super Mario Bros. 3), grab and/or throw objects (such as Green Shells), hold onto ledges, or attack without power ups. However, he can still Wall Jump, Long Jump, Ground Pound, Sideways Somersault, and Backwards Somersault. Other controls take cues from the 2D titles; Mario can crouch and slide while running, which now requires the use of a run/attack button, like in the 2D games. In addition, the Backwards Somersault works like the Power Squat Jump does in Super Mario Bros. 2. Finally, Mario has a new roll move that can be used to hit blocks from the side and fit through small gaps.
While giving examples of how the Nintendo 3DS enhances game-play, Shigeru Miyamoto has stated that hitting blocks from underneath in 3D Super Mario games would be easier with stereoscopic 3D.[7] Thus, blocks are more prevalent in this game, unlike the past 3D games, where blocks were few and far between. Three Star Medals (which have a similar design to the Comet Medals from Super Mario Galaxy 2) are found in each level, and collecting all three is part of the level's challenge, like the Star Coins in the New Super Mario Bros. games. + Clocks can be picked up to give the player additional time to complete the level, a mechanic only seen previously in Super Mario Galaxy 2's Speedy Comet missions.
Mario's health system is now based on the side-scrolling titles rather than being a numbered health meter: Mario becomes a cap-less Small Mario when damaged, while power-ups give him an extra hit point and new abilities. These power-ups include the Super Mushroom, the Fire Flower, the new Boomerang Flower, the Statue Leaf (replacing the Tanooki Suit), and the Super Leaf, the last of which had not been seen since Super Mario Bros. 3. Notably, the Fire form, unlike its previous 3D appearances in Super Mario Galaxy and its sequel, no longer has a time limit imposed on it and is retained until Mario is hit, as in the side-scrolling games. The item storage from New Super Mario Bros. also appears in this game.
As in Super Mario Bros. 2, when Mario loses a life, he respawns in his Super form instead of his Small form. Similar to New Super Mario Bros. Wii, the game has features to help the player if they lose too many lives in a stage. When the player loses two lives in one level, a flying Roulette Block appears. When five lives are lost, an Assist Block containing an Invincibility Leaf appears, which makes the player invincible for the duration of the level. Finally, when ten lives are lost, an Assist Block with a P-Wing appears, which warps the player directly to the Goal Pole. Unlike previous Super Mario games, the lives counter in Super Mario 3D Land extends beyond 100 and goes up to 1,110 lives (after reaching 1,000, 1,100 and 1,110 lives, the hundreds, tens, and units digits respectively are displayed as a crown). This life counter is also included in New Super Mario Bros. 2 and Super Mario 3D World.
The game also makes extended use of the Nintendo 3DS hardware. When the player uses a cannon or the binoculars, the Nintendo 3DS gyro controls can be used to aim by moving the 3DS. The game also includes a StreetPass option, whereupon encounters, Mystery Boxes and Toad House items are exchanged between players. Items in Toad Houses sent by another player are recorded, including the amount of items sent by the user.
Because Super Mario 3D Land was developed and released before the Nintendo 2DS was produced, the game does not recognize when it is running on a 2DS system and still displays the 3D icons that indicate the available 3D viewing modes at the beginning of every level. This does not affect the actual gameplay; attempting to switch the 3D viewing mode has no effect and the game is still fully playable on the 2DS.
By clearing Special 1-Castle, Luigi is unlocked as a playable character, and can be swapped in or out by pressing the "M"/"L" button in the bottom corner of the touch screen on the world map. As in Super Mario Bros.: The Lost Levels, Luigi jumps higher than Mario, but has lower traction.
Controls
- : Move, enter a horizontal Warp Pipe.
- /: Choose level, Jump, Wall Jump, Swim.
- /: Dash, throw Fireballs (Fire Mario), throw a Boomerang (Boomerang Mario), Tail Whip (Tanooki Mario).
- Hold (/): Slow fall (Tanooki Mario).
- /: Crouch, Slide, enter a vertical Warp Pipe/Cannon.
- (/)+: Crawl.
- (/)+(/): Ground Pound, transform into Statue Mario (Tanooki Mario with scarf).
- Hold (/)+(/): Crouch Jump.
- Reverse +(/): Side Somersault.
- (/)+(/): Roll, Tail Spin (Tanooki Mario).
- +(/)+(/): Long Jump.
- +(/)+(/)+(/): Rolling Leap.
- /: Pause menu.
- : Left/Right, change camera angle. Up, enter normal view (objects on the screen pop-out more). Down, enter extended depth view (the objects push further into the screen).
Locations
Worlds
- Main article: World
Worlds | |||
---|---|---|---|
Normal worlds | |||
World 1 | Courses | ||
World 1-1 | World 1-2 | ||
World 1-Mystery Box | World 1-3 | ||
World 1-4 (Template:Chart icon×3) | World 1-Toad House | ||
World 1-Castle | |||
This world begins in the grassy fields before Peach's Castle in the Mushroom Kingdom. The Super Leaf is first available in this world, and the tailed enemies that have appropriated them make their first appearances as well. W1-2 is the first underground-themed course of the game, and two courses following it feature Switchboards. The boss of this world is a Goomba disguised as Bowser. | |||
World 2 | Courses | ||
World 2-1 | World 2-2 | ||
World 2-Mystery Box | World 2-3 | ||
World 2-4 | World 2-Toad House | ||
World 2-Airship | |||
Outside of the sprawling W2-1, the courses here involve precise platforming above the ground, necessitating the use of Flip Panels, Red-Blue Panels, and the wearable Propeller Box. Bowser's airships first appear in this world, where Mario fights the brutish Boom Boom. It is the only world where none of the courses require Star Medals to be unlocked. | |||
World 3 | Courses | ||
World 3-1 | World 3-2 | ||
World 3-Toad House | World 3-3 | ||
World 3-4 | World 3-5 (Template:Chart icon×15) | ||
World 3-Airship | |||
World 3 introduces desert, underwater, and snow-themed courses, as well as the first auto-scroller to not take place on an airship. Mario can visit a blue Toad House in World 3 to view screenshots taken by the player. | |||
World 4 | Courses | ||
World 4-1 | World 4-Mystery Box | ||
World 4-2 | World 4-3 (Template:Chart icon×30) | ||
World 4-4 | World 4-5 | ||
World 4-Airship | |||
The first course involves navigating thick, spiraling trees. Subsequent courses include ones that feature face blocks and the game's first Ghost House. Mario fights the boomerang-wielding Pom Pom in this world's airship course. A hidden Warp Zone in W4-2 brings Mario immediately to World 5. | |||
World 5 | Courses | ||
World 5-1 | World 5-2 | ||
World 5-3 (Template:Chart icon×40) | World 5-4 | ||
World 5-Toad House | World 5-5 | ||
World 5-Castle (Template:Chart icon×50) | |||
This world begins in a desert dotted with cactuses, where the Boomerang Flower can be found. Subsequent courses include the underground burrows of Monty Moles and a series of clouds floating high above wind turbines. The boss of World 5 is a Magikoopa disguised as another Tail Bowser. | |||
World 6 | Courses | ||
World 6-1 | World 6-2 | ||
World 6-3 | World 6-Mystery Box | ||
World 6-4 | World 6-5 (Template:Chart icon×60) | ||
World 6-Airship | |||
World 6 contains an athletic course on a seaside boardwalk and a desert pyramid with rising platforms. Beep Blocks are introduced in a course, where Mario must time his actions to the beat of the music. | |||
World 7 | Courses | ||
World 7-1 | World 7-2 | ||
World 7-Toad House | World 7-3 (Template:Chart icon×70) | ||
World 7-4 | World 7-5 | ||
World 7-Airship | |||
The world begins in an underwater course where Spike Eels live inside of caves. Subsequent courses include a Fuzzy-infested forest, the first clock-themed course, and wooden platforms actively being cleared by buzz saws. Boom Boom and Pom Pom fight Mario together in this world's airship. | |||
World 8 | Courses | ||
World 8-1 | World 8-2 | ||
World 8-3 (Template:Chart icon×80) | World 8-4 | ||
World 8-5 | World 8-Bowser's Castle: Part 1 (Template:Chart icon×90) | ||
World 8-6 | World 8-Bowser's Castle: Part 2 (Template:Chart icon×100) | ||
Bowser's domain, where he has imprisoned Princess Peach. Most of the courses here resemble castle strongholds and take place in seas of lava. It is the only world to include battles with the real Bowser, as well as the only one to lack Toad Houses or Mystery Boxes. | |||
Special worlds | |||
Special 1 | Courses | ||
Special 1-1 | Special 1-2 | ||
Special 1-Toad House | Special 1-3 | ||
Special 1-4 | Special 1-Mystery Box | ||
Special 1-Castle (Template:Chart icon×110) | |||
A world that mirrors the Mushroom Kingdom. The Statue Leaf and Poison Mushroom are introduced here, as is the Cosmic Clone enemy that mimics Mario's actions and appearance. The undead Dry Bowser has imprisoned Luigi in this world. | |||
Special 2 | Courses | ||
Special 2-1 | Special 2-2 | ||
Special 2-3 | Special 2-Toad House | ||
Special 2-4 | Special 2-5 | ||
Special 2-Airship (Template:Chart icon×120) | |||
Special 2 begins with an auto-scroller that features Note Blocks and rising lifts, and ends with an airship course that has no boss. It is one of only two special worlds to not include any courses with Cosmic Clones. | |||
Special 3 | Courses | ||
Special 3-1 | Special 3-2 | ||
Special 3-3 | Special 3-Mystery Box | ||
Special 3-4 | Special 3-5 | ||
Special 3-Airship (Template:Chart icon×140) | |||
Some of the courses here are ones that feature swinging Pendulum Platforms, rotating blocks, and Beep Blocks. It is the other special world to lack encounters with Cosmic Clones. | |||
Special 4 | Courses | ||
Special 4-1 | Special 4-2 | ||
Special 4-3 | Special 4-Toad House | ||
Special 4-4 | Special 4-5 | ||
Special 4-Airship (Template:Chart icon×160) | |||
This world begins with a clock-themed course, followed by a Ghost House and a boardwalk swarmed by Bullet Bills. Boom Boom and Pom Pom return as the bosses of the airship course. | |||
Special 5 | Courses | ||
Special 5-1 | Special 5-2 | ||
Special 5-3 | Special 5-Mystery Box | ||
Special 5-4 | Special 5-5 | ||
Special 5-Castle (Template:Chart icon×180) | |||
Some of the courses here incorporate Red-Blue Panels, Switchboards, and dessert-shaped lifts. Dry Bowser appears again as the boss of this world's castle. | |||
Special 6 | Courses | ||
Special 6-1 | Special 6-2 | ||
Special 6-3 | Special 6-Toad House | ||
Special 6-4 | Special 6-5 | ||
Special 6-Airship (Template:Chart icon×200) | |||
Special 6 contains courses with Propeller Boxes, complex Flip Panel movements, and dense fog. Boom Boom appears in this world's airship and is the only optional boss battle in the game. | |||
Special 7 | Courses | ||
Special 7-1 | Special 7-2 | ||
Special 7-3 | Special 7-Mystery Box | ||
Special 7-4 | Special 7-5 | ||
Special 7-Castle (Template:Chart icon×220) | |||
The first course here is snow-themed and contains many Boomerang Bros, before following another course with Beep Blocks. A Big Cosmic Clone appears in S7-4 and S7- that can destroy Brick Blocks. | |||
Special 8 | Courses | ||
Special 8-1 (Template:Chart icon×230) | Special 8-2 (Template:Chart icon×240) | ||
Special 8-3 (Template:Chart icon×250) | Special 8-Toad House | ||
Special 8-4 (Template:Chart icon×260) | Special 8-5 (Template:Chart icon×270) | ||
Special 8-Bowser's Castle (Template:Chart icon×290) | Special 8-Crown | ||
Many of the courses of Special 8 are rearrangements of lava-themed courses from the normal worlds and one includes the return of Dry Bowser. S8-, the true final course, is wholly original and the greatest challenge of the game. Both Boom Boom and Pom Pom appear here, and an assemblage of celebrating Toads appear near the Goal Pole. Special 8 is the final world, and includes the greatest number of courses that require a certain number of Star Medals to unlock. |
Other locations
- Toad Houses - They work like they do in Super Mario Bros. 3, but StreetPass friends can send gifts to the Toad House that contain items.
- Mystery Boxes - Mario can go inside them, and they contain various different tasks, such as defeating all the enemies in the box. After completing the tasks, Mario receives coins, 1-Up Mushrooms, and/or a Star Medal. Friends via StreetPass can also send the player Mystery Boxes, which always contain at least one Star Medal.
- A test room with colored blocks that cause an optical illusion, where Mario can train and learn both movements and 2D/3D mode comparisons. It is accessed by remaining idle for 42 seconds at the title screen. The room contains five Toads (one of which is unreachably high up) and has no win condition.
Characters
Playable characters
Name | Description | Advantages | Disadvantages | Availability |
---|---|---|---|---|
Mario |
Mario is the hero of the Mushroom Kingdom. He sets out on an adventure to save Princess Peach. | Balanced | From the start | |
Luigi |
Mario's brother, who was captured by Dry Bowser. He becomes a playable character after Mario saves him. | Jumps higher | Lower traction | After saving him in Special 1-Castle |
Non-playable characters
Name | Description |
---|---|
Princess Peach |
The princess of the Mushroom Kingdom, who is kidnapped by Bowser. |
Toad |
Toad is seen in various parts of the game, including red Toad Houses and before airship levels. |
Toads |
Toads help Mario on his journey to save Princess Peach. |
Tanooki Toads |
Toads under the effect of the Super Leaf. They only appear in the special worlds. |
Enemies and obstacles
New enemies
Name | Description | First appearance | Last appearance | Spoils |
---|---|---|---|---|
Biddybud |
Lady beetle-like creatures that walk along set paths, typically in lines. They come in various colors. | World 1-3 | Special 3-1 | Template:Chart icon×1 |
Para-Biddybud |
Winged Biddybuds. They fly in set patterns, often appearing in groups. | World 1-3 | Special 3-3 | Template:Chart icon×1 |
Big Cosmic Clone |
Large Cosmic Clones that can break Brick Blocks. | Special 7-4 | Special 8-Crown | Template:Chart icon×10 |
Blokkablok |
Spiked enemies made of blocks. They snake back and forth in the air. Breaking every block defeats a Blokkablok. | World 3-1 | Special 8-Crown | Template:Chart icon×2 |
Coin Coffer |
Purse-shaped creatures. They are usually invisible. They slowly run away from Mario when exposed. Coin Coffers dispense many coins when hit. | World 2-3 | Special 4-1 | Template:Chart icon×10 |
Draglet |
Little dragons that spit fireballs. | World 1-Castle | Special 8-4 | Template:Chart icon×1 |
Fake Block |
They hide among real Brick Blocks. When approached, they reveal themselves and chase Mario, attacking him with their tail. | World 3-1 | Special 8-Crown | Template:Chart icon×1 |
Flophopper |
Insect-like creatures that walk side to side, flipping one leg over their body. This makes the spiky, damaging side of their body switch positions with the fleshy, vulnerable side. Their suction cup-like feet fastens them to rotating platforms. | World 5-3 | Special 7-5 | Template:Chart icon×1 |
Goomba Tower |
Stacks of Goombas. The one on the bottom behaves like a normal Goomba. | World 1-2 | Special 4-1 | Template:Chart icon×1 |
Tail Goomba |
Goombas that jump in the air and descend slowly, performing a tail attack when they land. | World 1-1 | Special 5-5 | Template:Chart icon×1 Template:Chart icon×1 |
Big Tail Goomba |
Giant Tail Goombas. Their tail attack covers wider range. | World 1-1 | World 5-5 | Template:Chart icon×3 |
Inky Piranha Plant |
Black Piranha Plants. They spit ink that covers the screen, obscuring the player's view. | World 1-2 | World 4-2 | Template:Chart icon×1 |
Morty Mole |
Large moles. They take two stomps to be defeated. The first hit flattens their body. | World 5-4 | World 7-4 | Template:Chart icon×3 Template:Chart icon×1 |
Peepa |
Smiling ghosts. They either stay in a stationary position or move around through a set area. | World 4-4 | Special 6-5 | Template:Chart icon×1 |
Prongo |
Helmeted enemies. They chase after Mario and dive at him in an attempt to strike. If they miss, they become stuck in the ground, allowing Mario to jump on their vulnerable underside. | World 6-4 | Special 5-5 | Template:Chart icon×1 |
Sandmaargh |
Sand-dwelling Magmaarghs. They hide underneath sand. A Sandmaargh will launch upward to bite Mario if he is directly above it. | World 3-1 | Special 6-1 | Template:Chart icon×1 |
Spike Eel |
Giant eels. They stay in holes and swim in Mario's way. | World 3-2 | Special 2-2 | Template:Chart icon×3 |
Stingby |
Bee enemies. They chase Mario on sight. | World 2-4 | Special 8-Crown | Template:Chart icon×1 |
Tail Bob-omb |
Bob-ombs with Tanooki tails. They descend slowly until they land on the ground, exploding soon after. | World 7-4 | Special 8-Crown | None |
Tail Boo |
Tailed Boos. One will swat Mario with its tail if he faces one. | World 4-4 | Special 6-5 | Template:Chart icon×1 Template:Chart icon×1 Template:Chart icon×1 |
Tail Bullet Bill |
Tailed Bullet Bills. They swing their tail after traveling some distance. | World 2-Airship | Special 5-3 | Template:Chart icon×1 Template:Chart icon×1 Template:Chart icon×1 |
Tail Thwomp |
Thwomps that jump and float, moving along a set path. | World 5-1 | Template:Chart icon×3 1UP×∞ | |
Wallop |
Smiling stones that move to match Mario's position within narrow corridors. | World 3-1 | Special 8-Crown | Template:Chart icon×3 |
Returning enemies
Name | Description | First appearance | Last appearance | Spoils |
---|---|---|---|---|
Blooper |
Underwater squids. Bloopers swim erratically when approached by Mario in an attempt to strike him. | World 3-2 | Special 2-2 | Template:Chart icon×1 |
Bob-omb |
Walking bombs that look like wind-up toys. Bob-ombs actively pursue Mario until they explode. Some are tossed by Rocky Wrenches. | World 3-Airship | Special 7-3 | None |
Boo |
Ghost enemies. Boos pursue Mario when his back is turned towards them. If Mario looks directly at them, they shield their eyes and stop moving. | World 4-4 | Special 6-5 | Template:Chart icon×1 |
Big Boo |
Large Boos. They appear in only a few Ghost Houses. | World 4-4 | Special 6-5 | Template:Chart icon×3 |
Bullet Bill |
Missiles fired from Bill Blasters. They fly in a straight line. | World 2-Airship | Special 5-3 | Template:Chart icon×1 |
Banzai Bill |
Slow-moving missiles. Their line of trajectory is fixed in one direction. | World 8-5 | Special 4-3 | Template:Chart icon×3 |
Chain Chomp |
Barking, metal enemies leashed to stumps. They lunge at Mario when in close proximity. | World 3-3 | Special 8-Crown | Template:Chart icon×3 1UP×∞ |
Cheep Cheep |
Pudgy red fish. Underwater, they passively swim in set paths, often in groups. In some levels, Cheep Cheeps leap over bridges and damage Mario on contact. | World 1-1 | Special 1-3 | Template:Chart icon×1 |
Cosmic Clone |
Dark entities in the form of Small Mario. They trail after Mario, mimicking his every move and positioning. Making contact damages him. | Special 1-2 | Special 8-1 | Template:Chart icon×3 |
Dry Bones |
Undead Koopa Troopas. They chase down and tackle Mario on sight. If stomped on or hit, Dry Bones crumble into a pile of bones, but regenerate after a few seconds. Dry Bones are only truly defeated when lured into lava. | World 1-Castle | Special 8-4 | None |
Fuzzy |
Black, furry creatures. They move back and forth along tightropes, often in groups. | World 3-4 | Special 8-Crown | Template:Chart icon |
Goomba |
Squat mushroom creatures that chase Mario when he is in their line of sight. Goombas can be defeated with a single jump. | World 1-1 | Special 8-Crown | Template:Chart icon×1 Template:Chart icon×10 Template:Chart icon×1 |
Paragoomba |
Winged Goombas. They fly in set trajectories, moving either back and forth or up and down. | World 1-4 | Special 8-Crown | Template:Chart icon×1 |
Grinder |
Big saw blades. They damage Mario on contact and destroy wooden platforms. | World 7-5 | Template:Chart icon | |
Hammer Bro |
Helmeted Koopas that throw hammers. | World 1-Castle | Special 8-Crown | Template:Chart icon×3 Template:Chart icon×10 |
Boomerang Bro |
Hammer Bro relatives that jump around and throw Boomerangs. Some Boomerang Bros drop Boomerang Flowers when defeated. | World 4-5 | Special 8-Crown | Template:Chart icon×3 Template:Chart icon×10 Template:Chart icon×1 |
Koopa Troopa |
Green-shelled turtles. They walk back and forth in a straight line. When jumped on, they retreat into their shells. | World 1-2 | Special 4-1 | Template:Chart icon×1 |
Lava Bubble |
Balls of lava. They jump between gaps in platforms that cover lava, often in groups. | World 1-Castle | Special 8-3 | Template:Chart icon×1 |
Magikoopa |
Robed Koopas that can teleport. They toss magical fireballs at Mario with their wand. | World 7-Airship | Special 8-4 | Template:Chart icon×1 |
Magmaargh |
Large Blaargs that dwell in lava. They rise from lava and shuffle through it in a set paths, phasing through platforms. | World 8-Bowser's Castle | Special 8-Bowser's Castle | Template:Chart icon |
Piranha Plant |
Carnivorous plants that try to bite Mario when approached. | World 1-3 | Special 5-5 | Template:Chart icon×1 |
Fire Piranha Plant |
Brown Piranha Plants that spit fireballs at Mario. | World 1-3 | Special 5-5 | Template:Chart icon×1 Template:Chart icon×1 |
Pokey |
Segmented cactus enemies. They slide back and forth in set paths. Individual segments can be taken out to make them shorter. Striking a Pokey's head immediately defeats it. | World 3-1 | World 6-2 | Template:Chart icon×1 |
Porcupuffer |
Purple porcupinefish. While underwater, they swim back and forth like Cheep Cheeps. In some levels, they leap from water and break overhanging bridges to strike Mario. | World 3-2 | World 7-1 | Template:Chart icon×3 |
Rocky Wrench |
Moles that sit in grates. They occasionally pop out to throw wrenches, Bob-ombs, or coins. The wrenches move in a strait line without landing, hurting Mario on contact. | World 2-Airship | Special 8-2 | Template:Chart icon×1 |
Monty Mole |
Mole enemies. They pop out of the ground and patrol a set area, occasionally in groups. | World 5-4 | Template:Chart icon×1 | |
Spiny |
Squat Koopas with spiked shells. They charge towards Mario on sight. | World 5-2 | Special 8-1 | Template:Chart icon×1 |
Thistle |
Plants with needle-like flowers. Touching one hurts Mario. | World 4-1 | Special 6-5 | Template:Chart icon×1 |
Thwomp |
Angry-looking stones. They are suspended in mid-air but periodically slam down towards the ground below. The tops and sides of their bodies can be used as platforms and walls, respectively. | World 1-Castle | Special 8-3 | Template:Chart icon×3 |
Obstacles
Name | Description | First appearance | Last appearance |
---|---|---|---|
Baddie Box |
Releases infinite enemies when Mario is near. | World 2-4 | Special 8-3 |
Ball 'N' Chain |
Spiked balls that move back and forth like a pendulum. | World 1-2 | World 3-4 |
Banzai Bill Cannon |
A cannon that fires Banzai Bills. | World 8-5 | Special 2-Airship |
Bill Blaster |
A cannon that shoots Bullet Bills and Tail Bullet Bills. | World 2-Airship | Special 3-Airship |
Cannon |
Cannons that shoot spiked balls. | World 3-Airship | Special 2-Airship |
Fire Bar |
Fireballs that rotate around a block. | World 1-Castle | Special 8-Crown |
Giant spiked ball |
Larger versions of spiked balls that can destroy their smaller counterparts. | World 5-1 | World 8-Bowser's Castle |
Jet engine |
Objects that spew flames to block the player's path. | World 2-Airship | Special 8-Crown |
Lava |
Molten rock that can cause the player to instantly lose a life. | World 1-Castle | Special 8-Bowser's Castle |
Lava Geyser |
Geysers of lava that can elevate platforms to allow the player to reach usually out-of-reach areas. | World 8-Bowser's Castle | Special 8-4 |
Poison |
A liquid hazard that can cause the player to instantly lose a life. | World 2-2 | Special 6-3 |
Spike Bar |
Rotating spike balls, similar to a Fire Bar. | World 2-4 | World 5-3 |
Spike Block |
A cube of spike traps that only appears in World 5-3. | World 5-3 | |
Spike Pillar |
Objects that charge backwards and then charge forwards in order to hurt the player. | World 3-Airship | World 6-Airship |
Spiked ball |
Balls that roll around and can damage the player. | World 3-Airship | Special 5-1 |
Spiked roller |
A cylinder covered with spikes. Some are swung on chains. | World 7-2 | Special 5-2 |
Spikes |
Small cubed spikes that damages Mario or Luigi. | World 2-4 | Special 8-Crown |
Bosses
Bosses are listed in the order that they are first encountered.
Name | Description | Courses |
---|---|---|
Tail Bowser |
Disguised minions of Bowser who breathe fire, swing their tails, and jump around on collapsible bridges. | World 1-Castle, World 5-Castle |
Boom Boom |
A big, brutish Koopa typically encountered in airship courses. He swings his fists and spins like a top. | World 2-Airship, World 3-Airship, World 7-Airship, Special 4-Airship, Special 6-Airship, Special 7-Mystery Box, Special 8-Crown |
Pom Pom |
A pink Koopa with a spotted shell. She throws boomerangs and leaps into the air. Like Boom Boom, she is often found on airships and is even fought alongside him in some courses. | World 4-Airship, World 6-Airship, World 7-Airship, Special 4-Airship, Special 8-Crown |
Bowser |
The King of Koopas who has kidnapped Princess Peach. He fights like a Tail Bowser when first encountered. In the final showdown becomes far more persistent and aggressive, gaining several new means of attack. | World 8-Bowser's Castle: Part 1, World 8-Bowser's Castle: Part 2 |
Dry Bowser |
Bowser's undead alter ego, who only appears in the special worlds. He shares his behavior with Tail Bowsers, but breaths blue fire. | Special 1-Castle, Special 5-Castle, Special 8-Bowser's Castle |
Items and objects
Items
These are collectibles and wearable objects.
Name | Description | Name | Description |
---|---|---|---|
Coins |
Grants an extra life for every 100 collected. | 1-Up Mushrooms |
Gives Mario an extra life. |
Red Coins |
Five are spawned by passing through a Red Ring nearby. Award a power-up or 1-Up Mushroom if all are collected. | Poison Mushrooms |
Purple mushrooms that appear out of ? Blocks and chase the player. If the player touches one, they get hurt. |
Star Medals |
Unlock courses when enough are collected. Most courses have three. They can also be found in Mystery Boxes. | Propeller Boxes |
Lets Mario fly upward and descend slowly. Gives an extra life if brought to the Goal Pole. |
+ Clocks |
Adds 10 or 100 seconds to the time limit. | ? Boxes |
Lets Mario collect infinite coins while moving. Gives an extra life if brought to the Goal Pole. |
Notes |
Spawned by P Switches. Gives a power-up or 1-Up Mushroom if all are collected. | P-Wings |
Appears in an Assist Block after the player loses ten lives in a (skipped) normal world course, or within certain Mystery Boxes. Sends Mario straight to the Goal Pole. |
Power-ups
Items that transform Mario's appearance and give him unique abilities.
Power-up | Form | Description |
---|---|---|
N/A | Small Mario |
Small Mario is his weakest form, as he loses a life if he takes damage in this form. He also cannot break Brick Blocks, and he only gets Super Mushrooms from blocks. |
Super Mushroom |
Super Mario |
The Super Mushroom returns Small Mario to his normal size. Mario starts each life in this form. Taking damage only reverts him to Small form, and he can break Brick Blocks and find other power-ups in blocks. |
Fire Flower |
Fire Mario |
Using a Fire Flower turns Mario into Fire Mario, which lets him throw fireballs. They defeat enemies and light torches. Fireballs bounce off walls and vanish after two seconds. |
Super Leaf |
Tanooki Mario |
Grabbing a Super Leaf turns Mario into Tanooki Mario, letting him slow his falls and tail whip objects and enemies. |
Boomerang Flower |
Boomerang Mario |
The Boomerang Flower transforms Mario into Boomerang Mario. He can toss a boomerang to hit enemies and collect distant items. |
Super Star |
Invincible Mario |
Briefly makes Mario invincible, letting him gain extra lives upon running into five or more enemies. |
Invincibility Leaf |
White Tanooki Mario |
The Invincibility Leaf transforms Mario into White Tanooki Mario. This power-up appears in Assist Block after losing five lives in a (skipped) normal world course, which makes the file's stars lose their sparkle. White Tanooki Mario is invincible for one course only. He otherwise has all the same abilities as Tanooki Mario. |
Statue Leaf |
Statue Mario |
The Statue Leaf turns Mario into a red-scarfed Tanooki Mario. He has all of the same abilities as the normal Tanooki form with the added ability of transforming into a stone variant called Statue Mario upon performing a Ground-Pound. Statue Mario cannot move, but he is invulnerable in this state. |
Objects
Objects are interactable elements of the environment that cannot be collected or worn by Mario. For objects that primarily function as obstructions or hazards, see above.
Name | Description | |
---|---|---|
Trigger objects | ||
Bowser Switch[8] |
A switch found at the end of bridges in castle courses. Pressing one causes it to collapse, dropping the boss on top of it into lava. | |
Coin ring |
Gives five coins when passed through. | |
P Switch |
Cause all sorts of events to happen when pressed. | |
Red Ring |
Briefly spawn five Red Coins when passed through. | |
Stump |
Ground Pounding a stump either produces an item or a power-up. | |
Tail Wheel |
Elevate certain structures when spun by Tanooki Mario's tail whip. | |
Torch |
Can be lit using Fire form. | |
View plate[9] |
Pressing a view plate changes the camera angle of the space it is encountered in, allowing the player to see hidden areas or better contextualize the arrangements of platforms. | |
Climbable objects | ||
Pole |
Mario clings to a pole by jumping onto it. He can ascend, descend, and change which face of the pole he is on by moving . Pressing makes Mario jump from whichever face he is on. | |
Tree |
Trees function like poles. Reaching the top sometimes releases an item or power-up. | |
Strikable objects | ||
Board |
Fake cutouts of objects. It may release a item when broken. There are Goomba Boards, 1-Up Mushroom Boards, Pipe Boards, and one that looks like Princess Peach. | |
Cactus |
Cactuses grow in desert-themed courses. Striking one with a boomerang destroys it and gives the player a coin. | |
Gold Rock |
Gold Rocks take ten kicks to break and release five coins. | |
Green Shell |
A Koopa Troopa's shell, which can be kicked to hurt foes or hit blocks. | |
Rock |
Can be kicked to break them. Kicking one into a pipe causes a 1-Up Mushroom to pop out. | |
Transportation objects | ||
Cannon |
Used to fire Mario further into a course. | |
Mystery Box |
Lets Mario enter a time-limited bonus room. | |
Pipe |
Takes Mario elsewhere when entered. | |
Warp Box |
Sends Mario to another part of the course. | |
World Warp Pipe |
Orange pipes hidden within courses. They bring Mario to another world without having to complete all of the current one's courses. | |
Blocks and containers | ||
! Block |
Striking a ! Block causes a face block to pop out. Striking it multiple times produces a string of face blocks. | |
? Block |
Contains a coin or a power-up. Some ? Blocks are Coin Blocks that contain 10 coins. | |
Assist Block |
Assist Blocks contain an Invincibility Leaf or a P-Wing. Appear after five or ten lives are lost, respectively, in the same course, and make the file's stars lose their sparkles upon doing so. They never appear in the special worlds. | |
Block |
Blocks that cannot be broken if Small Mario hits them. | |
Crate |
Break when hit. May contain coins or power-ups. | |
Directional Block |
Move in the indicated direction when hit. | |
Empty Block |
A used-up ? Block. | |
Face block |
Briefly spawned in paths from hit ! Blocks. | |
Flying ? Block |
Winged ? Blocks that fly in patterns. Some Flying ? Blocks are Coin Blocks. | |
Flying Roulette Block |
A winged Roulette Block that appears when Mario loses two lives in the same course. | |
Gift Box |
Gift Boxes are blocks found exclusively in Toad Houses that, when hit, provide power-ups to players. They are from Miis encountered via either StreetPass or SpotPass. | |
Invisible Block[10] |
Hidden, transparent ? Blocks. | |
Long ? Block |
A three-block-wide ? Block that holds three coins or two coins and a power-up. | |
Note Block |
Blocks Mario can bounce on. | |
Roulette Block |
A clear block that scrolls through power-ups; releases the item displayed when it is hit. | |
Super Note Block |
Sends Mario to Coin Heaven when bounced on. | |
Platforms | ||
Beep Block |
Beep Blocks appear and disappear in correspondence with the course's music. | |
Bolt |
A giant nut that is screwed onto a very long bolt that serve as platforms. The player must continually jump to avoid falling. | |
Cog |
Gear-like platform that move Mario if he steps on them. | |
Crumbling platform[11] |
Stone platforms that break once stood on and slowly descend before disappearing. | |
Cylindrical cage[12] |
A cylindrical grate-like platform that, when stood on, roll over. | |
Donut Block |
Fall slowly once stood upon. | |
Flip Panel |
Form temporary pathways when activated. | |
Lift |
A platform that moves to and from areas. | |
Red-Blue Panel |
Platforms that flip over when Mario jumps. | |
Rubber pad[13] |
Mushroom platforms that can be bounced on. | |
Spine Coaster |
A bony platform that moves on tracks in Bowser's second castle. | |
Switchboard |
Move along tracks according to which arrow Mario stands on. | |
Tapering platform |
Platforms that sink in lava when stepped on, then rise back up. | |
Tightrope[14] |
Climbable rope. | |
Other objects | ||
Big Goal Pole |
Big Goal Poles are only found at the end of the last course within a world, typically after completing a boss battle. | |
Binoculars |
Let Mario see further into the course. Toads can also be spotted and usually give a power-up or Star Medal once found. | |
Checkpoint Flag |
Has Mario spawn near it if he loses a life after activating it. | |
Flower / Bush |
Flora rustles when walked through or hit with a boomerang. Doing so sometimes releases a coin, causes a string of notes to appear, or disturbs an invisible Coin Coffer. | |
Fluff |
Dandelions that spread their seeds if Mario stirs them or if the player blows into the system's microphone. Fluffs sometimes release coins or Super Mushrooms. In Mystery Boxes, stirred Fluffs release 1-Up Mushrooms. | |
Goal Pole |
The end of a course. The higher it is grabbed, the more coins are earned. A 1UP and golden flag are given for reaching the top. | |
Small birds |
Small birds are found in some courses and fly away when Mario gets close. |
Staff
- Main article: List of Super Mario 3D Land staff
Development
Super Mario 3D Land was first mentioned in an "Iwata Asks" interview with Shigeru Miyamoto in October 2010, where he confirmed that a brand-new Super Mario game for the Nintendo 3DS was already in development, but had not yet been given a proper title.[16] It was known by its tentative title, Super Mario, at the time. In November 2010, Shigeru Miyamoto announced that both 2D world and 3D world Super Mario games were in the works for the 3DS.[17] Four screenshots were available on March 2, 2011, and the game was officially announced during the Game Developers Conference, under the name Super Mario. The logo had a Raccoon Tail on the "O" letter, similar to that of Super Mario Bros. 3's logo, which had Raccoon Mario's tail shadow behind the "3". Available screenshots of Super Mario revealed that the game is a 3D platformer and the game was stated to be developed by Nintendo EAD Tokyo's same team which had previously developed Super Mario Galaxy and its sequel, as shown how a Goomba runs after Small Mario. It even contained features from the 2D Super Mario side-scrolling games. Satoru Iwata stated that a more official announcement would be shown at E3 2011 on June 7. According to Iwata, "it will be a game that will come with the kind of surprises and fun that only the 3DS can offer."[18] Shigeru Miyamoto has stated that the development took over two years and started with 2 to 30 staff members working on the game.[19]
In a later interview, Shigeru Miyamoto described the title as being a combination of Super Mario Galaxy and Super Mario 64, with a little bit of New Super Mario Bros. and New Super Mario Bros. Wii. He mentioned there would be an option for a fixed camera system, very similar to the one in Super Mario 64, to demonstrate depth and the 3DS's 3D. He added, however, that it was tough to describe it, before mentioning that not only would the title be shown, but that it would also be playable at E3 2011. Shigeru Miyamoto explained that playing it will give fans a better idea of what it's like. He also commented on the speculation regarding the temporary logo, already confirming that the tail on the end of the logo's "O" was a hint at the return of Super Mario Bros. 3's Tanooki Mario.[20]
The game was given a full reveal with a trailer at E3 2011 and was playable on the show floor, as previously stated. It was announced that the game was targeted for a release by the end of the year. Attendees were allowed to try the game for themselves in four different levels - a standard plain area, an underground area, a level of switch-activated platforms, reminiscent of a few galaxies from the Super Mario Galaxy titles, and an airship level ending in a fight with Bowser's henchman, Boom Boom. In addition, the E3 2011 trailer and the conference trailer were put up for download on the 3DS eShop for a limited time. By playing the trailer on their 3DS, viewers could then see the game in stereoscopic 3D for themselves.
The main ambition of the design team was to "reset" the conventions of 3D Super Mario games, which were mostly designed for home consoles.[21] One of the ways of doing that was to create short, pick-up and play levels more suitable to a handheld, as opposed to the Super Mario Galaxy series, and more specifically Super Mario Galaxy 2, which director Koichi Hayashida described as a "Manchu Han Imperial Feast".[21] Additionally, according to Mario creator Shigeru Miyamoto, the term Land was used in the title to pay homage to past Super Mario titles, like Super Mario Land and its 2D art style.[22]
The developers also wanted the game to serve as a jumping point for players that liked 2D Super Mario, but did not want to play the 3D installments.[21] One of the solutions was to eschew the exploration-based level design of the traditional 3D Super Marios so that the players would not get "lost", and return the focus on reaching the end of linear levels. The levels were carefully designed to lead the player toward the end goal.[21] However, the developers included Star Medals hidden throughout the levels to cater to the 3D Mario players and thus bridge the two game design sensibilities.[21]
The development was heavily affected by the 2011 Tōhoku earthquake and tsunami.[1] Damage to the train network led to developers visiting the Kyoto office to be stuck there, and fear of aftershocks and radiation emanating from the damaged Fukushima nuclear plant caused several developers to lock themselves in their homes. These events made Nintendo unsure of whether the development could continue in Tokyo.[1] Tired of not doing anything, Hayashida risked sharing his personal contact information with other members. This led to a web forum being set up so that work could be continued while the Tokyo office was closed.[1]
The developers were pressured to finish the game in time for the 2011 holiday season, which led to parts of Super Mario 3D Land being outsourced to other Nintendo-affiliated developers such as Brownie Brown,[1] something that did not typically happen with Super Mario games at the time.
Shigehisa Nakaue designed the 2D art seen in Peach's letters in the game, making it the first Super Mario game to use this art style in-game.
Nintendo eShop description
- American English version
Platforming with serious depth! With the 3D visuals of Super Mario 3D Land, players can see exactly where floating blocks and flying Paragoombas are, so that they can jump and stomp with the precision of the pros. Expert gamers will appreciate the way 3D graphics reveal the true challenge of the levels, so that they can focus on nailing the perfect jump or shaving precious seconds off their speed runs, while new players will find that 3D makes platforming simple to grasp and satisfying to master.
Try on Mario's Tanooki Suit, and put some spring in your step! While longtime gamers will delight in using Tanooki Mario's tail-spin attack to sweep enemies off their feet and fluttering through the air to land super-long jumps, a new generation will learn what makes this classic suit a fan favorite. But even seasoned players will be in for a surprise—Mario's enemies may be sporting the familiar Tanooki tail too!
Mario at his very best! Mario™ returns to his roots in his first 3D platforming adventure designed exclusively for a handheld system. From the frantic race-against-the-clock dash through the Mushroom Kingdom to that final leap to grab the top of the flagpole, this eye-popping addition to the Super Mario™ series combines everything that makes Mario great from one generation to the next.
- British and Australian English version
SUPER MARIO 3D LAND reinvents everything fans love about Mario gaming with the first platforming environment in true 3D, presenting a 3D Mario game that plays like a 2D Mario game! Players will experience an exhilarating new sense of depth, distance and speed while running, jumping and stomping on enemies throughout the levels.
Among other outfits for Mario, the fan-favourite Tanooki Suit makes a comeback. Use the Tanooki Suit’s tail to attack enemies or float gently down from great heights.
Accessible and challenging in equal measure, SUPER MARIO 3D LAND offers new and familiar abilities that add unique gameplay strategies to the adventure! Make your way to the end-of-level flagpole using Mario's signature moves- or try to apply his new skills in challenging ways if you dare to discover every hidden shortcut and secret!
Reception
Super Mario 3D Land received critical or extremely positive acclaim.
In general, the overall utilization of the capabilities and possibilities of a three-dimensional installment were praised in comparison to those of later entries. In spite of the main game difficulty being critiqued alongside occasional missed opportunities, the game itself performed outstandingly.
The game received very high ratings, with an 80% rating on both GameXplain and Edge[23] as well as a 90% rating on both Joystig[24] and N-Zone. Additionally, it has received a 95% or 9.5/10 on GameInformer[25] and a perfect score of 5/5 or 100% on GamePro.[26]
Reviews | |||
---|---|---|---|
Release | Reviewer, Publication | Score | Comment |
Nintendo 3DS | Audrey Drake, IGN | 9.5/10 | "Super Mario 3D Land represents the first 3DS title to fully make use of the system's capabilities. With an expertly balanced difficulty progression, dazzling level design and masterful Power-Ups, this is the ideal 3DS experience. Most of the first eight worlds fly by a bit too quickly, but with extra content you unlock afterward, medal challenges in each level and StreetPass allowing you to best your friend's times, you'll still find plenty of replay value here. As an experience, Super Mario 3D Land gets deeper the longer you play, as you sink into its particular groove and learn to appreciate it as a unique title - one that is separate from yet beautifully derivative of the entire Mario franchise. As a whole, 3D Land is brilliant and addictive, and should do for 3D-enhanced platforming what the original Super Mario Bros. did for 2D platforming. If you own a 3DS system, you have no choice - you simply must own this game." |
Nintendo 3DS | Christian Donlan, Eurogamer | 9/10 | "3D Land is great, but it isn't perfect. Compared to the fluffy, nostalgic warmth of the Tanooki suit and its twin, the Statue Leaf, both the Boomerang Flower and the Propeller Box feel like missed opportunities, the former making for a slightly fussier take on the Fire Flower, even if it is good for capturing distant trinkets, just as the latter remains firmly under the shadow of New Super Mario's various whirligigs. Seasoned players, meanwhile, will get through the first half of the game a touch too quickly, finding much to enjoy but little to truly challenge them. It can feel, for a few hours at least, like a very slight disappointment." |
Nintendo 3DS | Maxwell McGee, GameSpot | 8/10 | "Some of the other features also lack creativity. With StreetPass, you can restock your exhausted mushroom houses and challenge cubes simply by passing other 3DS users, even if they don't have the game. This makes it especially easy to rack up star coins, since the challenge cubes are generally a breeze to complete. The gyrometer is used at binocular stations in certain stages. These stations let you search out hidden toads that shriek with delight and throw star coins or other power-ups at you. Despite the fact these features lack the imagination seen in the game's level design, Super Mario 3D Land is still a delight. With well-realized stages and responsive controls, it's an easy recommendation for all action-loving 3DS owners." |
Aggregators | |||
Compiler | Platform / Score | ||
Metacritic | 90 | ||
GameRankings | 90.09% |
Sales
As of September 30, 2019, Super Mario 3D Land is the 6th best-selling game for the Nintendo 3DS, having sold 12.60 million units worldwide, and caused a great boost in 3DS sales.[27][28] It is also the fastest-selling portable Super Mario game.[29] As of March 31, 2022, it sold 12.85 million units worldwide.[30]
Promotion
On November 12, 2011, to celebrate the launch of Super Mario 3D Land in North America, Nintendo set up an event in Times Square's Military Island in which attendees would be able to play in a real life mock-up of the game environment, as well as a chance to play the game a day before the official release. In addition, many attendees were also given free Tanooki ears and tails, as well as free slices of mushroom pizza from a "Mushroom Kingdom" pizza truck to the first 1,000 attendees who tweeted the "#SuperMario3D" hashtag and an exclusive early sale of the game at the Times Square Toys "R" Us.[31]
From 22 November to 24 December 2013, North American 3DS users that went to a Nintendo Zone could receive an Exclusive Mystery Box from Mr. Hayashida, the producer of Super Mario 3D Land.
Glitches
- Main article: List of Super Mario 3D Land glitches
Baddie Box lag
If Invincible Mario or White Tanooki Mario ground pounds onto a Baddie Box, the game starts to lag as the box explodes. The "explosion" continues and the game lags until the player jumps off of the exploding box. A harsh grinding sound is heard during the explosion, and a sound resembling that of a beanstalk coming out of an item box (in Super Mario Bros.) can be heard as Mario crouches when the player holds or (beanstalks like this do not appear in the game). It is possible this sound is simply the sound Mario makes when he crouches, but distorted so much by the explosion it sounds like a beanstalk. The glitch can only be done on levels where Baddie Boxes appear, such as World 2-4, 5-Castle, and Special 1-3. Both Worlds 2-4 and 5-Castle require White Tanooki Mario, making Special 1-3 the only stage where the glitch can be executed after the level has been beaten once and the only stage where it can be executed by Luigi.
Camera clipping
In Special 1-3, if the player aims just above the blocks on the edge of the platform in a cannon, the camera clips in for a short period of time.
Warp Box death gltich
To perform this glitch, Mario needs to go to the airship of World 2. Then, he should enter the first Warp Box. The player should reach the end of the bonus airship, but Mario should not enter the Warp Box at the end. Instead, the player should press the left camera control button so that the camera turns to the left. Wait until the Warp Box is offscreen then immediately go inside the box before Mario loses a life. If performed correctly, Mario should lose a life while the camera pans back to the main airship.
World 1 Bowser softlock
During the boss fight with the Tail Bowser on the castle in World 1, the player must use Tanooki Mario to glide across the gap between the bridge and the platforms at the start of the fight then press the switch when the Tail Bowser jumps to the left. If done correctly, the bridge collapses with the Tail Bowser off-screen, and the game never ends the cutscene. The player, however, can still exit the level.[32]
Pre-release and unused content
While the Super Leaf and P-Wing returned, and Hammer Mario was succeeded by Boomerang Mario, director Yoshiaki Koizumi stated that more classical suits and powers were to return, but none appear in the final product. The Goomba's Shoe was once considered, but was later rejected.
A grassy spacious area and a level with many Donut Blocks, platforms, and blue Directional Blocks were shown, along with an array of rotating platforms which would go on to be World 4-3. Though while said to be cut from the final product, these areas might have evolved into World 2-1 and World 8-1 in the final product. The screenshots of these areas show that they use a camera angle not used in the final game, implying that the game would have had more dynamic camera angles.
Gallery
- For this subject's image gallery, see Gallery:Super Mario 3D Land.
Boom Boom and Pom Pom on their airship, along with a Tail Bullet Bill
Media
- For a complete list of media for this subject, see List of Super Mario 3D Land media.
Trailer 1 - The game's trailer. | File info 1:15 |
Trailer 2 - The game's second trailer as seen at Nintendo 3DS Conference 2011.[video 1] | File info 1:06 |
Trailer 3 - The game's third trailer. | File info 1:23 |
Title Screen - The title screen theme. | File info 0:30 |
Overworld - The main overworld theme. | File info 0:30 |
References to other games
- Donkey Kong: In the final battle with Bowser, Bowser throws barrels at Mario, similar to Donkey Kong.
- Super Mario Bros.: Mario's original sprite from this game appears as his world map icon on the touch screen. World 1-2 is an underground level with a secret exit over the ceiling leading to a Warp Zone to the next world, exactly as World 1-2 did in this game. Fake Bowsers return as Tail Bowsers with a similar battle style. The first Tail Bowser battle is modeled after the original one, and it is still a disguised Goomba. A cover version of the main theme from this game plays in Coin Heavens, World 2-3, and Special 1-3 (Mario also hums the theme in the cutscene between Worlds 5 and 6). World 2-3 also contains platforms shaped like sprites of Mario, Peach, Luigi, and both Super and 1-Up Mushrooms from this game; the end of the level is designed like the commonly seen end of levels in this game. Special 1-3 contains platforms that are shaped like sprites of a ? Block, a Goomba, a Cloud Block, a Bullet Bill, a Cheep Cheep, and three fireballs; the end of the level is designed like a level set at night in this game. A cover of this game's "level clear" music also plays upon clearing World 2-3 and Special 1-3. The "crown award" used to represent obtaining extra lives over a certain amount returns, but now 3 Crowns appear instead. After defeating Bowser and clearing World 8-Bowser's Castle: Part 1, Mario looks onward in a stance resembling his idle sprite from this game.
- The Legend of Zelda: World 5-2 is designed as a homage to the temples from The Legend of Zelda in honor of the series' 25th anniversary, even with the camera set in an overhead view. Also, there is a room with four torches. If Fire Mario lights all torches, the secret-finding sound effect from this game plays, and a door leading to the second Star Medal opens.
- Super Mario Bros.: The Lost Levels: The special worlds may be inspired by this game's relationship to Super Mario Bros., being harder levels maintaining the same world structure as the main game, as well as exclusively featuring Poison Mushrooms. Luigi retains his unique physics (He jumps higher than Mario, but has worse traction). The phrase "THANK YOU!!" appears in the true last level, but is in English instead. The boss battles ending with Mario/Luigi continuing on to the flagpole instead of simply after the boss's defeat resembles World 9-3 from this game.
- Super Mario Bros. 2: The Backward Somersault works just like the Power Squat Jump from this game. Mario and Luigi start each life in their Super forms, just like in this game (This is also similar to the prior 3D titles).
- Super Mario Bros. 3: Many elements from this game, like Tanooki Mario, Boom Boom, Jump Blocks, and Super Leaves return; the Boomerang form is based on this game's Hammer form. Remixes of the Toad House theme from this game plays while outside and inside a Toad House. The backgrounds of some cutscenes between worlds (such as after completing World 2) have hills and item sprites reminiscent of this game. Some levels have the cover versions of this game's Athletic Theme and Airship Themes from Super Mario Galaxy, and the main theme arranges this game's Ground Theme in the second half. The background of Special 8 highly resembles a level from this game, even having the same ground style.
- Super Mario World: Some enemies, such as Grinders and Porcupuffers, return from this game. The backgrounds of some cutscenes between worlds strongly resemble those of Chocolate Island. The sound heard when Mario exits a level after beating it in this game is present in Super Mario 3D Land after Luigi's letter is seen. Also, in the E3 2011 demo, a Jump Block would make the sound when Yoshi is mounted occasionally. The item storage returns. World 4-2 may be a reference to Vanilla Secret 1, World 5-4 a reference to Valley of Bowser 1, and Special 5-5 a reference to Donut Ghost House. Also, in the letter received when World 3 is completed, Mario's jumping out of the bubble may play the jump or Cape swing sound effect from this game. Certain note sets play this game's bonus room theme. The beginning of the castle levels' theme music plays a rising scale, similar to this game's castle theme.
- Mario Kart series: The Super Leaf's holey redesign is reminiscent of its Leaf Cup design in Mario Kart DS and Mario Kart Wii.
- Wario Land: Super Mario Land 3: When in their Small forms, Mario and Luigi lose their caps, similarly to Wario's Small form as seen in this game (though they wear a hat if the player collects the maximum amount of lives (1,110 lives), and Super Mario/Luigi lose the cap instead).
- Super Mario 64 / Super Mario 64 DS: Mario's voice when falling from a high place is reused during the cutscene before Bowser's last fight, and a sped-up version of it is used when Mario falls to death. Boos and Chain Chomps also have their iconic voices from this game.
- Super Mario Sunshine: Tightropes return as a game mechanic. The platforming concept of horizontally rotating platforms is featured in a few levels. Also, the cutscene before the true final battle features Bowser trying to smash Mario, but accidentally breaking the floor instead, causing the two to fall to another part of the castle. This is similar to the cutscene before Petey Piranha's first battle; in both cases, Mario and the boss look around as the floor cracks just before they fall.
- Mario & Luigi: Superstar Saga: Tail Goombas look and tail whip like Tanoombas, but they lack the raccoon ears and leaf on their heads.
- New Super Mario Bros.: Star Medals are similar to Star Coins. Some flowers and bushes have a similar design to the ones from this game. Also, some levels share a similar design. Most enemies keep their designs. Dry Bowser and face blocks also return.
- Flipnote Studio: The background music from Special 8's map is based on the Mario Drawing Song.
- New Super Mario Bros. Wii: Upon getting the maximum amount of lives (1,110 lives), Super Mario loses his hat, and Small Mario conversely gains his hat. The Propeller Block returns in the form of a wearable item. Flophoppers act comparably to Bramballs, as they walk around, and for every step they flip 180 degrees, and have similar suction cups feet. Stars are earned for completing certain achievements in this game as well. Also, some voice clips for Mario and Luigi are reused like, "Let's-a go!", "Here we go!", "It's-a go time!", and "Let's-a play!".
- Super Mario Galaxy / Super Mario Galaxy 2: Many level obstacles return from these games, along with some of the levels' music. The Blue and Red Flipping Platforms return, but they are activated by jumping. Flophoppers are similar to Swaphoppers, and Cosmic Clones and Magmaarghs return. Also, a lot of the voice clips, sounds, and enemy animations and behaviors are reused. The yellow switch that changes the camera angle in secret rooms from has the first-person mode eye icon from these games. World 3-5 and Special 5-4 may be references to Sweet Sweet Galaxy, World 7-5 a reference to Puzzle Plank Galaxy, and Special 5-1 a reference to Flip-Swap Galaxy. Also, a strange, ghostly entity can be seen in the woods near the flagpoles of ghost houses, which bears resemblance to the three, strange, black Kodama-esque figures (Hellvalleyskytrees) seen in the background of Shiverburn Galaxy. Five tracks return from Super Mario Galaxy: the Airship theme, the Sweet Sweet Galaxy theme, a cover version of Flipswitch Galaxy's theme, Ghostly Galaxy's mansion theme, and the Cosmic Mario theme. There is also one track returning from Super Mario Galaxy 2: the theme used on Bonus Planets. The "tick-tock" that is heard when a timed ground-pound switch in the Super Mario Galaxy series is activated is used for when a P Switch has been activated. Most of Mario and Luigi's voice clips are also reused from these games.
References in later media
- Mario Kart 7: For the new design of the Leaf Cup, the leaf from Super Mario Bros 3 is replaced with a Super Leaf from Super Mario 3D Land. Stingbies return in the Honeybee Hive, and Cardboard Goombas also return in Piranha Plant Slide.
- Mario Tennis Open: The modern Tanooki Suit design is unlockable as a costume for a player's Mii in the game, plus a racket was made to fit it. Inky Piranha Plants also return in the Special Game, Ink Showdown.
- StreetPass Mii Plaza: One of the Puzzle Swap panels in the StreetPass Mii Plaza app for the Nintendo 3DS is of Super Mario 3D Land.
- New Super Mario Bros. 2: The Invincibility Leaf, Peepas, Coin Coffers, and Goomba Towers return. Also, the Gold Block works like the ? Box, but produces coins more frequently. The Super Leaf also reappears with the same design. Stars can be earned on the files, like in New Super Mario Bros. Wii. Also, the max amount of lives are 1,110, and it appears as three crowns, like in Super Mario 3D Land.
- Paper Mario: Sticker Star: The Poison Mushroom has the same design as in Super Mario 3D Land.
- New Super Mario Bros. U: Some of Boom Boom's voices in Super Mario 3D Land are reused.
- Mario & Luigi: Dream Team: Big Tail Goombas and Inky Piranha Plants appear as enemies in this game.
- Super Mario 3D World: This game is a sequel to Super Mario 3D Land. It retains many elements from Super Mario 3D Land, including the Boomerang Flower, ? Box, and Invincibility Leaf.
- Super Mario 3D World + Bowser's Fury: Cat Boom Boom's second fight is similar to Boom Boom's fight in Special 4-Airship, as they both take place on top of retractable spikes.
- Donkey Kong Country: Tropical Freeze: One of Donkey Kong's idle animations includes him pulling out a blue Nintendo 3DS, on which he may play Super Mario 3D Land. The sound effects heard suggest he stomps on a Goomba.
- Mario Kart 8 / Mario Kart 8 Deluxe: The Boomerang Flower returns as an item. The Biddybuggy resembles a Para-Biddybud. Tanooki Mario is an available racer via add-on content, and his tricks reference his new animations and feature Statue Mario's redesign.
- Mario Golf: World Tour: The modern Tanooki Suit and Boomerang Mario designs are unlockable as costumes for the player's Mii in the game, plus golf balls and clubs were made to fit them. The Boomerang Flower becomes a usable Item Shot, and it drastically increases the curve of the ball's path.
- Super Smash Bros. for Nintendo 3DS: A stage called 3D Land is based on Super Mario 3D Land.
- Captain Toad: Treasure Tracker: The beach theme of this game was reused, for the level Briny Bowl Swimming Hole.
- Mario Party: Star Rush: One of the themes in Rhythm Recital is the main theme from Super Mario 3D Land.
- Super Mario Odyssey: When Mario first captures the Frog, jumps into a painting that takes him into another kingdom, and captures Bowser, the animation is similar to when Mario first jumps into the Warp Pipe that leads to Special 1. Statue Mario's redesign from Super Mario 3D Land appears when Mario captures a Jizo. The Tail Tree appears in the Mushroom Kingdom. Stingbies gain an urban counterpart in this game, and Coin Coffers return. The Lost Kingdom's regional coins borrow from the redesign of the Super Leaf in Super Mario 3D Land. The invincibility theme, used when any Mario amiibo is tapped, is taken from Super Mario 3D Land.
- Super Smash Bros. Ultimate: The 3D Land stage returns in this game. Boom Boom and Pom Pom appear as spirit using artwork from Super Mario 3D Land.
- Mario Kart Tour: The Boomerang Flower and Coin Box return as Special Items. Tanooki Mario and Kitsune Luigi reuse their artwork from Super Mario 3D Land. White Tanooki Mario appears as new driver in this game.
- The Super Mario Bros. Movie: A Boomerang Flower can be seen in the antique store. Biddybuds and small birds appear.
- Mario vs. Donkey Kong (Nintendo Switch): Mario's humming from one of the cutscenes is reused for this game.
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | スーパーマリオ 3Dランド[?] Sūpā Mario Surī Dī Rando |
Super Mario 3D Land | |
Chinese (simplified) | 超级马力欧 3D乐园[?] Chāojí Mǎlìōu 3D Lèyuán |
Super Mario 3D Wonderland | |
Chinese (traditional) | 超級瑪利歐 3D樂園[?] Chāojí Mǎlìōu 3D Lèyuán |
Super Mario 3D Wonderland | |
Korean | 슈퍼 마리오 3D랜드[?] Syupeo Mario 3D Raendeu |
Super Mario 3D Land |
Trivia
- This is the last 3D Super Mario game where the "Super" in the title is colored, rather than solid white. This is also the first Super Mario game to use the current font for some in-game text and logos.
- Super Mario 3D Land has a reversible cover, with the inside depicting red-outlined characters, enemies, and items over a white background. Although the outside cover may change based on the region, the inside cover always looks the same.
- This reversible cover was not used in all print runs, nor in the Nintendo Selects version of the game.
External links
- Launch Trailer
- Official American Website
- Official European Website
- Official Oceanian Website
- Official Japanese Website
- Official Chinese (Hong Kong) Website
- Official Chinese (Taiwan) Website
- Official Chinese (China) website
References
- ^ a b c d e How Super Mario Survived the Quake (accessed April 02 2012)
- ^ Kazuya Sakai (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan) (ed.). Encyclopedia Super Mario Bros. Milwaulkie: Dark Horse Books, 2018. ISBN: 978-4-09-106569-8
- ^ https://www.nintendo.com/games/detail/super-mario-3d-land-3ds/
- ^ Nintendo of the Netherlands - Geef Bowser een zwieper - de Tanooki power-up is terug
- ^ Nintendo of Portugal - SUPER MARIO 3D LAND e Mario Kart 7 chegam à Nintendo 3DS em português!
- ^ Nintendo Russia - Official Super Mario 3D Land Website
- ^ GDC: Super Mario 3DS Revealed
- ^ Esmarch, Nick von. Super Mario 3D Land: PRIMA Official Game Guide. Premiere Edition, Roseville, Prima Games, 2011, p. 213.
- ^ Esmarch, pp. 20, 30, 59.
- ^ Esmarch, p. 28.
- ^ Esmarch, pp. 67, 110, 121, 162, 203.
- ^ Esmarch, p. 114.
- ^ Esmarch, pp. 30, 46, 53, 55, 121, 132, 191.
- ^ Esmarch, pp. 19, 46, 78, 82, 94, 125, 146, 152, 191.
- ^ Nintendo @ GDC 2011
- ^ Iwata Asks: Super Mario Bros. 25th Anniversary
- ^ Video Games Blogger - Super Mario 3DS games on the way in 2D and 3D, says Shigeru Miyamoto
- ^ Nintendo CEO Satoru Iwata on 3DS Mario and Sales Targets
- ^ [1]
- ^ Super Mario 3DS Combines Galaxy and Mario 64, Will be at E3
- ^ a b c d e Iwata Asks: Super Mario 3D Land (accessed April 02 2012)
- ^ http://www.youtube.com/watch?v=yJHeRRp_R_Y
- ^ http://n4g.com/news/884809/edge-super-mario-3d-land-review
- ^ http://www.joystiq.com/2011/11/09/super-mario-3d-land-review/
- ^ http://www.gameinformer.com/games/super_mario_3d_land/b/3ds/archive/2011/11/09/super-mario-3d-land-review-mario-returns-to-rescue-the-princess-and-the-3ds.aspx
- ^ http://www.gamepro.com/article/reviews/224745/review-super-mario-3d-land-3ds/
- ^ IR Information : Financial Data - Top Selling Title Sales Units - Nintendo 3DS Software. Nintendo. Retrieved December 11, 2019.
- ^ http://www.zdnet.com/blog/btl/super-mario-3d-land-release-in-japan-skyrockets-nintendo-3ds-sales/63054
- ^ Snider, Mike (November 28, 2011). Nintendo sees skyward sales on Black Friday. USAToday. Retrieved April 20, 2023.
- ^ Nintendo (May 10, 2022) Top Selling Title Sales Unites. Nintendo Japan. Retrieved May 12, 2022. Archived from the original on May 11, 2022 via Wayback Machine.
- ^ (October 27, 2011). Times Square Warps Into Mario's 3D World. Nintendo. (Archived October 30, 2011, 15:53:19 UTC via Internet Archive: Wayback Machine.)
- ^ http://www.youtube.com/watch?v=e-eIBZ19JMc