Super Luigi Bros

Super Mario 3D Land (3DS)

Super Mario 3D Land Nintendo 3DS box art
NINTENDO 3DS · 20113D PLATFORMERSINGLE PLAYERSTREETPASS

Super Mario 3D Land

The most imaginative Mario game on Nintendo 3DS — a full 3D platformer designed from the ground up to showcase glasses-free 3D. Tanooki suits, Boomerang Flowers, Tailed Bowser and 8 worlds crammed with secrets. Super Mario 3D Land proved that 3D Mario and handheld gaming were made for each other.

Developer:Nintendo EAD Tokyo
Publisher:Nintendo
Japan:November 3, 2011
Europe:November 18, 2011
N. America:November 13, 2011
Australia:November 24, 2011
Players:Single player
Worlds:8 + 8 Special Worlds
Courses:96 total
Sales:12.76 million copies

Story

Super Mario 3D Land openingThe famous Tail Tree near Peach’s Castle — home to every Super Leaf in the Mushroom Kingdom
Bowser holds Peach on airshipBowser holds Peach captive aboard his fleet of airships — scattered Super Leaves in hand
World 1-1 Super Mario 3D LandWorld 1-1 — the first stage eases you in with classic Mario platforming in stunning 3D depth

Deep in the Mushroom Kingdom, near Peach’s Castle, stands the legendary Tail Tree — a majestic tree whose branches are adorned with Super Leaves, the source of Tanooki power. One stormy night, a ferocious tempest rips every single Super Leaf from its branches, and the distant sound of Bowser’s laughter echoes across the kingdom.

The next morning, Mario and three Toads discover that Princess Peach has vanished. By the Tail Tree, a letter lies waiting — a picture of Bowser clutching the Princess, Super Leaves swirling around him. It doesn’t take long to figure out what happened. Mario sets off through eight worlds of beautifully crafted 3D stages, collecting Star Medals and tracking Bowser’s airship fleet, piecing together letters from Peach who is desperately trying to escape — and being recaptured each time.

The twist: after beating Bowser in World 8, the adventure isn’t over. Eight Special Worlds unlock, featuring remixed and brand-new stages with heightened difficulty — and a final revelation that everything you thought you knew about the story has one more surprise in store.

Gameplay

Super Mario 3D Land gameplayThe 3D perspective makes judging distances and depths more precise than any previous handheld Mario
E3 2011 screenshotE3 2011 debut — the first look at true 3D Mario on a handheld system

Super Mario 3D Land sits at a fascinating crossroads between classic Super Mario Bros. sidescrolling and the full 3D worlds of Super Mario 64. Each course has a flagpole goal at the end (like the classic games), but the levels are fully three-dimensional — you run into and out of the screen, around corners, and through beautifully layered depth. The 3DS’s stereoscopic 3D was used with a clear gameplay purpose: depth perception. You can see exactly how far away that platform is, whether you’ll make the jump, and where the hidden areas are — making it genuinely more playable in 3D.

Courses are compact and focused by design — each one explores a single strong idea, from rolling boulder slopes to airship decks crawling with Bullet Bills to underwater caverns with rising lava. The game is accessible to beginners but loaded with Star Medals (three per stage) that unlock later worlds and Special World content, giving experts something to hunt in every single level.

Feature Description
Stereoscopic 3D The 3D depth slider adds genuine gameplay benefit — better depth perception for jumps. Works perfectly with the gyroscope to look around corners in certain stages.
Star Medals Three hidden medals in every stage. Collecting them unlocks new worlds and Special World gates. The main collectible challenge driving replayability.
Flagpole Goal Each stage ends with a classic flagpole. Reach the very top for a 1-Up. Timing the exact top is a satisfying skill challenge across all 96 courses.
Mystery Boxes Found on the world map and in stages — each contains a surprise (power-ups, coins, enemies throwing coins, Star Medals). Share your Mystery Box via StreetPass.
Baddie Boxes Look like Mystery Boxes but release enemies when opened. A fun ambush mechanic that keeps you on your toes on the world map.
StreetPass Pass another SM3DL player in real life and exchange Mystery Boxes. Receive their box as a special challenge stage on your world map.
Gyroscope Sections Some stages use the 3DS gyroscope — tilt the console to peek around corners, aim cannons, or navigate binoculars. Optional but elegant use of the hardware.
Assist Features Fail a stage five times and an Invincibility Leaf appears. Fail ten times and a P-Wing appears. These are opt-in and don’t affect your record — a masterclass in inclusive design.

Controls

Input Action
Circle Pad Move Mario in any direction
A / B Jump · Hold for longer jump
Y (hold) Run / Dash · Pick up items
A + Down Ground Pound · Statue transformation (Tanooki)
A (mid-air, Tanooki) Tail swipe · Slow fall
L / R Crouch · Roll (with Circle Pad)
Gyroscope Look around in specific stages (optional)
Start Pause

Worlds

Super Mario 3D Land features 8 main worlds and 8 Special Worlds — 96 courses total. Each world has around 5 stages plus a final Airship stage culminating in a Bowser or Bowser Jr. battle. Three Star Medals are hidden in every course; collect enough to unlock new worlds and the Special World gates.

๐ŸŒฟ World 1

World 1 map

Grasslands · Boss: Bowser Jr.Rolling green hills, basic enemies, and the iconic first course. Introduces Tanooki suits, Star Medals and the flagpole goal. A perfect on-ramp to 3D platforming.
๐Ÿœ๏ธ World 2

World 2 map

Desert · Boss: Bowser Jr.Sandy dunes, pyramids and baking heat. Introduces the Boomerang Flower, Sandmaargh enemies that burst from the ground, and the first real platforming challenges.
๐ŸŒŠ World 3

World 3 map

Ocean / Seaside · Boss: Bowser Jr.Coastal cliffs, underwater stages and ships. Introduces swimming controls and the Tail Bullet Bill — one of the game’s most striking new enemy designs.
๐Ÿ‘ป World 4

World 4 map

Haunted / Jungle · Boss: Bowser Jr.Spooky ghost houses and thick jungle stages. Tail Boos drift through every room. Introduces the Boo ghost mechanics and the Mystery Box rooms.
๐Ÿ”ฅ World 5

World 5 map

Lava / Rock · Boss: BowserVolcanic rock stages, lava pits and fortress levels. The first battle against a giant Bowser — tail and fire attacks ramping up the difficulty significantly.
โ„๏ธ World 6

World 6 map

Ice / Snow · Boss: BowserSlippery ice platforms, blizzard stages and freezing oceans. Some of the most challenging precision platforming in the main game, especially the airship finale.
๐ŸŒŒ World 7

World 7 map

Sky / Space · Boss: BowserCloud platforms high above the world and cosmic asteroid stages. Introduces gravity-shifting sections and the most vertical level designs in the game.
โšก World 8

World 8 map

Castle / Airship · Boss: Tanooki BowserThe grand finale — Bowser’s fortress of darkness. Culminates in an epic battle against Tanooki Bowser himself, who has stolen a Super Leaf and turned it to sinister purpose.

Special Worlds

Beating World 8 unlocks 8 Special Worlds with remixed stages at higher difficulty — faster enemies, more precise platforming, trickier Star Medal placements. Special World 8 ends with a true final battle against Dry Bowser in a dramatically harder remixed showdown. The Special Worlds reveal the game’s real story ending and prove SM3DL has serious depth for skilled players.

World Theme Notes
Special 1 Remix / Grasslands Remixed World 1 stages with harder enemy placements and tighter timing.
Special 2 Remix / Desert Desert remixes introducing Coin-variant challenges and faster Pokeys.
Special 3 Remix / Ocean Underwater stages with faster currents and aggressive Cheep-Cheep schools.
Special 4 Remix / Haunted Ghost house remixes with near-invisible Boos and surprise Baddie Box traps.
Special 5 Remix / Lava Volcanic remixes featuring faster lava rises and more Magmaarghs.
Special 6 Remix / Ice Icy remixes with near-frictionless surfaces and high-precision jumps.
Special 7 Remix / Sky Sky and space remixes with disappearing platforms and faster enemies.
Special 8 Final Gauntlet The ultimate challenge — ends with Dry Bowser, the hardest boss in the game. Completing this is the true 100% ending.

Power-Ups & Items

Super Mario 3D Land brings back the fan-favourite Super Leaf from Super Mario Bros. 3, adds the brand-new Boomerang Flower, and introduces two generous assist power-ups for struggling players. The Tanooki Suit is the visual icon of the entire game.

Super Leaf (Tanooki Mario)

RETURNINGSuper Leaf (Tanooki Mario)The hero of SM3DL. Grab a Super Leaf to don the Tanooki suit — swipe your tail to attack and deflect projectiles, float slowly downward from any jump, and perform a Ground Pound into Statue form. Tanooki enemies throughout the world echo the theme. The most iconic power-up in the game.
Boomerang Flower (Boomerang Mario)

NEWBoomerang Flower (Boomerang Mario)Grab a Boomerang Flower to throw Boomerangs that arc out and return — hitting enemies and collecting items on both the outward and return paths. Hold up to three Boomerangs in reserve. Ideal for clearing multiple enemies across a wide area and hitting hard-to-reach question blocks.
Statue Leaf (Statue Mario)

NEWStatue Leaf (Statue Mario)A rarer variant of the Super Leaf. After performing a Ground Pound, Mario transforms into an invincible gold Tanooki statue for a brief moment — immune to all attacks. Essential for surviving certain trap sections and stomping through enemies safely.
Propeller Box

NEWPropeller BoxSlot a Propeller Box on Mario’s head and each jump gets a second propeller-powered leap — extending vertical reach significantly. Ideal for reaching high platforms and flagpole tops. The box is lost if Mario takes a hit.
Fire Flower (Fire Mario)

Fire Flower (Fire Mario)Classic returning power-up. Fire Mario throws bouncing fireballs that richochet off walls and floors, defeating most enemies at range. Found throughout the game — essential for Piranha Plants and Goombas from a distance.
Invincibility Leaf (White Tanooki Mario)

ASSISTInvincibility Leaf (White Tanooki Mario)Appears in an Assist Block after failing a stage five or more times. Grants the White Tanooki suit — full Tanooki powers plus complete invincibility to all enemies. Opt-in only, doesn’t remove your ability to earn a full clear. One of gaming’s most thoughtful difficulty assists.
๐Ÿช
ASSISTP-WingAppears after failing a stage ten or more times. Use it to fly straight through the entire stage automatically — the ultimate safety net. Like the Invincibility Leaf, it’s entirely opt-in. Named after the classic SMB3 item that did the same thing.
Super Mushroom

Super MushroomThe classic power-up — grows Mario to full size so he can take one hit and survive. Mario starts every stage in Super form, so losing a power-up shrinks rather than kills him immediately. A more forgiving starting point than earlier Mario games.
Super Star

Super StarClassic invincibility star. Mario flashes and becomes temporarily immune to all enemy contact. Defeating five or more enemies in one star run starts building extra lives. Run into everything you can!
๐Ÿ„
Mini MushroomShrinks Mario to tiny size — enables access to tiny pipes and doors, allows walking on water surfaces briefly, and improves the top-of-flagpole bonus. One hit returns Mario to normal rather than killing him.

Items & Objects

Mystery BoxMystery Boxes — open for surprises: power-ups, coin showers, Star Medals. Share via StreetPass
Baddie Box explosionBaddie Boxes look identical to Mystery Boxes but release enemies when opened — an ambush mechanic
Item Description
Star Medal โญ Three per stage — the main collectible. Unlock new worlds, Special World gates, and challenge stages. Finding all 285 across the full game is the true 100% completion requirement.
Mystery Box Found on world maps and in stages — contains random rewards: power-ups, coin bonuses or Star Medals. Can be shared via StreetPass.
Baddie Box Looks like a Mystery Box but releases enemies when opened. A fun trap that keeps you guessing on the world map.
Coin Box Strike it repeatedly for a rapid coin shower. Essential for building your stock of extra lives.
1-Up Mushroom Extra life. Hidden generously throughout stages — score bonuses at the flagpole also award 1-Ups.
Warp Box Red boxes that teleport Mario forward in a stage or to a later world. Used sparingly to reward exploration.

Bosses

Super Mario 3D Land introduces two brand-new recurring bosses — Boom Boom returns from SMB3 with a 3D makeover, while Pom Pom is an entirely new female counterpart. Bowser Jr. guards the early worlds; the full-scale Bowser appears from World 5. The final battle against Tanooki Bowser in World 8 and Dry Bowser in Special World 8 are two of the most memorable 3DS boss fights.

Boom BoomBoom BoomMid-stage fortresses

Returns from Super Mario Bros. 3 — spinning shell attacks, charges across the arena. Hit him three times to clear the fortress. Gets faster and adds new attacks in later worlds.

Pom PomPom PomMid-stage fortresses

Brand-new to the series — Boom Boom’s female counterpart. Throws boomerangs and creates copies of herself that mimic her movements. Hit the real Pom Pom to defeat her. Tricky in later worlds.

๐Ÿข

Bowser Jr.Worlds 1–4 Airships

Guards the early worlds’ airship stages. Throws Boomerangs from his Junior Clown Car and drops bombs. Jump on his head or hit him with fireballs three times to defeat him.

BowserBowserWorlds 5–8 Airships

The classic battle returns in magnificent 3D — a giant Bowser charges across a bridge. Dodge his fire and Ground Pound attacks, then hit the axe switch to drop him into the lava below.

Tanooki BowserTanooki BowserWorld 8 (Final Castle)

The ultimate villain form — Bowser has obtained the Super Leaf and grown a Tanooki tail. He swipes with his tail, floats between platforms and throws fireballs. The most dramatic final boss in any Mario game to this point.

Dry BowserDry BowserSpecial World 8 (True Final)

Bowser’s skeleton form — the true final boss for completionists. Faster and more aggressive than regular Bowser. Defeating Dry Bowser reveals the game’s true ending and completes the story properly.

Boss Location Weakness
Boom Boom All fortress stages Jump on head three times; tail swipe works too. Spins and charges faster in later worlds.
Pom Pom All fortress stages (alternates with Boom Boom) Identify the real Pom Pom among clones — jump on her three times. Boomerangs become harder to dodge later.
Bowser Jr. Worlds 1–4 airship stages Jump on his head three times or hit with fireballs. Attacks with boomerangs and bombs.
Bowser Worlds 5–8 airship stages Hit the axe at the end of the bridge three times (or avoid and run). Gets faster each world.
Tanooki Bowser World 8 Final Castle Dodge tail swipes, dodge fireballs, hit the axe three times. The Tanooki tail can deflect your own attacks.
Dry Bowser Special World 8 Final Castle Same as Bowser but faster, with more erratic movement and denser fire patterns.

Enemies & New Creatures

SM3DL brings back the Mushroom Kingdom’s greatest hits in stunning 3D but also introduces Tanooki-tail variants of classic enemies as the game’s signature flourish — and some completely new creatures. Tail enemies are special: defeat them by jumping, and their Tanooki tail falls as a collectible.

Tail GoombaTail Goomba โ˜…
Big Tail GoombaBig Tail Goomba โ˜…
GoombaGoomba
Tail BooTail Boo โ˜…
Tail Bullet BillTail Bullet Bill โ˜…
DragletDraglet โ˜…
WallopWallop โ˜…
Venus Fire TrapVenus Fire Trap โ˜…
Boomerang BroBoomerang Bro
Tail ToadTail Toad โ˜…
SandmaarghSandmaargh โ˜…
MagmaarghMagmaargh โ˜…
StingbyStingby โ˜…
Monty MoleMonty Mole
Spike EelSpike Eel
FuzzyFuzzy
Chain ChompChain Chomp
ThwompThwomp
Enemy Type Notes
Tail Goomba Returning (new variant) Classic Goomba with a Tanooki tail. Swipes at Mario; defeat for a chance to collect its tail.
Tail Boo Returning (new variant) Ghost with a Tanooki tail that swipes when Mario approaches. Turns around when you face it.
Tail Bullet Bill Returning (new variant) A Bullet Bill with a Tanooki tail that homes more erratically than standard Bullet Bills.
Draglet New to series Fire-breathing dragon enemies that fly in formation on airship stages. Defeated with fireballs or tail attacks.
Wallop New to series Living stone block enemies that charge across platforms and can crush Mario. Must be attacked from behind.
Sandmaargh New to series Desert enemy that bursts from the ground. Only vulnerable when its mouth is open.
Magmaargh New to series Lava-based version of Sandmaargh. Emerges from lava pools to snap at Mario.
Boomerang Bro Returning Returns from Super Mario Bros. 3 — throws boomerangs in arcing patterns that can hit from unexpected angles.
Venus Fire Trap Returning (new variant) Piranha Plant variant that spits fireballs. Notably, some spit black ink directly at the 3DS screen in a fun 3D gag.

Development

Super Mario 3D Land was developed by Nintendo EAD Tokyo under producer Shigeru Miyamoto and director Koichi Hayashida — the same Tokyo team behind Super Mario Galaxy. The brief was deceptively simple: make a full 3D Mario game that felt perfectly at home on a handheld. Two big constraints shaped everything: the small screen and the 3D depth slider.

The team used the stereoscopic 3D not as a gimmick but as a genuine design tool. Levels were designed to make the 3D effect functionally useful — jump distances are genuinely easier to judge in 3D, and certain optical illusions (platforms that look connected but aren’t) only resolve properly when the depth slider is on. The game was the first 3DS title that made a genuine argument for why glasses-free 3D mattered for a game rather than just for visual spectacle.

The Tanooki suit theme came early — the team wanted a strong visual identity and felt the iconic raccoon ears and tail from Super Mario Bros. 3 (1988) had been absent too long. Once Tanooki Mario was central, tail variants of classic enemies followed naturally as a world-building motif. The Boomerang Flower was designed as a 3D-specific weapon — the return path of the boomerang only makes strategic sense when you can see the depth of the level.

The two-part structure (8 main worlds + 8 Special Worlds) was deliberate. The main game was tuned to be completable by younger or less experienced players; the Special Worlds were for Mario veterans who wanted a serious challenge without buying a different game. The Invincibility Leaf and P-Wing assist features generated significant discussion at the time — Nintendo’s public explanation was that they wanted the game to be for everyone, and the opt-in nature meant skilled players would never be forced to use them.

Reception & Sales

Publication Score Notes
Metacritic 90 / 100 Universal acclaim — one of the highest-rated 3DS games ever released.
IGN 9.0 / 10 Called it “the perfect portable Mario game” — praised the depth perception, level variety and Tanooki suit.
Nintendo Life 10 / 10 Perfect score. “Super Mario 3D Land is a masterpiece that sets the bar for what Nintendo’s new handheld can accomplish.”
GameSpot 8.5 / 10 Highly positive — noted the game’s accessibility but praised the depth for experienced players.
Edge 9 / 10 Highlighted the 3D as functional innovation rather than spectacle. Called the level design some of Nintendo’s finest.
Famitsu 38 / 40 Near-perfect score in Japan. Praised the balance between accessibility and depth.
GamesRadar 5 / 5 Perfect score. Described it as essential — the game that justified owning a 3DS.

Super Mario 3D Land became one of the best-selling 3DS games of all time — 12.76 million copies sold worldwide. It was widely credited as the game that turned the 3DS’s fortunes around after a difficult launch period, and proved that the portable Nintendo platform could host a full-fat Mario experience. Critical consensus placed it among the finest Mario games ever made.

Trivia & Notable Facts

  • First true 3D Mario on a handheld — Super Mario 64 DS (2004) was a port; SM3DL was the first original 3D Mario designed from scratch for portable play.
  • The game has 96 courses total — 8 worlds ร— ~5 stages + 8 Special Worlds ร— ~5 stages plus secret stages, making it one of the most content-packed handheld Marios ever.
  • Tanooki Mario hadn’t appeared in a mainline Mario game since Super Mario Bros. 3 (1988) — a 23-year wait before SM3DL brought the raccoon suit back.
  • Boom Boom also returned after a 23-year absence — last seen in Super Mario Bros. 3. SM3DL marked his first 3D appearance.
  • Pom Pom is the first female recurring boss in a mainline Mario game. She’s since appeared in Super Mario 3D World and other entries.
  • Some Venus Fire Trap enemies spit black ink directly at the 3DS camera — a delightful screen-breaking 3D gag that reviewers highlighted universally.
  • The Invincibility Leaf and P-Wing assist features were among the earliest examples of what’s now called “assist mode” or “accessibility features” in mainstream Nintendo games.
  • The game was one of the fastest-selling 3DS titles at launch — and is widely credited with single-handedly boosting 3DS sales after the handheld’s disappointing launch earlier in 2011.
  • Koichi Hayashida (director) later directed Super Mario 3D World (Wii U) as a direct spiritual successor with similar design principles but expanded for co-op.
  • The gyroscope stages let you tilt the 3DS to peer around corners — a mechanic specifically designed to be impossible to implement in a 2D game, underlining the game’s mission to justify 3D on a handheld.

Videos

Nintendo Direct — Super Mario 3D Land Overview

Official Trailer

TV Commercial

E3 2011 Debut Trailer