Super Mario 3D Land

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, 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 , 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 if it is bought off the Nintendo eShop.

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.

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 fake Peach sign, 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, he becomes a playable character.

After Mario beats, 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 2 again. After that, a picture of Tanooki Peach is unlocked. Once five stars are present on the profile,, 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. 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).

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 room with colored blocks that cause an optical illusion, where Mario can train and learn movements. It is accessed by remaining idle at the end of the title cutscene. The room strongly resembles Peach's Castle.

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. 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. Four screenshots were available on March 2, 2011, and the game was officially announced during the, 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." Shigeru Miyamoto has stated that the development took over two years and started with 2 to 30 staff members working on the game.

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.

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. 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 "". 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.

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. 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. 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.

The development was heavily affected by the. 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 caused several developers to lock themselves in their homes. These events made Nintendo unsure of whether the development could continue in Tokyo. 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.

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, 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
''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.''
 * American English version

''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.'' ''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.''
 * British and Australian English version

''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 as well as a 90% rating on both Joystig and N-Zone. Additionally, it has received a 95% or 9.5/10 on GameInformer and a perfect score of 5/5 or 100% on GamePro.

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. It is also the fastest-selling portable Super Mario game. As of March 31, 2022, it sold 12.85 million units worldwide.

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.

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.

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.

Die in a Warp Box
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.

Camera Clip
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.

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.

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 features 4 mandatory levels (if one ignores the unlockable World 1-4), similar to the world layout of this game. 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 : 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 and Airship themes from Super Mario Galaxy. 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.
 * 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 also returns.
 * 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.
 * Mario & Luigi: Bowser's Inside Story: The castle music in Super Mario 3D Land is similar to Bowser's enemy battle music. Also, when Mario does the Rolling Long Jump or Tail Whips while crouching as Tanooki Mario, the voice clip of Mario saying "Wahoo!" from this game is heard sometimes.

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, 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 little birds appear.

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.