[[caption-width-right:350:An all new dimension in the classic Mario platforming land.]]

''Super Mario 3D Land'' is a 3D [[Franchise/SuperMarioBros Mario platformer]] that came out in November 2011 for the UsefulNotes/Nintendo3DS (retail version; as of 2012 the game is available from the Nintendo eShop as well). Unlike earlier 3D Mario games, the style of ''3D Land'' is essentially a blend between 2D and 3D Mario: Many elements, from linear level structure to Super Mushroom-based health to old-school power-ups like the Tanooki Suit, have been implemented into the 3D games for the first time. It's best described by Creator/ShigeruMiyamoto [[WordOfGod himself]] as "...more like a 3D Mario that plays like a 2D Mario game."

The premise is that a tree full of Tanooki Leaves is stripped of its leaves in a violent storm. When Mario and some Toads check the tree on the next day, they receive a letter from Bowser that he captured Peach again. His minions have also used the Tanooki Leaves to gain flying and spinning powers. Mario then sets off to save the day once more.

[[SimilarlyNamedWorks Despite the name]], this has nothing to do with [[VideoGame/SuperMarioLand the Game Boy game]] or that series as a whole [[CaptainObvious beyond being a part of the same overall franchise]].

A UsefulNotes/WiiU sequel with 4-player co-op multiplayer, ''VideoGame/SuperMario3DWorld'', was released in November 2013.

!!This game provides examples of:

* ActuallyADoombot: The False Bowsers in the World 1 and 5 Castles. They can be told from the real deal by their Tanooki tails.
* AdvancingBossOfDoom: Giant Cosmic Clones seen in the special worlds.
* AntiPoopSocking:
** After playing for a while, a message comes up reminding to take regular breaks.
** The most convenient methods of finding more power ups are the Mystery Boxes, which refresh daily, or the Toad Houses, which are only restocked outside of getting a GameOver by going outside and finding Streetpass hits.
* ArcSymbol: The Tanooki tail, seen on the logo, many of the enemies, and even false Bowsers.
* ArtShift:
** The pictures Mario receives throughout the game resemble the drawn artwork of the early Mario games, notably from ''VideoGame/SuperMarioBros3'' onwards.
** For the levels, some of them are made entirely out of colored cardboard, and one is made out of wooden planks and blocks.
* AsideGlance: Bowser makes one right before the ground beneath him and Mario breaks before the final battle.
* AutoScrollingLevel: Now with 3D areas! This game handles the traditional auto scroll a little differently: You are no longer "pushed" by the boundary; you can go past it. But once you're offscreen long enough, the game considers you dead.
* BagOfSharing: When switching between Mario and Luigi, each retains the active and held power-up the other had.
* BattleBoomerang:
** Mario gets to wear Boomerang Bro equipment as a power-up.
** This is Pom Pom's [[WeaponOfChoice weapon of choice]].
* BedsheetGhost: Peepa, a new type of ghost that appears alongside the standard Boos. They mostly appear in groups, but tend to move around less than Boos.
* BigBoosHaunt: Ghost House levels make an appearance as can be expected. World 4-4 is the first one, followed by World 6-3, World 8-4, Special World 4-2, Special World 5-5, and Special 6-5.
* BossArenaIdiocy: Bowser keeps up the tradition of installing devices in his castles that are specifically designed to ensure his downfall. In this game's case, they're bridge-destroying buttons ''with his insignia on them'' that dump him into searing lava, similarly to the axes from the [[VideoGame/SuperMarioBros1 original game]].
** In an unintentional example, Bowser never bothers to see that Mario can easily just walk on the railings of the bridge that can easily collapse with a press of a button.
* BottomlessPits: ''Everywhere''. [[RuleOfFun It's not even justified this time]]; a majority of the stages are virtually just a set of platforms floating in midair for no real reason.
* BrutalBonusLevel: Many of the special levels are extremely challenging, especially [[spoiler:S-8 Crown]], which rivals the [[VideoGame/SuperMarioGalaxy2 Grandmaster Galaxy]] in overall toughness (though at least you can take damage and bring a back-up item in this one).
* BubblyClouds: Not one single world but one level World 5-5. In addition this is the first time we see Coin Heavens appear in 3D.
* BuildLikeAnEgyptian: World 6-2 is a pyramid level.
* {{Cap}}: The maximum number of lives one can carry is ''1,110.''
* ChekhovsGun: Cardboard cutouts of enemies and power-ups appear frequently throughout the game, most often to fool you into thinking it's the real thing. [[spoiler:When you finally "defeat" the real Bowser, you find Peach stranded atop a castle. Or so it seems...]]
* CoDragons: Boom-Boom and Pom-Pom.
* ConvectionSchmonvection: In addition to the series' usual use of this trope, one of the game's levels (specifically, [[spoiler:S2-3]]) has water coming from a lava pit.
* CopyAndPasteEnvironments: The majority of Special World levels are repeats of earlier levels, but with harder enemy/platform placements, shorter time limits, Cosmic Mario chases, etc.
* CutscenePowerToTheMax: [[spoiler:Mario and the Toads all using Tanooki Suits to fly Peach back to the castle. It's a double moment in that Tanooki Suits couldn't fly that far originally, even if Mario skipped all the stages, and the suit's flight abilities weren't available in this game.]]
* CrapsaccharineWorld: Say hello to world 8-2, a lush, grassy meadow ''filled to the brim with flamethrowers''.
* DamnYouMuscleMemory: {{Exploited|Trope}}. The Flip-Swap platforms from ''VideoGame/SuperMarioGalaxy2'' are back, and they now activate whenever Mario ''jumps''.
* DamselOutOfDistress: ''Peach'', of all people. As the photographs you get during the course of the game show, [[spoiler:while she doesn't actually succeed in escaping from Bowser and his army, she certainly isn't above trying to kick some Goomba ass in her attempts to escape]].
* DarkReprise: The PowerUp fanfare gets a minor chord version that plays in the cutscene showing the Goombas using the Magic Leaves.
* DeathMountain: World 5-1 is the only mountain themed level in the game.
* DeathThrows: As usual in 2D Mario titles, Mario does this when he loses a life. This is a rare example of this trope occurring in a game on a [=3D=] plane.
* DemBones: Per ''Mario'' tradition, Dry Bones are recurring enemies in castle levels. [[spoiler:Dry Bowser from ''New Super Mario Bros.'' returns in a special world.]]
* DepthDeception: Seen in some [[http://www.youtube.com/watch?feature=player_detailpage&v=4J7iicFyBc0#t=42s secret areas.]]
** Notably, the game makes the otherwise ornamental 3D feature an actual gameplay mechanic. Playing with the 3D off puts you at a disadvantage.
** Sometimes cardboard cutouts of various things appear just to screw with you.
* DevelopersForesight: Much like ''VideoGame/SuperMario64'', you're forbidden from exiting courses (even the ones you've beaten) when you're in midair, thereby terminating the age-old trick of exiting the course right before you fall to your doom.
* DifficultySpike:
** [[WordOfGod Officially acknowledged]] by Creator/ShigeruMiyamoto to start at the beginning of World 8.
** There's another difficulty spike that starts near the end of Special World 7. You know those speed run levels? You know those levels where Cosmic Mario is following you? Guess what? Nearly every level starting from S7-Castle is now a combination of both.
* DistaffCounterpart: Boom Boom got one named [[http://www.mariowiki.com/File:SM3DL_-_Pom_Pom_and_Boom_Boom_Artwork.png Pom Pom]]. She wields a boomerang and has a counterattack that involves trying to smash Mario with her shell instead of just spinning around the room like Boom Boom.
* DistressedDude: [[spoiler:After beating the game, a picture falls down in W1-1, revealing that Luigi has been imprisoned in the first special world's castle. Upon beating that level, you get to play as him.]]
* DualBoss: Boom Boom and Pom Pom in World 7-Airship. [[spoiler:And again in the secret final level.]]
* DungeonBypass: The Tanooki Suit, by virtue of being able to slow descent, frequently allows major shortcuts to be made. The biggest one is in 7-1, [[http://www.youtube.com/watch?v=wtzExWdjTKA which can be finished in 5 seconds]]!
* EasterEgg:
** A very similar figure to the infamous Hell Valley Sky Trees from ''VideoGame/SuperMarioGalaxy2'' appears at the end of every ghost house if the players waits for some time near the flagpole. The creepy thing is that unlike the Hell Valley Sky Trees, it appears just behind the fence rather than far away, bears a striking resemblance to [[Franchise/TheSlenderManMythos Slenderman]], and silently ''screams'' at you before it disappears.
** Another EasterEgg is a UFO that can be seen if you look into the binoculars in World 1-3 and quickly look to the top-right.
* EternalEngine: World 7-3 takes place inside a giant clock and Special World 7-4 is just a harder version.
* ExtendedGameplay: [[spoiler: Eight challenging bonus worlds in addition to the eight normal ones.]]
* FakeLongevity: Too many examples to mention, but chief among them are: having to complete a stage again if you just want a power up, which becomes a problem if you're in a level that requires the Super Leaf to get a Star Medal, and the level doesn't have any (it's either that or SaveScumming), having to essentially complete the entire game all over again with Luigi just to get one of the five stars[[note]]Luckily, you don't have to get the Star Medals or gold flags again[[/note]] and unlock [[spoiler:the final level, Special World 8-Crown]].
** Many levels require the extra jumping power you get from a Tanooki or Statue Leaf in order to hit the very top of the flagpole, to get the golden flag bonus. Reached the end without one? Have fun playing through the entire level again! This is especially annoying in boss levels.
* {{Fireballs}}: The Fire Flower's first ([[VideoGame/SuperMarioGalaxy perma]][[VideoGame/SuperMarioGalaxy2 nent]]) 3D outing puts a spin on its fireballs' bouncy nature by having them ricochet off walls continuously until it either fizzles out or hits an enemy.
* FloatingPlatforms: Many. Some are still, some move, some ride on floating rails.
* ForcedPerspective: IsometricProjection puzzles employ this.
* {{Foreshadowing}}: One of the collectible photos depicts something that will happen in ''VideoGame/SuperMario3DWorld''. [[spoiler:In the photo, Princess Peach dresses in a Tanooki Suit. (So are the Toads, but they can be seen like this throughout the Special World portion of the game.)]] The developers even had ''3D World'' in mind during development of ''3D Land''! [[spoiler:Though the final Tanooki Peach isn't wearing a dress, but a suit with very puffy pants.]]
* FutileHandReach: Peach at the end of the DiscOneFinalDungeon, with the most gratuitous use of the 3D effect in the game.
* GenreThrowback: To classic 2D Mario games, especially ''VideoGame/SuperMarioBros3''. However, there are references to other games, such as Bowser and his duplicates being defeated in a similar fashion to ''VideoGame/SuperMarioBros1'' (as well as the fact that there are fake Bowsers in the first place) and the bonus-granting musical notes occasionally playing the main level music from ''VideoGame/SuperMarioWorld'' when collected.
* GetBackHereBoss: The (False) Bowser battles in this game work little more than segments of the level in which each one tries to kill Mario as he gets to the end of the stage.
%%* GoldenSuperMode: White Tanooki Mario
%%** GoldAndWhiteAreDivine
* GoombaStomp: Unlike every other 3D Mario platformer, this is your only means of attack in this game when not [[PowerUp powered up]], just like the Mario games of old.
* GreenHillZone: World 1-1 of course. Along with that is World 2-1, World 8-2, and Special World 1-1.
* GuysSmashGirlsShoot:
** Boom Boom and Pom Pom. Boom Boom's regular attack is to spin around with his fists out like a tornado; Pom Pom shoots out boomerangs instead.
** Inverted with their shell attacks. Boom Boom blasts his shell at you like a cannonball, and Pom Pom ascends into the air and crashes down on you.
* HardModeFiller: [[spoiler:The special worlds contain mostly redone versions of the main game's stages, with a few of the main stages being used for more than one special stage. The special worlds do have a few original levels of their own, though.]]
* InfiniteOneUps:
** A [[http://www.youtube.com/watch?v=POs02zfk2C4 1-up trick]] was actually discovered ''five months before the game's release.'' It's the classic Koopa Shell Bounce.
** Another way is to jump on Pom-Pom's head, and then just stay on her shell as she raises up in the air to try and hit you. You'll keep bouncing on it until she switches to her other attack, thus, gaining many one ups.
* InterfaceScrew: There are black Piranha Plants which spit ink at the screen.
* InvincibilityPowerUp: The Super Star, as in every Mario game.
* {{Leitmotif}}: ''3D Land's'' [[http://www.youtube.com/watch?v=oIm-diI36ew main theme]] is a rearranged homage to ''VideoGame/SuperMarioBros3's'' [[http://www.youtube.com/watch?v=0Rm5JXTdZlg main theme]].
* LethalLavaLand: Of course many of the castle levels feature deadly lava.
* LevelAte: World 3-5 and Special World 5-4.
* LevelInReverse: The special stages often use the regular stage geometries, played backwards in comparison to the originals.
* LostWoods: Once again not a single world but a few scattered levels: World 4-1, World 7-3, and Special World 3-3.
* MakeMyMonsterGrow: [[spoiler:The last two Special worlds have huge [[VideoGame/SuperMarioGalaxy2 Cosmic Clones.]]]]
* MercyMode: Die five times in a row in a level and you get an invincible Tanooki Suit. Die five times more and you get a P-Wing, which skips the level from where you use it. ([[SkippableBoss And any bosses in the stage, as well.]]) However, just as in ''VideoGame/NewSuperMarioBrosWii'', having this block show up [[EasyModeMockery removes the sparkles]] from the stars on your save file, whether or not you use it. Fortunately, if you beat the game without making the block appear, it won't ever show up [[spoiler:(even in the Special worlds)]], thus making the sparkles permanent.
* MusicalNod: One level has the main theme in the key of B-flat, the same key as the music and sounds in the original arcade versions (as opposed to the later NES versions) of ''VideoGame/DonkeyKong'', ''Donkey Kong Junior'', and ''VideoGame/MarioBros'' (but not ''Donkey Kong 3'').
* MindScrew: One of the Isometric puzzle levels appears to be an Escher-esque impossible shape.
* MusicalGameplay: A few levels in the game have appearing and disappearing platforms that are synchronized to the beat of the music.
* MusicalSpoiler: [[spoiler:In World 8's final castle, after exploding a bridge that Bowser was standing on, he falls down... and the boss music continues playing, revealing that Bowser's not done yet.]]
* MythologyGag:
** A rather subtle one to the original ''VideoGame/{{Super Mario Bros|1}}.''; when you get an extra life while at 999, instead of maxing there, it reads "Crown"-00, a reference to how a glitch/oversight in the original SMB made it display a crown with various symbols after it upon exceeding 9 lives.
** In the [[spoiler:final Bowser battle]], during one section of it, [[spoiler:he throws barrels at Mario]], similar to Mario's debut game: ''VideoGame/DonkeyKong''.
* {{Nerf}}:
** The Tanooki Suit no longer grants you flight or lets you transform into stone. It only slows your fall (as it did in ''VideoGame/SuperMarioBros3''; Luigi had a similar ability in ''VideoGame/SuperMario64 DS'') and lets you attack with your tail. However, a variation of the suit found late in the game ''does'' let you turn into a statue, but aside from the addition of a ScarfOfAssKicking the other features are about the same.
** Mario himself has been nerfed. The power of all his jumps have been reduced (compared to the devs' previous titles, ''VideoGame/SuperMarioGalaxy'' and ''VideoGame/SuperMarioGalaxy2'') to accommodate the [=3DS=]'s small screen. He doesn't even have the Triple Jump anymore.
** Oddly, while Luigi received the same {{Nerf}}s as Mario, he also got buffed! Now, he doesn't slide around as much when stopping anymore, meaning he is a true LightningBruiser.
* NoOneCouldSurviveThat: [[spoiler:The real Bowser is still ready to fight even after getting hit in the true final standard level]].
* NostalgiaLevel: World 2-3 has several 3D shapes based on classic ''VideoGame/SuperMarioBros1'' power-ups. Special World 1-3 is just a harder version.
* NowDoItAgainBackwards: S8-1 starts you at what was originally the end of W1-2.
* PaintingTheMedium: Ink-spitting Piranha Plants will spit globs of goop and if it hits the screen, it'll produce black stains that'll obscure your vision. You can make the stains go away early by blowing into the microphone.
* PalmtreePanic: Worlds 6-1, S1-4, and S4-3.
* PinataEnemy: This game introduced the Coin Coffer, a frog-like walking change purse that releases ten coins when defeated. In ''VideoGame/SuperMario3DWorld'', they're invisible and must be revealed by the Game Pad.
* PinkGirlBlueBoy: Pom-Pom's battle arenas have a pink motif, and Pom-Pom herself is magenta-colored. Also in the Boom-Boom/Pom-Pm double battles, Boom-Boom's area is blue and Pom-Pom's is red.
* PoisonMushroom: They make a return in [[spoiler:the Special Worlds]].
* PowerCopying: Some enemies will drop power-up items when defeated. {{Giant Mook}}s drop Mushrooms, Tail Goombas will drop Super Leaves, Venus Fire Traps can drop Fire Flowers, and Boomerang Brothers will drop Boomerang Flowers.
* PowerUp: Well, it's a Mario game, but there's some things of note.
** Notably, the Tanooki Suit returns after decades of absence, and unlike in ''VideoGame/SuperMarioGalaxy'' the Fire Flower functions as it did in the 2D games instead of lasting temporarily.
** Remember [[http://www.youtube.com/watch?v=_sA2uXKFUas the boomerang weapon]] from the e-Reader levels of the ''Mario Advance'' version of ''VideoGame/SuperMarioBros3''? It's back...[[http://www.gonintendo.com/content/uploads/images/2011_10/boom.jpg in Boomerang Suit form]]. In addition, this time it can be carried between levels.
** Super Mario, simply called Mario in this game, is no longer a power up, it's now his default form. This change makes Small Mario a Power Down.
* RecurringBoss: Throughout the game you fight Fake Bowser twice (World 1 and World 5), Boom-Boom three times (World 2, World 3 and World 7) and Pom-Pom three times (World 4, World 6 and World 7). In World 8 you fight the real Bowser twice. [[spoiler:The special worlds add Dry Bowser and Giant Cosmic Clones, that also become this.]]
* RemilitarizedZone: Airships end a few of the worlds, notably Worlds 2, 3, 4, 6 and 7 along with Special Worlds 2, 3, 4, and 6.
* RemixedLevel: The entirety of the Special Quest consists of levels from the first quest that are re-done to be a lot more challenging.
* RevisitingTheRoots: The game is notably the first 3D Mario platformer that heavily incorporates the mechanics of the 2D games.
* RollingAttack: Mario gains one here by crouching then tapping the dash button again while running, but it's not much of an attack. It'll affect blocks and break wooden cutouts and crates, but rolling into an enemy will only cause harm to yourself. So in combat situations, it's more of an evasive maneuver. You can also slightly extend your long jump by jumping right after rolling.
** It ''does'' become an attack when you're equipped with a tail, but now [[EverythingsBetterWithSpinning there's not much rolling involved]].
* SaveThePrincess: Would it be a main series ''Mario'' without it?
* ScarfOfAsskicking: Distinguishes the Tanooki suit that can turn into a statue versus the one that can't.
* SceneryAsYouGo: Happens in some ghost houses. Platforms in front of you appear as you walk along, and disappear when you move away from their starting point.
* SelfImposedChallenge: To add a final cruel twist of difficulty in [[spoiler: S8-Crown, it's possible to complete the last section (the "Thank you!!" message) by jumping across the flipping platforms. Since each letter only lasts for around a couple of seconds before disappearing, you'll need to move and jump extremely quickly to avoid falling into the BottomlessPit below.]]
* ShiftingSandLand: Not necesarily found only in World 2 the first desert stage is World 3-1 followed by World 5-1, and lastly World 6-2 which is a Pyramid stage.
* ShipLevel: Worlds 2, 3, 4, 6, and 7 and well as Special Worlds 2, 3, 4, and 6 end with an airship.
* ShoutOut: [[MilestoneCelebration Celebrating the 25th anniversary]] of the ''VideoGame/TheLegendOfZelda'' franchise, World 5-2 is laid out as a typical 2D Zelda dungeon, using elements such as a TopDownView, FlipScreenScrolling, and familiar obstacles like spiked rollers. It even has a "[[SolveTheSoupCans light all the torches to open the door]]" puzzle complete with the iconic "puzzle solved" jingle! It gets even better when you realize that since the previous level introduces the BattleBoomerang powerup, you'll probably enter the level armed with a weapon that Link is famous for using.
* ShowsDamage: When you take a hit and turn into Small Mario, his cap goes missing. This is to allow you to tell what state of health you're in when the camera goes above Mario. Reaching the {{Cap}} ([[AccidentalPun No pun intended]]) of your lives (which is 1,110) reverses this situation: Normal Mario is capless and Small Mario dons the headwear.
* SignificantAnagram: The number of the ''[[VideoGame/TheLegendOfZelda Zelda]]''-themed level is 5-2, which is 25 backwards. ''Super Mario 3D Land'' (2011) celebrates [[MilestoneCelebration the 25th anniversary]] of Zelda.
* SlidingScaleOfLinearityVsOpenness: In the spirit of the 2D Mario games, it is Level 2.
* SlidingScaleOfVisualsVersusDialogue: Way over on the visuals side; this game has no dialogue text whatsoever. This is remarkable as it's the first 3D Mario platformer to not have any.
* SlippySlideyIceWorld: Scattered about in the forms of World 3-4, World 6-5, Special World 2-4, and Special World 7-1.
* SlowMotionFall: Subverted. After defeating Bowser for good, he begins a slow-motion fall into the lava below...before getting hit with a giant slab o' rock and turning back to real-time.
* SocializationBonus: You can receive Mystery Boxes and Toad Houses from other players via [=StreetPass=].
* SpeedRun: Your best time is recorded when you clear a level, as is the best time recorded by any player you've [=StreetPassed=], so players can compare their runs with other people. In the Special worlds, some levels start with only 30 seconds on the clock, forcing you to quickly blaze through the levels and kill enemies to add seconds to the clock.
%%* SpiritualAntithesis: To ''VideoGame/SuperMario64''.
%%* SpiritualSuccessor: To ''VideoGame/SuperMarioBros3''. The name may also be a reference to ''VideoGame/SuperMarioLand'' and [[VideoGame/SuperMarioLand2SixGoldenCoins its sequel]], which were Mario's first portable adventures.
* StoryOverwrite: It doesn't matter what form you clear the final level as -- Mario will always start out in the ending credits as Super Mario.
* SuperNotDrowningSkills: The first 3D Mario platformer to incorporate such, actually.
%%* SuperTitle64Advance
* SuspiciouslySimilarSubstitute: The Coin Coffer enemy is basically a more cartoonish, Mario-like design for the Moneybags in ''Videogame/SuperMario64''.
* TacticalSuicideBoss: Bowser, as always, seems to only fight in an arena that so happens to have the necessary tools to defeat him. Particularly bad in the final battle - if he didn't destroy a particular wall with a tail swipe, you wouldn't be able to reach the switch to defeat him.
* TakenForGranite: The Statue Leaf lets you transform into stone at will. You can't move while in the form, but you can change back at will.
* TechnicolorFire: Bowser and Mario both have red-orange fire. In the second half of the final battle, Bowser gets blue-purple fire that makes a jet-engine scream as it goes by. [[TheUndead Dry Bowser]] has eldritch blue fire.
* ThemeTuneCameo: Mario hums the classic theme music after receiving the picture between Worlds 5 and 6.
* ThrowABarrelAtIt: Bowser has apparently taken advice from his rival's [[Franchise/DonkeyKong other rival]] and utilized this trope for a phase in the FinalBattle.
* TrueFinalBoss:
** [[spoiler:Dry Bowser. It's not as elaborate as the final boss, but he's fought at the end of Special World 8.]]
** [[spoiler:After Peach gets captured a second time and you go back to fight Bowser again, he shoots way faster fireballs in his second phase. This is the only difference in the entire last level, however.]]
* UndergroundLevel: What's a Mario game without them? This time around World 1-2, World 2-2, World 4-2, World 5-4, Special World 1-2, and Special World 8-2.
* UnderTheSea: Naturally for a Mario game the first is World 3-2, followed by Special World 2-2.
* UnlockableContent:
** [[spoiler:Clear the first special world to play as Luigi.]]
** [[spoiler:Clear both the main and special worlds with ''both'' brothers, get all the gold flags, ''and'' collect all the Star Medals to unlock a special level in Special World 8 that'll surely test your platforming prowess.]]
* VideoGameCrueltyPotential: You can throw fireballs at the Toad in the Toad House. [[UngratefulBastard And he gave you a power-up, too...]]
* VideogameSettings: As a throwback to old-school Mario, it's only fitting that several stock video game locations appear. However, this game is notable for averting themes for each ''world''. Each world in this game is a medley of different settings, so you can find a [[ShiftingSandLand desert]] and an [[SlippySlideyIceWorld icy mountain]] in the same world. Same deal with the ''Galaxy'' games, but it was justified then because you were traveling between planets.
%% Listing subtropes as subbullets under a supertrope is bad Example Indentation. Please put these in proper alphabetical order before uncommenting them.
%%** AbsurdlySpaciousSewer: 1-2, 2-2.
%%** BandLand: A portion of World 6's ghost house is piano-themed.
%%** BubblyClouds: 4-3, 5-5, 7-5.
%%** BigBoosHaunt: All the ghost houses.
%%** BigFancyCastle: 2-1. Although you never go ''in'' it.
%%** BonusStage: The Mystery Boxes.
%%** BuildLikeAnEgyptian: 6-2.
%%** CoolAirship: [[CaptainObvious All the airships.]]
%%** DeathMountain: 5-1, 8-2.
%%** EternalEngine: 7-4, which takes place inside a giant clock.
%%** GreenHillZone: 1-1. 4-1 [[HailfirePeaks mixes this with]] some aspects of DeathMountain.
%%** LethalLavaLand: 8-6 and all the castles.
%%** LevelAte: 3-5 and S5-4. Based on Yoshi's Cookie, no less.
%%** MirrorWorld: Most of the special levels are alternate (and more difficult) versions of the main levels.
%%** NostalgiaLevel: 2-3, S1-3.
%%** PalmtreePanic: 6-1.
%%** RemilitarizedZone: 8-1.
%%** ShiftingSandLand: 3-1.
%%** SlippySlideyIceWorld: 3-4, 6-5. Levels are notable for not being slippery at all; you always have traction.
%%** TempleOfDoom: 5-2, a.k.a. the [[VideoGame/TheLegendOfZelda Zelda]] level, and 7-2.
%%** UndergroundLevel: 4-2, 5-4.
%%** UnderTheSea: 3-2, 7-1.
* AWinnerIsYou: Your reward for completing [[spoiler:the nightmarishly difficult S8-"crown" level]]? A simple "thank you" message.
* YourPrincessIsInAnotherCastle: The earlier Bowser's Castle levels have the decency to inform you with binoculars that you're not going to be finding the princess in this castle. [[spoiler:And then there's the first one in World 8 which leads you to believe you're going to save the princess only for it to turn out to be a cardboard cutout - you still have two more levels to go. And even then, saving Peach turns out to be only the end of the first half of the game.]]