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* PermanentlyMissableContent: If an Assist Block ever shows up due to losing five lives in the same level, the save file's stars will no longer shine.
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** 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.

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** Inverted and downplayed 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. Both are "smashing" but Pom Pom's smash attack is more aggressive.
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Crosswicking

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* NightOfTheLivingMooks: The game marks the debut of Peepas, which are ghosts with comical faces that don't chase Mario or Luigi; instead, they move in a specific pattern.

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* AdvancingBossOfDoom: Giant Cosmic Clones seen in the special worlds.

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* AdvancingBossOfDoom: AdvancingBossOfDoom:
** The final portion of the FinalBoss battle. Think of the boulder chase sequences from ''VideoGame/CrashBandicoot'', only with [[BigBad Bowser]] in place of the boulder, the setting being a bridge you can fall off from the sides, and brick blocks slowing you down.
**
Giant Cosmic Clones seen in the special worlds.
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A UsefulNotes/WiiU sequel with 4-player co-op multiplayer, ''VideoGame/SuperMario3DWorld'', was released in November 2013, followed by an UpdatedRerelease titled ''Super Mario 3D World + Bowser's Fury'' for the UsefulNotes/NintendoSwitch in February 2021.

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A UsefulNotes/WiiU sequel with 4-player co-op multiplayer, ''VideoGame/SuperMario3DWorld'', was released in November 2013, followed by an UpdatedRerelease titled ''Super Mario 3D World + Bowser's Fury'' VideoGame/BowsersFury'' for the UsefulNotes/NintendoSwitch in February 2021.

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* EternalEngine: World 7-3 takes place inside a giant clock and Special World 7-4 is just a harder version. Special Level 4-1 takes place here as well, but it focuses entirely on fighting enemies while a large platform transports Mario and Luigi onto the exit area.

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* EternalEngine: World 7-3 takes place inside a giant clock and Special World 7-4 is just a harder version. Special Level 4-1 takes place here as well, but it focuses entirely on fighting enemies while a large platform transports Mario and Luigi onto to the exit area.



* ExtendedGameplay: [[spoiler: Eight challenging bonus worlds in addition to the eight normal ones.]]

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* ExtendedGameplay: [[spoiler: Eight [[spoiler:Eight challenging bonus worlds in addition to the eight normal ones.]]



* GreenHillZone: World 1-1, as usual. The very fist stage of both the normal and special quests are both Green Hill Zones, then further stages are scattered through the game. The relatively open space in these levels provides Mario and Luigi an opportunity to learn to use the power of the Tanooki Leaf, and there are also wooden cogs that can only be spun with the Tanooki tail attack.

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* GreenHillZone: World 1-1, as usual. The very fist first stage of both the normal and special quests are both Green Hill Zones, then with further stages are of the archetype scattered through the game. The relatively open space in these levels provides Mario and Luigi an opportunity to learn to use the power of the Tanooki Leaf, and there are also wooden cogs that can only be spun with the Tanooki tail attack.



* LevelAte: World 3-5 and Special World 5-4. Both the floor and the moving platforms are made of cookie (presumably, in turn, made of vanilla and chocolate).

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* LevelAte: World 3-5 and Special World 5-4. Both the floor and the moving platforms are made of cookie cookies (presumably, in turn, made of vanilla and chocolate).



* MinecartMadness: Some of the levels feature large green monorails that are operated by having the player step on two large arrows facing either end of the monorail, causing it to go in the direction the arrow points. If the monorail moves over a geyser or a lava eruption it will bounce up and land on a higher track. Also, the final level of the game had you go through [[BigBad Bowser's]] castle on a skeletonized version of these.

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* MinecartMadness: MinecartMadness:
**
Some of the levels feature large green monorails that are operated by having the player step on two large arrows facing either end of the monorail, causing it to go in the direction the arrow points. If the monorail moves over a geyser or a lava eruption it will bounce up and land on a higher track. Also, the track.
** The
final boss's level of the game had begins with you go riding through [[BigBad Bowser's]] castle on a skeletonized version of these.multiple large skeleton-like platforms that cruise along guided rails.



* ScalingTheSummit: Mario has to climb a sandy mountain in World 5-1. At one point they enter a hollow to rise upwards while defeating the incoming enemies. They reach the flagpole with the help of a blue cannon (though the flagpole itself is slightly under the actual top).

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* ScalingTheSummit: The Mario has Bros. have to climb a sandy mountain in World 5-1. At one point they enter a hollow to rise upwards while defeating the incoming enemies. They reach the flagpole with the help of a blue cannon (though the flagpole itself is slightly under the actual top).



* SecretCharacter: After the game's credits roll for the first time, the scene cuts to World 1-1, where a picture lands on a bridge - and then stands up to reveal that [[DistressedDude Luigi's been captured]]. He's held captive in Special 1-Castle, and upon completing that level, Luigi becomes available as a player character, toggled by tapping his icon on the Touch Screen.



* ShiftingSandLand: Desert stages are scattered throughout the worlds, such as 3-1 (a large sandy terrain which has a tall tower where the level's exit lies at the top, and is home to the sand-dwelling Sandmaargh), 5-1 (a sandy DeathMountain that has to be climbed while dealing with enemies like Pokeys and Boomerang Bros.) and 6-2 (the interior of a pyramid filled with dunes that rise and lower periodically).

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* ShiftingSandLand: Desert stages are scattered throughout the worlds, such as 3-1 (a large sandy terrain plain which has a tall tower where with the level's exit lies [[LevelGoal flagpole]] at the top, and is home to the sand-dwelling Sandmaargh), 5-1 (a sandy DeathMountain that has to be climbed while dealing with enemies like Pokeys and Boomerang Bros.) and 6-2 (the interior of a pyramid filled with dunes that rise and lower periodically).



* ShowDontTell: Some levels in the Special World begin with 30 seconds on the timer, and in one variation, require you to defeat enemies in order to extend the timer (in the other, you collect watch powerups). How does the game inform you of this? At the start of the level, Mario lands on a Goomba, and gets an extension to the timer.

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* ShowDontTell: Some levels in the Special World begin with 30 seconds on the timer, and in one variation, require you to defeat enemies in order to extend the timer (in the other, you collect watch powerups). How does the game inform you of this? At the start of the level, Mario lands on a Goomba, an enemy, and gets an extension to the timer.

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Massive example crosswicking. Though for the most part, what I've done is to add context to zero-context examples (it's not enough to say "this is a Mario game, what did you expect?". You HAVE to explain how the examples fit the respective tropes)


* AirborneMook: The game introduces the Para-biddybuds, flying versions of Biddybuds which typically fly in groups and while following a joint pattern.



** Mario gets to wear Boomerang Bro equipment as a power-up.
** This is Pom Pom's [[WeaponOfChoice weapon of choice]].

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** Mario gets to wear Boomerang Bro equipment as a power-up.
power-up, starting from World 5.
** This is Pom Pom's [[WeaponOfChoice weapon of choice]].choice]] during her battles.



* 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.

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* BeeAfraid: This game introduces the Stingby, a large bee with a stinger on its "nose" that appears in some grass-type levels, and attacks by simply trying to fly into Mario.
* BigBoosHaunt: Ghost House levels make an appearance as can be expected. expected, this time with a level design inspired by the style of ''VideoGame/SuperMarioGalaxy2'' and the 2D games. 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 6-5.6-5.
* BigCreepyCrawlies: The game marks the debut of Biddybuds and Stingbies. Biddybuds are ladybug-like mooks that walk in a specific pattern; a flying version known as Para-biddybud is also present. The Stingby is a BeeAfraid version that flies towards Mario when he's in its vicinity.



* BuildLikeAnEgyptian: World 6-2 is a pyramid level.

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* BuildLikeAnEgyptian: World 6-2 is a pyramid level.level with dunes that rise and lower periodically. Like most stages, it has a remixed version in one of the Special Worlds.



* CheckpointStarvation:
** The standard last level (at the end of regular World 8). Before the checkpoint lies a fairly large castle stage, and after it is probably the longest fight against Bowser in the whole series, certainly the longest in 3D.
** The very last level in the game, [[spoiler:the unlockable S8-Crown]], is a lenghty obstacle course with no checkpoints at all.



* DeathMountain: World 5-1 is the only mountain themed level in the game.

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* DeathMountain: World 5-1 5-1, which includes a section where Mario (and later Luigi) has to move upward with a rising platform that is constantly invaded by enemies. There's also World 8-3, which brings back the only mountain themed level in background spiral mountains from the game.''New'' subseries.



* DiscOneFinalDungeon: At the World 8 castle, you beat Bowser again, with the same boss theme as before. After beating him you go to the top of the castle and see Princess Peach...as a cardboard cutout. You see Bowser again, with the real Peach who takes her away and then you have to do one more level and then the real final castle. After you finish the game though, you can enter pipes in the worlds leading to eight new worlds. From there a few things happen such as unlocking Luigi. So technically this game does it twice over.



* EternalEngine: World 7-3 takes place inside a giant clock and Special World 7-4 is just a harder version.

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* EternalEngine: World 7-3 takes place inside a giant clock and Special World 7-4 is just a harder version. Special Level 4-1 takes place here as well, but it focuses entirely on fighting enemies while a large platform transports Mario and Luigi onto the exit area.



* GreenHillZone: World 1-1 of course. Along with that is World 2-1, World 8-2, and Special World 1-1.

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* GreenHillZone: World 1-1 1-1, as usual. The very fist stage of course. Along both the normal and special quests are both Green Hill Zones, then further stages are scattered through the game. The relatively open space in these levels provides Mario and Luigi an opportunity to learn to use the power of the Tanooki Leaf, and there are also wooden cogs that can only be spun with that is World 2-1, World 8-2, and Special World 1-1.the Tanooki tail attack.



* LethalLavaLand: Of course many of the castle levels feature deadly lava.
* LevelAte: World 3-5 and Special World 5-4.

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* LethalLavaLand: Of course many Although there aren't any directly lava-themed stages, there is plenty of lava in the castle levels stages as well as in World 8 and Special World 8. A common feature deadly lava.
is lava that raises under a platform like a geyser, which allows Mario to reach higher spots (though some lava geysers don't elevate any platforms and merely serve as obstacles).
* LevelAte: World 3-5 and Special World 5-4. Both the floor and the moving platforms are made of cookie (presumably, in turn, made of vanilla and chocolate).



* MinecartMadness: Some of the levels feature large green monorails that are operated by having the player step on two large arrows facing either end of the monorail, causing it to go in the direction the arrow points. If the monorail moves over a geyser or a lava eruption it will bounce up and land on a higher track. Also, the final level of the game had you go through [[BigBad Bowser's]] castle on a skeletonized version of these.



* PalmtreePanic: Worlds 6-1, S1-4, and S4-3.

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* PalmtreePanic: Worlds 6-1, S1-4, and S4-3.S4-3 are coastal levels modeled after rocky capes with underwater areas.



* PoisonMushroom: They make a return in [[spoiler:the Special Worlds]].

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* PoisonMushroom: They make a return The Poison Mushroom returns in [[spoiler:the Special Worlds]].Worlds]]. To make up for it being an easily-identifiable purple item, it will home in on Mario, making you have to actively avoid picking it up if you free it from its ? box.



* ScalingTheSummit: Mario has to climb a sandy mountain in World 5-1. At one point they enter a hollow to rise upwards while defeating the incoming enemies. They reach the flagpole with the help of a blue cannon (though the flagpole itself is slightly under the actual top).



* ShiftingSandLand: Not necessarily 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.

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* ShiftingSandLand: Not necessarily found only in World 2 Desert stages are scattered throughout the first desert stage is World worlds, such as 3-1 followed by World 5-1, and lastly World 6-2 (a large sandy terrain which has a tall tower where the level's exit lies at the top, and is home to the sand-dwelling Sandmaargh), 5-1 (a sandy DeathMountain that has to be climbed while dealing with enemies like Pokeys and Boomerang Bros.) and 6-2 (the interior of a Pyramid stage.pyramid filled with dunes that rise and lower periodically).



* SkippableBoss: In one of the Special World airships, a boss battle with Boom Boom can (and must, if you want to get all the Star Medals) be skipped by taking another route. Two other boss battles (against Bowser in World 1 and against Pom Pom in World 4) can be skipped by finding a secret red pipe in the worlds' corresponding second level, though again this is counterproductive for the purpose of HundredPercentCompletion.



* SlippySlideyIceWorld: Scattered about in the forms of World 3-4, World 6-5, Special World 2-4, and Special World 7-1.

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* SlippySlideyIceWorld: Scattered about in the forms of World 3-4, World 6-5, Special World 2-4, and Special World 7-1. The abundance of pitfalls in them makes the use of tightropes and Propeller Boxes essential.



* 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.

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* UndergroundLevel: What's a World 1-2 harkens back to the iconic second level of the original ''Super Mario game without them? This time around World 1-2, World 2-2, World 4-2, World 5-4, Special World 1-2, Bros.'' by taking place underground (whereas 1-1 is a GreenHillZone). Features include swinging spikes and Special World 8-2.
a new type of Piranha Plant that throws black ink at the screen to make visibility more difficult (similar to the Bloopers in the ''Mario Kart'' series). Later underground levels add green tiles that unfold after Mario stands on the first of them, as well as mushroom trampolines and blocks that form a small path as they're being hit.
* UnderTheSea: Naturally for a Some underwater levels are scattered across the worlds. Unlike in the previous 3D ''Mario'' games, there's no OxygenMeter to worry about, so Mario game can swim for as long as the first is World 3-2, followed by Special World 2-2. time limit allows it.


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* WarpZone: Two levels in the game (1-2 and 4-2) have secret red pipes which warp the player to the next world (2 and 5 respectively), yet these don't ever need to be found for HundredPercentCompletion (in fact, it's counterproductive for that cause as they'll make you skip levels that you have to complete in order to decorate your save file with completion stars).
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* CompositeCharacter: Composite ''power up'' in this case. The Tanooki Leaf is a Super Leaf that gives you the appearance of Tanooki Mario but with only the benefits of being Racoon Mario. The Statue Leaf, however, does allow you turn into a statue like how the Tanooki Suit allows you to in ''VideoGame/SuperMarioBros3''. This carries over to ''VideoGame/SuperMario3DWorld'' but notably doesn't in ''VideoGame/NewSuperMarioBros2'', where the normal leaves simply turn Mario into Racoon Mario.

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* CompositeCharacter: Composite ''power up'' in this case. The Tanooki Leaf is a Super Leaf that gives you the appearance of Tanooki Mario but with only the benefits of being Racoon Raccoon Mario. The Statue Leaf, however, does allow you turn into a statue like how the Tanooki Suit allows you to in ''VideoGame/SuperMarioBros3''. This carries over to ''VideoGame/SuperMario3DWorld'' but notably doesn't in ''VideoGame/NewSuperMarioBros2'', where the normal leaves simply turn Mario into Racoon Raccoon Mario.
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* CompositeCharacter: Composite ''power up'' in this case. The Tanooki Leaf is a Super Leaf that gives you the appearance of Tanooki Mario but with only the benefits of being Racoon Mario. The Statue Leaf, however, does allow you turn into a statue like how the Tanooki Suit allows you to in ''VideoGame/SuperMarioBros3''. This carries over to ''VideoGame/SuperMario3DWorld'' but notably doesn't in ''VideoGame/NewSuperMarioBros2'', where the normal leaves simply turn Mario into Racoon Mario.
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A character is not taking advantage of it, so it isn't exploited.


* DamnYouMuscleMemory: {{Exploited|Trope}}. The Flip-Swap platforms from ''VideoGame/SuperMarioGalaxy2'' are back, and they now activate whenever Mario ''jumps''.

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* DamnYouMuscleMemory: {{Exploited|Trope}}. The Flip-Swap platforms from ''VideoGame/SuperMarioGalaxy2'' are back, and they now activate whenever Mario ''jumps''.
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* AIBreaker: If Mario stomps on Pom-Pon while she's in her shell and still on the ground, she'll keep trying to rise up and hit him, but fail and just push him up farther. Since this counts as a stomp, it's entirely possible to get five extra lives every time she rises back up.

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* AIBreaker: If Mario stomps on Pom-Pon Pom-Pom while she's in her shell and still on the ground, she'll keep trying to rise up and hit him, but fail and just push him up farther. Since this counts as a stomp, it's entirely possible to get five extra lives every time she rises back up.
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* LeaningTowerOfMooks: You can encounter Goomba towers that are stacked 3-8 goombas high.

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Bubbly Clouds has been renamed into Level In The Clouds. Swapping wicks for fitting examples, removing wicks for misuse, and adding context whenever necessary


* 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.


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* LevelInTheClouds: World 5-5 is set within the sky, and features numerous raised grassy platforms, which can be climbed with both cloud platforms that move up and down and mushroom trampolines. The climbing is made easier by using a Propeller Box. During the second half, Mario has to carefully fall down to the exit area.
Tabs MOD

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* DiegeticSoundtrackUsage: Mario hums the classic theme music after receiving the picture between Worlds 5 and 6.



* ThemeTuneCameo: Mario hums the classic theme music after receiving the picture between Worlds 5 and 6.
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* 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.

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* PinkGirlBlueBoy: Pom-Pom's battle arenas have a pink motif, and Pom-Pom herself is magenta-colored. Also in the Boom-Boom/Pom-Pm Boom-Boom/Pom-Pom double battles, Boom-Boom's area is blue and Pom-Pom's is red.
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A UsefulNotes/WiiU sequel with 4-player co-op multiplayer, ''VideoGame/SuperMario3DWorld'', was released in November 2013.

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A UsefulNotes/WiiU sequel with 4-player co-op multiplayer, ''VideoGame/SuperMario3DWorld'', was released in November 2013.
2013, followed by an UpdatedRerelease titled ''Super Mario 3D World + Bowser's Fury'' for the UsefulNotes/NintendoSwitch in February 2021.
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* BattleThemeMusic: The game only has three bosses, but each of them has their own theme, with Bowser gaining a second theme based on OrchestralBombing for the final battle.
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* TechDemoGame: As the KillerApp for the 3DS, the game takes as much advantage of the 3D effects as possible, featuring many optical illusion rooms that use DepthDeception that can easily be seen through with 3D on, and many sequences in which Mario is high up and the camera moves up above Mario to emphasize the height.
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Removing and will be placing into the YMMV section in a few seconds.


* 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.
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* TanukiKitsuneContrast: Referenced by Luigi's unique Super Leaf/Stone Leaf transformation; rather than gain a brown {{tanuki}} suit like his older brother upon picking up either power-up, Luigi instead gets the gold-furred suit of a [[{{Kitsune}} fox]].
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* AIBreaker: If Mario stomps on Pom-Pon while she's in her shell and still on the ground, she'll keep trying to rise up and hit him, but fail and just push him up farther. Since this counts as a stomp, it's entirely possible to get five extra lives every time she rises back up.
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Oops


* GoldenSuperMode: White Tanooki Mario, available in a level after five or more lives have been lost. Using it renders Mario and Luigi invincible against enemies, but it also eliminates the shimmering effect of the starts earned in the file selection menu.

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* GoldenSuperMode: White Tanooki Mario, available in a level after five or more lives have been lost. Using it renders Mario and Luigi invincible against enemies, but it also eliminates the shimmering effect of the starts stars earned in the file selection menu.



* SuperTitle64Advance: The "3D" in the game's name refers both to the use of stereoscopic 3D visuals, and the system that supports it (Nintendo 3DS).

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* SuperTitle64Advance: The "3D" in the game's name refers both to the use of stereoscopic 3D visuals, and the system that supports it the game itself (Nintendo 3DS).

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Many of the commented-out setting tropes were already listed, and in any case it's inappropiate to have sub-lists of tropes in work pages. Also added context to some examples


* {{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.]]

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* {{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 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.]]



%%* GoldenSuperMode: White Tanooki Mario
%%** GoldAndWhiteAreDivine

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%%* * GoldenSuperMode: White Tanooki Mario
%%** GoldAndWhiteAreDivine
Mario, available in a level after five or more lives have been lost. Using it renders Mario and Luigi invincible against enemies, but it also eliminates the shimmering effect of the starts earned in the file selection menu.



* SlidingScaleOfLinearityVsOpenness: In the spirit of the 2D Mario games, it is Level 2.

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* SlidingScaleOfLinearityVsOpenness: In the spirit of the 2D Mario games, it is Level 2. The level design is based on an A-to-B progression, and the levels themselves have to be completed in order as well. However, there are some occasional detours to grab hidden Star Medals, and nearly all Special Worlds allow their levels to be completed in any order.



%%* 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.

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%%* * SpiritualSuccessor: To ''VideoGame/SuperMarioBros3''. ''VideoGame/SuperMarioBros3'', both in gameplay (the primary focus is the use of the Tanooki Suit) and in visuals (many of the levels' assets are modeled after those of the 2D levels in the 1988 game). The name may is also be a reference to ''VideoGame/SuperMarioLand'' and [[VideoGame/SuperMarioLand2SixGoldenCoins its sequel]], which were Mario's first portable adventures.



%%* SuperTitle64Advance

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%%* SuperTitle64Advance* SuperTitle64Advance: The "3D" in the game's name refers both to the use of stereoscopic 3D visuals, and the system that supports it (Nintendo 3DS).



* 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: 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.

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* TrueFinalBoss:
** [[spoiler:After defeating Dry Bowser in Special World 8, Bowser will kidnap Peach a second time, requiring the player to fight him in regular World 8 once again.]]

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* TrueFinalBoss:
**
TrueFinalBoss: [[spoiler:After defeating Dry Bowser in Special World 8, Bowser will kidnap Peach a second time, requiring the player to fight him in regular World 8 once again.]]

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Regular Bowser is the True Final Boss, not Dry Bowser. He only kidnaps Peach a second time after clearing the Special World.


** [[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.]]

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** [[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 defeating Dry Bowser in Special World 8, Bowser will kidnap Peach gets captured a second time and you go back time, requiring the player to fight Bowser again, he shoots way faster fireballs him in his second phase. This is the only difference in the entire last level, however.regular World 8 once again.]]
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* VideoGameCrueltyPotential: You can throw fireballs at the Toad in the Toad House. [[UngratefulBastard And he gave you a power-up, too...]]

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* VideoGameCrueltyPotential: You can throw fireballs at the Toad in the Toad House. [[UngratefulBastard And he gave you a power-up, too...too.]] You can also make him spin with the Tanooki Tail, but [[{{Unishment}} he likes the feeling.]]

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''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."

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''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: 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."



* 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.

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* ShiftingSandLand: Not necesarily necessarily 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.

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Misuse.


* CrapsaccharineWorld: Say hello to World 8-2, a lush, grassy meadow ''filled to the brim with flamethrowers''.
* 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.]]

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* CrapsaccharineWorld: Say hello to World 8-2, a lush, grassy meadow ''filled to the brim with flamethrowers''.
* 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 aren't available in this game.]]
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[[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]].

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[[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]].
franchise.



%%** CoolAirship: [[CaptainObvious All the airships.]]

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%%** CoolAirship: [[CaptainObvious All the airships.]]
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[[foldercontrol]]

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