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There, Goku in Super Smash Bros., just like what you wished! No, you can't play this anymore.
Super Mario 3D (Chaoji Mali 3D, nicknamed Super Smash Bros. 3D, Super Smash Bros. Mobile or Pocket All-Star 3D) was a mobile Action RPG made using Unity3D engine. Like Pocket All-Star Smash Brothers, this game was made to cash in on the fourth Super Smash Bros. hype, featuring a mix of copyrighted characters from various media (primarily from Nintendo franchises). However, this one took the Massive Multiplayer Crossover Up to Eleven, as unlike Pocket All-Star, it also features several non-video game characters, including several instances of Dragon Ball characters. The game didn't get as much notoriety compared to Pocket All-Star due to having much less exposure.
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The gameplay is as follows: You build a team consisting of up to five fighters, with one assigned as the leader you can control, two assigned as your primary companions controlled by the AI, and the other two being your backup companions that can be swapped with the primary companions (limited by a cooldown timer). You move your leader character via on-screen controls: The "control stick" on the left controls movement, the Big Red Button on the right unleashes your character's basic attack, while the smaller unique buttons surrounding the basic attack button are your character's skills (plus an auto-aim functionality), each having its own cooldown timer that shows up each use, with said cooldown timer having longer time the more powerful a skill is. Like in the official Super Smash Bros. games starting from Brawl, every playable fighter has a Final Smash that requires charging before it can be used. To unleash a Final Smash, tap a fighter's icon when it glows. Companion allies have their Final Smash activated manually like the leader. To swap out companions with the backup, tap the upper right button depicting your backup allies. While on standby/backup, the swapped out allies will slowly recharge their health until they're swapped in again. In the main campaign, a stage's main objective is to defeat a boss (either a Giant Mook or an enemy version of a playable fighter), though your stage progress is impeded by the presence of enemies that must be defeated first before the game allows you further progress. Aside from that, the game is built using a generic mobile MMORPG template featuring Microtransactions, set of daily events, and basic features like the "guild" system, Boss Battle mode, gacha feature, etc.

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Like Pocket All-Star Smash Brothers, this game didn't last long. Its servers had been shut down since February 15, 2017, about a month after Pocket All-Star's shutdown.

Not to be confused with the official Mario games Super Mario 3D Land and Super Mario 3D World.

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This game provides examples of:

  • 100% Completion: Encouraged in the main campaign, as a world hands out rewards based on the number of Stars you collected from its stages (requires No Casualties Run). If a world is fully 3-starred, you can claim all the rewards from a world.
  • Adaptational Villainy: Normally neutral or heroic (or otherwise lawfully-aligned) characters, like Diddy Kong, Toad, Toadette, Villager, Ness, and Lucas, are unrecruitable enemies on the same level as Goombas and Koopa Troopas in this game.
  • After-Combat Recovery: All fighters will be healed to full health after every battle except the "Tower" mode battles, which only applies after you reset your battle chain.
  • Anti-Frustration Features: Like many mobile MMOs of this type, the game will notify you if there's something important to check, be it fighter upgrades, usable features, announcements, etc. (these are marked by a red bullet)
  • Anti Poop-Socking: As expected of games with this template, the Energy system. Some Energy is consumed whenever you play a stage in the main campaign. Energy is replenished over time if it's under a certain max amount.
  • Area of Effect: Some skills have this instead of being single-target melee or ranged ones.
  • Assist Character: Some fighters can summon a special ally exclusive to that fighter, like Doraemon capable of summoning Dorami. This kind of fighter is weaker and only serves as a distraction.
  • Attack! Attack! Attack!: What the AI's battle strategy boils down to. All they care is attacking their opponents. For your own allies, they'll only stop doing this if you deliberately distance yourself away from enemies.
  • Boss Battle: All stages in the main campaign end with this. There are also certain in-game events where you fight special characters for rewards.
  • Boss-Only Level:
  • Boss Warning Siren: In the main campaign, every time you encounter a boss enemy, he/she/it will have a brief introduction scene showing his/her/its name and basic information like his/her/its stats. All while a brief warning music (the "preparing to storm a castle level" sting from Super Mario 3D World) is played.
  • Bribing Your Way to Victory: As expected for games like this. You can buy Gems, this game's premium currency, via the in-game shop using real money.
  • Button Mashing: If you're only left with your basic attack (all special skills are recharging from use) in a hectic battle, this is what you'll end up with.
  • Damage-Sponge Boss: All bosses have beefed up health compared to regular enemies. It takes a few health bars to bring him/her/it down.
  • Dem Bones: Living skeleton Mooks exist in this game.
  • Duel Boss: One special battle against Bowser only allows you to deploy one fighter.
  • Escort Mission: Some stages give you a Guest-Star Party Member separate from your companions, meaning he/she/it is not affected by the "companion swap" feature. While that fighter can attack on their own, stages with this objective will fail if said fighter is KO'ed.
  • Everyone Has a Special Move: Every playable fighter has a Final Smash of their own.
  • Freemium: The VIP system. A player's VIP level could only be temporarily increased by performing an in-app purchase. Said VIP level influenced the item reward system and certain features that are usually off-limits to lower VIP levels.
  • Gameplay Automation: During battles, you can toggle between automatic movement and manual movement via the Auto button (below the pause button). However, this can put your team at risk much easier as they'll resort to the Attack! Attack! Attack! strategy, often close to enemies if they are strictly close-ranged fighters or decide to go melee (remember that sometimes, distance is a deciding factor of whether you'll survive or not), so be very careful when using it... or play clever by toggling it between on/off depending on the situation.
  • "Get Back Here!" Boss: Some stages have the target boss running away from you, never fighting back. You have to defeat said boss before he/she/it reaches the end of the stage. Thankfully, stages with this objective spawn no enemies, meaning that all you need to worry is your team's strength.
  • Giant Mook: Most bosses in the main campaign are the giant version of a regular Mook, like Giant Spinies and Big Boos.
  • Guest Fighter: There are several non-Nintendo characters included in this game, ranging from Sonic, Tails, and Eggman from Sonic the Hedgehog to several characters from Dragon Ball.
  • Guest-Star Party Member: Present in Escort Mission-type stages.
  • Healer Signs On Early: Peach is an early companion that you start off with. She's a Combat Medic whose Final Smash heals all nearby allies.
  • Herd-Hitting Attack: Skills that affect the user's surroundings within a certain radius. Other non-AOE skills can be this too if the hitbox is big enough to damage multiple enemies in a single use.
  • King Mook: King Bob-omb is one of the possible bosses in this game.
  • Level Grinding: Applied to both the player and his/her fighters. The former is harder the higher the player's level is as player EXP is minuscule if you choose to grind via the main campaign (the only other source of player EXP is by completing daily tasks and obtaining achievements), while the latter can be more easily done via the stored EXP system, but it still requires grinding anyway if you want to reach higher levels.
  • Limit Break: The Final Smashes, which require filling up a special gauge before allowing it to be used.
  • Loads and Loads of Characters: As expected of a Massive Multiplayer Crossover game.
  • Manual Leader, A.I. Party: In non-automated situations, the player can only control whoever is designated as the party leader.
  • Massive Multiplayer Crossover: Up to Eleven due to the inclusion of non-video game characters. Of course, this was done to cash in on the fourth Super Smash Bros. game's hype.
  • Microtransactions: This game operated using this business model, combined with the Freemium system (the VIP system, to be specific).
  • Mirror Match: Possible in the main campaign if one of your allies is the same as the stage's boss. Even more so in the PvP mode, as other players might deploy character(s) that are similar to the one(s) you also have in your team.
  • Money Grinding: You pretty much have to do this all the time, since Coins are mainly used not only for shopping, but also upgrading fighters in some way, including their skills.
  • Money Spider: Averted with the generic enemies. Bosses, meanwhile, drop loot. Even then, Coins are a common reward for clearing stages even if you don't get any items.
    • Played straight with Event Bowser, as he drops Coins every time he's hit.
  • Never Trust a Trailer: Due to utilizing the exact same videonote  as the one in Pocket All-Star Smash Brothers as the game's intro, the game basically lied by teasing some characters that don't appear in the game at all.
  • No Casualties Run: Required for a perfect Star rating in a stage. Stars obtained are decreased if you didn't make it with a fully-intact team (including backup fighters if any). 3-starring a stage by successfully doing this allows it to be raided to get free loot without going through the battle sequence.
  • Off-Model: The characters' 3D models, even if they're intended to be Super-Deformed, look more like deformed freaks (even simpler ones like Jigglypuff and Kirby) that resemble the supposed characters, bordering on Uncanny Valley.
  • Piñata Enemy: Event battles are often the source of better loot compared to the main campaign.
    • You can fight an event Bowser (in the style of his Boss Battle in Super Mario 3D World) daily to farm Coins.
    • For experience (in the form of collectible Flowers), you can farm them by battling Brolder, also a daily event.
    • Other special battles, like against Bowser Jr. and Hisstocrat, drop special loot if they're defeated. Again, these special battles are daily events.
  • Play Every Day: Daily events are reset each day and you can get a free item every time you log in daily, so it's recommended that you boot up the game every day.
  • Randomly Drops: The item drop system. You can either get some or nothing at all except for some Coins and EXP.
  • Shown Their Work: Despite all the stolen stuff, the developer seemed to try to involve some official "canon" into the game.
    • It appears that the developer attempted to emulate some Smash canon fighters' moves as close as possible. Results may vary, but most, even the basic attacks, look nearly accurate to their Smash canon depiction. This even extends to Final Smashes, with most characters based on the playable fighters in the official Smash series having access to their "canon" Final Smashes (like Luigi's Poltergust 5000, Pikachu's Volt Tackle, etc.).
    • Most of the event battles are based on existing battles in the Mario series, mostly from Super Mario 3D World. Notable example being Event Bowser where you fight him while chasing him (on his car) down like in that game, though you can damage him with any skill instead of relying on Bowser's bombs, which now act as an obstacle.
  • Socialization Bonus: Having friends in this game allows you to get free Energy sent by them. You can also do the same to your (listed) friends by sending them Energy once a day.
  • Static Role, Exchangeable Character: Regardless of which Mario brother you picked at the beginning, the game treats whoever you chose as the main hero of the story. The other Mario brother can be unlocked later, but he'll be the supporting character instead.
    • Also, your avatar, which defaults to the Mario brother you picked at the beginning, can be exchanged with any other playable character, provided you've unlocked him/her/it.
  • Super-Deformed: The in-game characters are supposed to look like this, but instead they look Off-Model.
  • Talking Animal: Pokémon can talk in complete sentences in this game. This can be seen as early as during the tutorial sequence, as you were given a Pikachu as one of the starter companions, and you can set said Pikachu as the leader.
  • Timed Mission: All battles are timed, so you can't dawdle in stages at all, even if you intend to heal your companion allies via putting them in backup for some time.
  • Victory Pose: Winning fighters will play a victory animation.
  • Wolfpack Boss: Some stages in the main campaign have you face this. The lead boss is always the Damage-Sponge Boss that can take multiple punishment (multiple health bars) before going down, while the rest are as tough as your typical elite mooks (only having a single health bar). These tend to be based on playable fighters.
  • You All Look Familiar: Enemies based on non-generic characters suffer from this. Notably, you can encounter multiple Toadettes, Diddy Kongs, Nesses, Lucases, etc. in one place. Even the Animal Crossing Villagers also suffer from this due to their limited character molds.
  • Your Size May Vary:
    • In general, having the character 3D models Super-Deformed tends to cause size inconsistency between this game and canon.
    • In this game, Ultraman is as short as the other characters. He's normally a giant in his series.
  • Zerg Rush: The regular Mooks' battle strategy, due to their larger number compared to your team.
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