3D Land (3Dランド, 3D Land) (initially called Super Mario 3D Land) is a stage in Super Smash Bros. for Nintendo 3DS and Super Smash Bros. Ultimate. The stage is based as a whole on the game Super Mario 3D Land.
Bowser Jr. is fought here in his unlocking battle in the 3DS game.
The stage is a travelling stage that cycles through a castle area, a valley, a downhill area, and a water area, ending in a warp pipe that restarts the cycle. The castle and downhill areas have the players moving horizontally to the right, while the valley and water area have players standing on platforms that move into the background. The ? Blocks spawn items when hit and have a higher than normal chance of spawning a Super Leaf. When first starting on the stage, players will spawn on four yellow platforms. These platforms will not spawn again on any successive cycles.
Ω forms and Battlefield form
In Super Smash Bros. for Nintendo 3DS, the Ω form consists only of a single platform in the water area; in front of the Skewers and final Warp Pipe.
In Super Smash Bros. Ultimate, the Ω form and Battlefield form take place in the water area with a metallic structure acting as the main platform that is resized and reshaped to match Final Destination and Battlefield, respectively. The three soft platforms of the Battlefield form are metallic and are unique to this form.
This stage as a whole is based on the Nintendo 3DS game Super Mario 3D Land, with each part of the level referencing levels from the game.
The castle area is roughly based around World 1-1 with changes to layout of the platforms and the platforms themselves. The area is also a lot closer to Peach's Castle than it was in Super Mario 3D Land. Flip Panels also appear here as platforms, though they are not pass-through, as they are in the stage. Just prior to the stage transition is a Note Block, which can bounce fighters onto the incoming platforms; this block is two blocks long, as was often the case in Super Mario 3D Land.
The valley area's closest resemblance is World 8-2, in that both levels have steep rock cliffs with grass on top; however, the resemblance ends there, as the level in Super Mario 3D Land did not have moving platforms (other than ones that move in a circular pattern), or gray rocks protruding from the cliff sides. The cliff walls are also more red than they are in original game. Other than World 8-2, there are no levels that resemble the valley area.
The downhill area is roughly based on World 4-1. In World 4-1, the player navigates through the level by scaling steep cliff sides with grass tops. In this stage, the design of the soil found on the smaller cliffs with grass has been retained, and the gray rock cliff walls seen in the background are designed around the taller cliff walls in World 4-1. The level also has trees with rounded tops, which were also retained in this stage. However, the end of World 4-1 was located on top of a tree-like structure perched on top of the cliff, meaning that the player is mostly going upward, unlike in this stage where the battle goes downhill.
The rotating block area comes from World 4-3, Special 3-2, and Special 6-4. While rotating block platforms originate from World 1-5 and World 3-5 of New Super Mario Bros. Wii, the design of the blocks originate from Super Mario 3D Land. In the levels that feature the rotating blocks, the level takes place in the sky above clouds, but in this stage, they're closer to the ground.
After that, various pipes can be seen, and some of them extend and retract, proving fighters higher ground. The extending pipes, despite debuting in Super Mario World, never appear in Super Mario 3D Land.
The water area originates from a few different levels. The idea of players on moving platforms come from World 1-4, but the background and scenery of the stage mostly resemble World 6-1. The design of the moving platform; however, is different from Super Mario 3D Land as the moving platforms in the game are moved by the player standing on a side of the platform featuring arrows. The platform would then move in that direction by the two wheels on the sides along rails. The platforms in this stage do not feature the arrows and the wheels, and its movement on the rail is not based on the player, but instead moves automatically. This area of the stage also features the Skewer stage hazards, spiked pillars that lunge in the direction they are pointing. Skewers first appear in Super Mario World, and have returned in recent Mario games. In Super Mario 3D Land, Skewers appear in neither World 1-4 nor 6-1, but rather only in certain Airship levels, like World 3-Airship and World 6-Airship. The design of the Skewers has been retained. In this stage, Skewers lunge upward from the water below, breaking any platforms above them, and they deal 22% damage to fighters. Possibly due to causing lag, Skewers will not appear in online play/in For Fun mode.
In Ultimate, the level gained a graphical upgrade that redesigns some assets to instead match Super Mario 3D World, such as the background platforms.
The stage is universally banned in all rulesets. The auto-scrolling areas of the stage provide characters with good mobility an unfair advantage because they can simply run away and camp their opponent; some parts of the stage also have walk-off blast lines. The water area has huge skewers that occasionally come up and damage the players while also destroying the platforms.
Super Smash Bros. for Nintendo 3DS
Super Smash Bros. Ultimate
Names in other languages