Rescue the Sprixie Princess and her followers by yourself or with three other players in this enhanced version of Super Mario 3D World, released as part of the Super Mario 3D World + Bowser’s Fury bundle. As an enhanced version of Super Mario 3D World, some brand new gameplay improvements have been made to spice up this adventure. All characters have received a boost to their running speed and climb even higher after picking up a Super Bell, making platforming that little bit snappier. You can now also use gyro controls for certain sections of the game that previously required touch controls. As well as same system and local wireless co-op play with up to four people, you can now play Super Mario 3D World together online for the very first time! Choose your character before each course and use all four characters’ different abilities to see everything that the Sprixie Kingdom has to offer.


Also in series

Bowser's Fury
Bowser's Fury
Super Mario 3D World
Super Mario 3D World
Super Mario 3D Land
Super Mario 3D Land

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Reviews View More

These post-game platforms have got hands and I love it. Champion’s Road in particular will change you as a person, its one of the most difficult challenges I’ve experienced in a video game so far (Mario with no power ups).

The base game was extremely enjoyable though, most levels didn't pose too much of a challenge besides having to look for each green star or stamp I missed, but they were so short that I could jump right back in and clean up easily. Majority of the levels didn't overstay their welcome.

Level design is top tier.
Sound fx is amazing as always.
Dynamic score is amazing as always.
Looks great for a Wii U port, a result of solid art direction.
Abilities and the inclusion of other characters were cool.
The addition of photo mode was great.

My only problem is the auto scrolling levels that prevented me from going at my own pace, I wanted to go faster but the game doesn't let me and if I miss a star I had to restart. This on top of a fixed (mostly isometric) camera perspective that you can’t even change really hinders the experience and just feels odd. Maybe this is a skill issue on my part, luckily there weren't too many.

Other than that its peak and I love how there's so much Galaxy inclusion.

When 'comfort food' turns into 'fast food': quickly consumed, quickly forgotten. When you've put in the effort to play through Mario's 3D series from the beginning, one can't help but feel disappointed, especially when considering Super Mario 3D World as a follow-up to Super Mario Galaxy: the game feels quite conventional both in its physics, its movement possibilities, and its level design.

I'd almost venture to say it's more of a Mario 2.5D, given how the camera remains predominantly fixed (sometimes offering a choice of 3 viewing angles, and that's it). I can't quite find the words, but it feels like a detachment from the character, creating less immersion.

It also seems like the first game where Nintendo is recycling ideas rather than introducing new ones. Aside from the multiplayer mode (which I haven't tried) and the integration of the Wiiverse (RIP), the game revisits worlds and themes that are overly familiar. It appears to rely on gimmicks rather than innovative ideas. The cat suit is a prime example: it's amusing, it looks nice on the game cover, but in reality, it detracts from the gameplay because it's too overpowered. You end up wanting to have it all the time, which is a shame for other power-ups.

Regarding bosses, even though I know it's not Mario's strong suit, the simplification here seems somewhat absurd. In fact, it feels like the game almost abandons the concept of bosses altogether, turning the Bowser cat phase (final boss) into essentially a platforming segment. They didn't even try.

Now, it's evident that this game has clear strengths, particularly in its accessibility (it could be the ideal first Mario game), its vibrant graphics, and its music. It's from the perspective of considering Super Mario 3D World as a sequel to Mario Galaxy (Super Mario Gravity, I'm counting on you) that I was disappointed.

I don't think a game's camera placement has infuriated me as much as this game. This is a 3D platformer. A fixed isometric camera does not work. I can't count the number of times I have died because its impossible to know where Mario is landing. How did anyone think this is a good idea? The fixed camera is so uncomfortable. It genuinely ruins the levels for me, which are actually really well designed. I don't have the patience to unlock the secret worlds in this game specifically cause the camera makes me want to pull my hair. Also the Cat Suit is not fun to use in my opinion, I much prefer the Tanooki or Fire Flower power up. This game is heavily carried by its level design, I was unsure whether to give it a 2.5 or 3 because of the stupid camera placement, but the levels (and music) saved this game.

Worst fucking multiplayer experience ever. This game just fucking sucks for multiplayer, the camera fucking jerks everywhere cause it can't decide who to focus on. *I* can't fucking tell who is who most of the time and lose track of myself and just die. Compound the previous statement with the perspective of the camera in this game fucking sucks and I just start constantly dying. Fucking hate this shit, 2D mario clears.

Oh yeah, right, since the Switch versions is technically a "collection".

What to say, once again? I LOVE this game. It's one of the mainline Mario games I find always funny to replay and return. It's by all means much better than any NSMB or 3D Land imo.
Honestly all I notice from the Wii U version is that the auto-savings are better and don't interrupt the gameplay once you beat a level. And, uh, that's pretty much about it.