Super Mario 3d Land 60fps Code
Super Mario 3D Land at 60 frames per second, you need specific Action Replay (AR) codes that bypass the game's internal 30 FPS cap. These codes vary based on your game's region (USA, EUR, or CHN). 60 FPS Action Replay Codes Depending on your version, use one of the following codes: D3000000 15000000 2091621C 00000001 D2000000 00000000 USA Cheat File D3000000 15000000 2091689C 00000001 D2000000 00000000 EUR Cheat File D3000000 15000000 209AEFA4 00000000 D2000000 00000000 CHN Cheat File How to Apply the Codes
You can use these codes on actual 3DS hardware or through emulators. On 3DS Hardware (Luma3DS / CTRPF) Preparation : Download the cheat file for your region. File Placement : Save it to sd:/cheats/
Ensure the "Enabled" box is checked before launching the game.
: Running at 60 FPS requires significant processing power; if your device struggles, try disabling Async GPU emulation in the graphics settings to stabilize performance.
Super Mario 3D Land , a 60FPS code typically aims to double the game's standard 30FPS cap for a smoother visual experience. While standard 60FPS codes are available on platforms like GitHub (USA/EUR)
, many of them cause the game to run at double speed because the game's logic is tied to the frame rate. Featured "Smart-Switch" 60FPS Code A useful feature to add to a 60FPS code is a hotkey-based toggle
(e.g., "Hold X for 30FPS"). This allows you to play the majority of the game in smooth 60FPS while quickly switching back to 30FPS for precise platforming or cutscenes that might break at higher speeds. Code for USA Version (Title ID: 0004000000054000): super mario 3d land 60fps code
[60FPS (Hold X for 30FPS)] D3000000 15000000 2091621C 00000001 DD000000 00000400 2091621C 00000002 D0000000 00000000 Use code with caution. Copied to clipboard (Credit to for the original implementation) Implementation Steps Check your Region : Ensure the Title ID matches your game version (e.g., 0004000000053F00 for Europe). Use Luma3DS/Rosalina : Access the Rosalina menu in-game by pressing L + Down + Select to enable the cheat from your SD card's Stability Note
: On original hardware, 60FPS codes can be taxing. This feature is often best utilized on a New Nintendo 3DS with "Clock + L2" enabled or on emulators like for a stable 60FPS experience.
Super Mario 3D Land natively runs at on Nintendo 3DS hardware, you can use cheat codes to force it to when playing on an emulator like or on a modded console. Because these are Action Replay (AR)
style codes, the exact text depends on your game's region and version. Below are the most common versions of the 60 FPS code: USA Version (v1.0)
[60FPS] D3000000 15000000 2091621C 00000001 D2000000 00000000 Use code with caution. Copied to clipboard
: Some versions of this code include a "toggle" where holding returns the game to 30 FPS if it is running too fast. Europe / EUR Version (Rev1) Super Mario 3D Land at 60 frames per
[60FPS Rev1] D3000000 15000000 20917E9C 00000001 D2000000 00000000 Use code with caution. Copied to clipboard Alternate EUR Version
: If the above does not work, try replacing the second line with 2091689C 00000001 China / CHN Version (v1.0)
[Default 60FPS v1.0] D3000000 15000000 209AEFA4 00000002 D2000000 00000000 Use code with caution. Copied to clipboard Important Usage Tips Game Speed
: In many cases, forcing 60 FPS in this specific game may cause it to run at double speed because the game's physics are tied to the frame rate. Citra Compatibility : Ensure you are using a modern build of or its forks (like ) for the best performance. Installation : In Citra, right-click the game, select , and paste the code for your specific region. infinite time to go along with the frame rate patch?
The short answer is: There is no native 60 FPS code for Super Mario 3D Land on original 3DS hardware.
The game was hard-coded by Nintendo to run at 30 FPS (or lower in 3D mode) due to the console's limited CPU/GPU power. The 3DS screen also has a maximum refresh rate of 60 Hz, but the game's logic, animation timings, and physics are tied to 30 FPS. Mechanism: These codes remove the framerate cap or
A. The "Hacky" Speedup (Fast-Forward Effect)
- Mechanism: These codes remove the framerate cap or alter the wait-for-vblank function.
- Result: The game renders frames as fast as the hardware allows.
- Issue: Because the game logic is tied to the frame rate, this causes the game to run in "fast motion." Mario moves twice as fast, timers count down twice as fast, and the physics engine becomes unstable.
- Usability: Unplayable for a standard playthrough; used mostly for testing hardware limits or speedrunning tools.
Implementation (typical approaches)
- Engine/tick alteration: modify game loop timing or emulator settings to run logic and rendering at 60 FPS.
- Graphics/frame interpolation: some methods only interpolate frames without changing game logic.
- CPU clock / timing fixes: adjust timing-critical code so physics and animations remain consistent at higher FPS.
- Patches applied via: emulator hook (e.g., Citra custom settings), ROM/hax patches, or IPS/ASAR-style code edits.
Issue A: "The game runs at double speed!"
Fix: You did not enable the "Game Speed Fixed" portion of the code. Ensure you are not using a generic "60fps" cheat without the logic divider. Only use the full code block provided above.
📌 Citra Setup (easiest)
- Right-click Super Mario 3D Land in Citra → Properties → Cheats tab.
- Click Add Cheat and enter:
[60fps v1.0 (USA/EUR/JPN)]
0A0F72F0 00000001
D9000000 0045D764
D6000000 0045D764
D2000000 00000000
- Make sure Enable Cheats is checked in Citra’s Emulation menu.
- Launch the game – speed will be uncapped (may run faster than 60fps if uncapped).
→ To lock at 60fps without double speed, go to Emulation → Configure → Graphics and set Speed Limit to 100%. Game should now run at true 60fps.
5. Performance Requirements
Running a 3DS game at double the intended frame rate requires significantly more processing power.
- CPU Load: Your processor must be able to compile shaders and execute instructions twice as fast.
- Stuttering: If your device cannot maintain a stable 60 FPS, the game will slow down (slow motion) rather than dropping frames, because the game logic is now tied to the new frame timing.
4. Implementation & Usage
Users typically apply these codes via the Luma3DS LayeredFS system (for real hardware) or the Citra Emulator (for PC).
Common Code Methodology: Most publicly available codes work by altering the memory address that dictates the game's cycle timing.
- Target Address: Often found in the region responsible for the game's main loop or render thread.
- Instruction: Instructions are changed to skip the "wait" call that forces the CPU to idle until the next 30hz cycle.
5. Known Issues and Limitations
Applying a 60 FPS code to Super Mario 3D Land usually results in the following technical defects:
- Physics Desynchronization: As noted, the game's physics are frame-dependent. Doubling the FPS without patching the physics engine causes Mario to slide, jump incorrect heights, or fall through geometry.
- Animation Glitches: Character animations may skip frames or loop incorrectly.
- Cutscene Desync: In-game cutscenes rely on specific timings. Running at 60 FPS often causes audio to desynchronize from the visuals or triggers script errors.
- Hardware Strain: On original 3DS (Old 3DS/2DS) models, forcing the GPU to render twice the frames can cause significant lag, defeating the purpose of the patch. It is more viable on the "New 3DS" line or high-end PCs running Citra.