New Super Mario Bros. Wii

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"NSMBW" redirects here. For the game sometimes abbreviated as "SMBW", see Super Mario Bros. Wonder.
Not to be confused with New Super Mario Bros. Mii.
New Super Mario Bros. Wii
NSMBW NA Box Art.jpg
American box art
For alternate box art, see the game's gallery.
Developer Nintendo EAD
Publisher Nintendo
Platform(s) Wii, Wii U, Nvidia Shield TV (Mainland China only)[1]
Release date Wii (original release):
Australia November 12, 2009
USA November 15, 2009
Mexico November 15, 2009[2]
Europe November 20, 2009
Japan December 3, 2009
ROC July 3, 2010
HK July 3, 2010
South Korea August 7, 2010
Wii (Nintendo Selects):
Europe June 13, 2014
Australia August 27, 2015
Wii U (digital download):
Europe January 7, 2016[3]
Australia January 8, 2016
Japan August 9, 2016[4]
Nvidia Shield TV:
China December 5, 2017[1]
Language(s) English (United Kingdom)
English (United States)
French (France)
French (Canada)
German
Spanish (Spain)
Spanish (Latin America)
Italian
Japanese
Simplified Chinese1
Traditional Chinese
Korean
1 - Only in the Nvidia Shield TV version.
Genre Platformer
Rating(s)
ESRB:E - Everyone
PEGI:3 - Three years and older
CERO:A - All ages
ACB:G - General
USK:0 - All ages
ClassInd:L - General audience
GRAC:All - All ages
GSRR:G - All ages
Mode(s) Single player, cooperative and competitive multiplayer (up to four players)
Format
Wii:
Optical disc
Wii U:
Digital download
Input
Wii:
Wii Remote (horizontal)
Nvidia Shield TV:
Serial code(s) Japan RVL-SMNJ-JPN
USA RVL-SMNE-USA
Europe RVL-SMNP-EUR

New Super Mario Bros. Wii is a side-scrolling 2.5D Super Mario game for the Wii and the twelfth game in the Super Mario series.[5] The game was released in Oceania on November 12, in North America on November 15, in Europe on November 20, and in Japan on December 3, 2009; it is the first main series game to be released first in the Oceanian regions, and the first and currently the only Super Mario platformer that was not released in Japan or America first. It is a follow-up to the 2006 Nintendo DS game New Super Mario Bros.

In addition to the single-player experience, New Super Mario Bros. Wii also features a multiplayer mode for up to four players. This is the first side-scrolling Super Mario game to feature co-op and vs. modes at the same time, and the first one overall since Mario Bros. It features more items and more enemies than its DS predecessor. It is also the first title to support Nintendo's new Super Guide mode.[6] The game introduces two new power-ups, the Propeller Mushroom and the Penguin Suit, which turn characters into their propeller and penguin forms, respectively.

New Super Mario Bros. Wii is the first 2D platformer Super Mario title to hit a home console since Super Mario World for the SNES (released 19 years prior). To date, the game has sold over 30 million copies worldwide, making it the fourth best-selling Wii game overall and the second best-selling Super Mario game on the system, after Mario Kart Wii.[7] New Super Mario Bros. Wii received two follow-ups in 2012: New Super Mario Bros. 2, a direct sequel to New Super Mario Bros. for the Nintendo 3DS, and New Super Mario Bros. U, a direct sequel to this game as a launch title for the Wii U.

This is the first of two games released outside of Japan and South Korea to feature a different-colored game box, the second being the Wii version of Mario & Sonic at the London 2012 Olympic Games. The box for New Super Mario Bros. Wii is red, as opposed to most other Wii games with a white box.

Story[edit]

Bowser Jr. and the Koopalings jumping out of the cake

Mario, Luigi, Yellow Toad, and Blue Toad are celebrating Princess Peach's birthday, when a big cake slides in. As Princess Peach approaches it, Bowser Jr. (who masterminded the plot to infiltrate via the birthday cake[8]) and the Koopalings jump out. The Koopalings throw the cake on top of Princess Peach, the Mario Bros., and the Toads, trapping Princess Peach inside and leaving the Mario Bros. and Toads briefly stunned. From there, the Koopalings and Bowser Jr. run out of the castle and load the cake onto their airship while the Mario Bros. and the Toads recover and follow closely. The Toads from the castle soon use a cannon to blast away presents containing Propeller Mushrooms and Penguin Suits so Mario and the others can obtain them, but they explode in the air and spread the items in 9 worlds.[9]

Throughout the chase, Mario and co. battle the Koopalings in their towers, followed by in their castles. Afterward, Bowser Jr. flies in the airship with Princess Peach stuck in it, though during two occasions, the airship leaves without Bowser Jr., allowing the Mario Bros. and Toads to chase after him. When the gang defeats Bowser Jr. in World 8, Magikoopa appears and takes Princess Peach away, taking her to Bowser's Castle and locking her in a cage.

When Mario and the gang finally get to Bowser's Castle, they find Bowser. One of them has to jump on a ! Switch behind Bowser to "defeat" him. After Mario, Luigi, Yellow Toad, and Blue Toad celebrate their "victory", they see "Princess Peach" crying in a cage, until they find out it actually turns out to be Magikoopa disguised as her. Magikoopa then powers Bowser up, making him giant. After Bowser has been powered up, the four can do nothing but flee from the giant boss. Soon they find a dead end with a huge ! Switch, and the real Princess Peach in a cage above them. They push it, and Bowser falls through the floor in final defeat as the princess is released from her cage. As Mario and Princess Peach walk out, they see Luigi, Yellow Toad, and Blue Toad arrive in their hot air balloons. Luigi lets Mario and Princess Peach into his balloon but is accidentally left behind. Yellow Toad and Blue Toad then offer Luigi a ride in their balloon. As they sail off, Princess Peach asks Mario if she told him about the secret world. If the player beats the level again, Princess Peach will ask Mario to tell her about his adventure again.

Bowser, Bowser Jr., and the Koopalings watch as the castle collapses

In a post-credits scene, Larry Koopa is seen exhausted and limping toward Bowser's Castle following his defeat in World 1. As he collapses and passes out, Bowser Jr. walks up to him, orders him to get up, and shows him the rest of the Koopalings trying to push Bowser, who is back to normal, right side up. They finally succeed and celebrate, but the castle soon falls on top of Bowser before the screen cuts to black and a crushing sound is heard.

Gameplay features[edit]

World 2-1 being played by four players

The gameplay of the game is mostly based on its DS predecessor. The story mode of the game can be played in either single-player mode or multiplayer cooperative mode. Players can be freely added and removed in between levels on the world map. The camera pans as players move, and it zooms in and out depending on their distance to one another. However, there is a limit, and players who are far behind lose a life.

After players clear World 1-3 for the first time, a Toad runs up and tells the heroes that Bowser Jr. ordered his minions to stuff Toads they capture into ? Blocks. If the level was cleared in single-player mode, a Goomba then appears and carries the Toad to a ? Block in World 1-1, where the player must carry him to the goal. Toads can be rescued only in single-player mode.

When a player loses a life in multiplayer, they reappear inside a bubble. The player inside the bubble can shake the Wii Remote to bring themselves closer to the other players that are currently not in a bubble. Bubbles can burst only when a player not in a bubble comes in contact with the bubble or throws a fireball, ice ball, shell, or frozen enemy at the bubble. A player can place themselves in a bubble purposefully without losing a life by pressing the A Button button on the Wii Remote or the Nunchuk C Button button on the Nunchuk if it is connected. The player inside the bubble cannot be harmed by anything and retains their previous form. However, if everyone has lost all their lives, or if someone loses a life and everyone else is in a bubble, then all players have to restart the level from the beginning or the midway point if the players touched it on a prior attempt. The players in bubbles return to their normal forms but do not lose any lives.

When one player grabs the pole at the end of the level, the timer stops and the other players would have three seconds to grab the pole before the level ends. If they do not make it in time, the level still ends; however, there is no penalty to the players left behind other than the lost opportunity for points or a 1-Up by grabbing the pole.

The light on the boat's direction being changed by tilting the Wii Remote

Players play the game by holding the Wii Remote sideways or by using the Wii Remote and Nunchuk combination. If a player tilts the Wii Remote, certain actions can be performed, such as changing the direction of a light or tilting special platforms when they have been activated. Players can activate these by standing on them; the color and the symbol of the character on the platform determine who is controlling them.

Shaking the Wii Remote activates the Spin Jump, as seen in Super Mario World. Players can carry objects such as frozen enemies and barrels by One Button (B Button with the Nunchuk) and shaking the Wii Remote near the object.

It is possible to ride on Yoshi as well. In addition to his usual ability to consume most enemies, he can retain many different objects in the game in his mouth, including hammers, fireballs, ice balls, shells, Toads, power-ups, and other players. Yoshi can also use his Flutter Jump, a move first introduced in Super Mario World 2: Yoshi's Island. Similar to in Super Mario World, Yoshi can eat five apples in a course to produce an egg with a power-up or 1-Up. Yoshi cannot be harmed by sharp objects and enemies such as Spinies and Piranha Plants as long as he lands on them. Yoshi(s) brought to the end of the course must be abandoned, and therefore there are only certain levels in which players can ride Yoshis.

Mario can swim in these moving, floating bubbles.

Enemy Courses return from Super Mario Bros. 3, as well as Toad Houses; items obtained are stored in an inventory that can be accessed with the One Button button (B Button button with the Nunchuk) on the map screen. Unlike in New Super Mario Bros. and Super Mario World, there is no spare item box, so players cannot activate items during levels. Pressing Minus Button on the map allows the player to go to any previously visited world.

Up to five stars can appear on a player's profile. The first appears after the player has beaten Bowser for the first time (using any method), the second appears when all levels in the first eight worlds (except Warp Cannons/Pipes and Toad Houses) have been beaten, the third appears if all Star Coins from Worlds 1 to 8 are obtained, the fourth appears when all Star Coins in World 9 have been obtained, and the fifth appears once the player has beaten every level (including Warp Cannons, etc.) and has collected every Star Coin. The stars shine if the Super Guide block did not appear at all during the game, even if it is not used when it appears.

Super Guide[edit]

Main article: Super Guide
The Super Guide in action
The Super Guide mode of World 6-3 in action

Debuting in this game, the Super Guide provides players assistance to clear levels. When the player has failed to pass a level at least eight times in single player, a green box appears at the start of the level or at the midway point. When the player hits the green box, the level restarts in autopilot mode: A computer-controlled Luigi plays the level on his own. The Super Guide only shows the player how to beat the level, but it does not use shortcuts, nor reveals secrets. While the Super Guide is running, the player can press the Plus Button button on the Wii Remote at any time to take control back; the game starts exactly where the Super Guide left off. Once the player has taken control back, they cannot turn it back on during the remainder of the level. Even when the Super Guide assistance is used, the level is still considered complete, though it is now marked red, and the stars on the save file no longer shine. If the player takes over, they continue to play as Luigi rather than Mario. Losing a life as Luigi allows the player to control Mario again, without losing a life.

Free-for-all[edit]

Free-for-all NSMBW.png

Free-for-all is a multiplayer-only mode that is selectable from the game's main menu. Every course from the main game is selectable in this mode, although the worlds have to be beaten once in the main game in order to play them in Free-for-all. This mode is very similar to the main game, but there are no midway points, and on the end of a level, the number of points each character got is seen. However, unlike in Coin Battle, the character does not say a "happy" phrase after winning, and the number of times each player won is also not seen. Additionally, if all of the players manage to get to the pole, the level is marked on the level-selection menu with a gold frame, and the words "TEAM FINISH!" is seen for about a second. If not all players manage to reach the pole, it is marked with a silver frame and the word "CLEAR!" is seen instead.

Names in other languages
Language Name Meaning Notes
French (NOA) Pagaille[?] Mayhem
French (NOE) Mode libre[?] Free mode
German Freier Modus[?] Free Mode
Italian Modalità libera[?] Free Mode
Spanish (NOA) Modo Conquista[?] Conquest Mode
Spanish (NOE) Modo Libre[?] Free Mode

Minigames[edit]

Controls[edit]

When playing on a Wii or Wii U, the game requires a Wii Remote by itself horizontally or attached to the Nunchuk. The controller for the Nvidia Shield TV has a more conventional layout and lacks the same motion-sensing capabilities of the Wii Remote. To compensate, actions that originally involved shaking the Wii Remote are performed by pressing the trigger or bumper buttons.

Action(s) Input(s)
Horizontal Wii Remote Wii Remote + Nunchuk Shield Controller
Level controls
Move, swim with penguin suit, up enters doors, down ducks or enters warp pipes +Control Pad Nunchuk Control Stick Left stick
Spin Jump, fly with propeller mushroom Shake Wii Remote Shake Wii Remote Left Bumper or Right Bumper
Jump, swim Two Button A Button A button
Dash, carry shells, throw fireballs or iceballs One Button B Button X button
Triple jump Two Button when making contact with the ground while moving
(repeat twice)
A Button when making contact with the ground while moving
(repeat twice)
A Button when making contact with the ground while moving
(repeat twice)
Wall jump Two Button against a wall A Button against a wall A Button against a wall
Ground pound +Control Pad down in the air Nunchuk Control Stick down in the air Artwork of the Left Stick on the Nvidia Shield controller. down in the air
Pick up players and frozen enemies Hold One Button and shake Wii Remote Hold B Button and shake Wii Remote Hold X Button and either Left Bumper or Right Bumper
Enter bubble in multiplayer A Button Nunchuk C Button Y Button
Tilt platforms Tlt Wii Remote left and right Tlt Wii Remote left and right Left Trigger and Right Trigger
World Map controls
Navigate +Control Pad Nunchuk Control Stick Left Analog Stick
Confirm command, select level Two Button A Button A Button
Cancel command, activate item menu One Button B Button B Button
Look around on map screen A Button Nunchuk C Button Artwork of the Y Button on the Nvidia Shield controller.
Display HOME menu HOME Button HOME Button Home Button
Display pause menu Plus Button Plus Button Start Button
Open World Select Minus Button Minus Button Back Button

Levels[edit]

Players being added into the game are allowed to choose their own characters. Mario lacks a cap because he has 99 lives, the maximum amount of lives in the game; this is an Easter egg.
World select screen from New Super Mario Bros. Wii
The world-selection map with all worlds unlocked

The game has nine worlds with a world map similar to the one in New Super Mario Bros. There still are Toad Houses, towers, castles, Warp Cannons, Warp Pipes (in World 2 and World 6), vines (in World 7), and horizontal "platform" Pipes (in World 6). Enemies also patrol the map screen. If the enemies come in contact with players, they must play an Enemy Course. Players must collect eight Toad balloons to make a chest with a Toad trapped in it appear. If the Toad is saved, the players are rewarded with three Super Mushrooms. Each Enemy Course is different in each world. The layout of the worlds (either horizontally or vertically) alternates among the worlds, with the odd-numbered worlds, Worlds 1, 3, 5, and 7, all going in a horizontal left-to-right direction, and the even-numbered worlds, Worlds 2, 4, 6, and 8, all going in a vertical down-to-up direction.

There are 77 courses in the main game, 14 of which have secret exits, bringing the total number of exits to 91. Captured Toads are sometimes hidden in previously beaten levels in single-player mode. If the Toad is carried to the level exit without being damaged, Mario is rewarded with three 1-Ups. However, only one 1-Up is rewarded to Mario if the Toad took damage before reaching the goal. Additionally, when Toad is saved, the "Course Clear" theme from Super Mario Bros. is played instead of the normal one, fireworks go off, and a Toad House opens at the starting point of the world. The type of house that appears depends on the last digit in the level timer when Toad and/or Mario touch(es) the pole. If the Toad is damaged twice, it is defeated, and Mario cannot bring it to the goal anymore.

Captured Toads appear only in the following levels:

Other than the game's main campaign, which can be played with up to four players, New Super Mario Bros. Wii offers special multiplayer challenges. Those challenges have some levels taken from the campaign and some newly created levels. There is a Free for All mode and a Coin Battle mode. The Free for All mode has players competing for a high score, while the Coin Battle mode has them competing for the most collected coins in the level.

World 9 is unlocked after completing the game. There are eight stages in that world, and each stage is unlocked by collecting all the Star Coins in each of the preceding eight worlds.

Worlds[edit]

The world names originate from the game's Prima guide.

World Description Levels
World 1
Princess Peach's Kingdom
A grassy field, like many other first worlds in the Super Mario series. The boss in this world is Larry Koopa and the Enemy Courses have Goombas. The Warp Cannon blasts the player to World 5. The player can visit Peach's Castle and spend Star Coins to watch hint movies. World 1-Peach's Castle (Princess Peach's Castle) World 1-1 (grass) World 1-2 (cave) World 1-3 (grass)
World 1-Tower (tower) World 1-4 (underwater) World 1-5 (sky) World 1-6 (grass)
World 1-Castle (castle)
NSMBW World 2 Map.png
Desert World
A vast desert with cacti and palm trees, similar to most second worlds in the Super Mario series, most resembling Desert Land of Super Mario Bros. 3. The boss in this world is Roy Koopa and the Enemy Courses have Spinies. Like World 1, the cannon blasts the player to World 5. World 2-1 (desert) World 2-2 (desert) World 2-3 (desert/cave) World 2-Tower (tower/desert)
World 2-4 (desert) World 2-5 (desert) World 2-6 (desert/sky) World 2-Castle (castle)
NSMBW World 3 Map.png
Frozen World
A snow-covered forest filled with trees and ice, similar to World 5 from New Super Mario Bros. and Ice Land from Super Mario Bros. 3. The boss in this world is Lemmy Koopa and the Enemy Courses have Ice Bros. Ghost Houses are introduced here. The Warp Cannon blasts the player to World 6. World 3-1 (snow) World 3-2 (snow) World 3-3 (snow/cave) World 3-Ghost House (haunted house)
World 3-Tower (tower/snow) World 3-4 (snow) World 3-5 (snow/sky) World 3-Castle (castle/snow)
NSMBW World 4 Map.png
Water World
A vast archipelago of several islands, similar to Water Land and World 3 from Super Mario Bros. 3 and New Super Mario Bros., respectively. The boss in this world is Wendy O. Koopa and the Enemy Courses have Porcupuffers. Bowser Jr. is fought on an Airship for the first time. Like World 3, the Warp Cannon blasts the player to World 6. World 4-1 (beach) World 4-2 (beach) World 4-3 (beach) World 4-Tower (tower)
World 4-4 (underwater) World 4-Ghost House (haunted house) World 4-5 (beach) World 4-Castle (castle)
World 4-Airship (airship)
NSMBW World 5 Map.png
Jungle World
A rainforest filled with plants and vines, similar to the Forest of Illusion from Super Mario World or World 4 from New Super Mario Bros. The boss in this world is Iggy Koopa and the Enemy Courses have Stalking Piranha Plants. The Warp Cannon blasts the player to World 8. World 5-1 (jungle) World 5-2 (cave) World 5-3 (jungle) World 5-Tower (tower)
World 5-4 (jungle) World 5-Ghost House (haunted house) World 5-5 (sky) World 5-Castle (castle)
NSMBW World 6 Map.png
Rock World
A range of tall, rocky, spiral mountains, with each level going higher up the range. This world is similar to World 6 from New Super Mario Bros. The boss in this world is Morton Koopa Jr. and the Enemy Courses have Bullet Bills. Bowser Jr. is refought here at the end of the world. The final Warp Cannon is found here and, like World 5, blasts the player to World 8. World 6-1 (mountain) World 6-2 (cave) World 6-3 (sewer) World 6-4 (mountain)
World 6-Tower (tower) World 6-5 (beach/mountain) World 6-6 (cave) World 6-Castle (castle)
World 6-Airship (airship)
NSMBW World 7 Map.png
Cloud World
A sky-themed area with many mountains and high cliffs, similar to the sky portion of Sky Land from Super Mario Bros. 3 and World 7 from New Super Mario Bros. The boss in this world is Ludwig von Koopa and the Enemy Courses have Lakitus. World 7-1 (sky) World 7-2 (sky) World 7-3 (sky) World 7-Tower (tower/sky)
World 7-Ghost House (haunted house) World 7-4 (sky) World 7-5 (sky) World 7-6 (sky)
World 7-Castle (castle/sky)
NSMBW World 8 Map.png
Bowser's World
A lava-filled basin with several volcanoes, similar to many other final worlds in the Super Mario series, most resembling Dark Land from Super Mario Bros. 3. The bosses in this world are Magikoopa in the game's final Tower level, Bowser Jr. in the final Airship, and Bowser at his castle; and the Enemy Courses have Lava Bubbles. World 8-1 (volcano) World 8-2 (volcano/cave) World 8-3 (volcano/cave) World 8-Tower (tower)
World 8-4 (underwater/cave) World 8-5 (volcano) World 8-6 (volcano/cave) World 8-7 (volcano/cave)
World 8-Airship (airship/volcano/sky) World 8-Bowser's Castle (Bowser's Castle)
The World 9 map, from New Super Mario Bros. Wii.
World 9
A star-shaped area in space, with its levels having all of the themes incorporated together. Rainbow Road's theme from Mario Kart 64 is rearranged for this world's background music. World 9-1 (sky) World 9-2 (beach) World 9-3 (grass/mountain) World 9-4 (desert/sky)
World 9-5 (snow/sky) World 9-6 (volcano) World 9-7 (jungle/snow) World 9-8 (sky)
NSMBW World Coin Level Select.png
World Coin
A multiplayer-only world where there are only five stages (found in the Recommended Courses tab on the level-select menu) available alongside the rest of the levels in the game, with each level containing large numbers of coins for players to collect. World Coin-1 (cave) (based on Mario Bros.) World Coin-2 (grass) (based on World 1-1 from the original Super Mario Bros.) World Coin-3 (haunted house) World Coin-4 (desert/cave)
World Coin-5 (snow/sky)

Characters[edit]

Playable characters[edit]

Name Description
Artwork of Mario jumping in New Super Mario Bros. Wii
Mario
Mario returns from his appearance in New Super Mario Bros. as the game's main protagonist, with his goal being to save Princess Peach from Bowser's clutches. He is the default playable character, and is the only playable character in story mode.
Artwork of Luigi jumping from New Super Mario Bros. Wii
Luigi
Luigi, Mario's brother, also returns from his appearance in New Super Mario Bros. as a playable character in this game, however, he can played only in multiplayer and Super Guide.
Artwork of Yellow Toad in New Super Mario Bros. Wii Artwork of Blue Toad in New Super Mario Bros. Wii
Yellow Toad and Blue Toad
Toads make their second playable role in the Super Mario series (the first being Toad in Super Mario Bros. 2) as two separate playable characters in this game, Yellow Toad and Blue Toad, who are exclusive to multiplayer.

Yoshi[edit]

Name Description
Mario riding Yoshi
Yoshi
Yoshi is a dinosaur-like creature that can be ridden through several levels. In addition to his ability to consume most enemies, he can retain many different objects in the game in his mouth, including hammers, fireballs, ice balls, shells, Toads, power-ups, and other player characters. Yoshi can also use his Flutter Jump, a move first introduced in Super Mario World 2: Yoshi's Island. Similar to Super Mario World, Yoshi can eat five fruits in a course to produce an egg with a power-up or 1-Up. Yoshi cannot be harmed by sharp objects and enemies such as Spinies and Piranha Plants as long as he lands on them. Unlike Super Mario World, Yoshi cannot be brought across courses, limiting his availability. In multiplayer mode, the other playable characters gain access to to other colored Yoshis: namely Yellow Yoshi, Light Blue Yoshi, and Pink Yoshi.

Non-playable characters[edit]

Name Description Locations
Artwork of Princess Peach for New Super Mario Bros. Wii (reused in Mario and Sonic at the London 2012 Olympic Games, Mario Party: Island Tour and Mario Kart Tour)
Princess Peach
Princess Peach is celebrating her birthday when Bowser Jr. and the Koopalings suddenly emerge from a birthday cake and kidnap her, forcing Mario and company to rescue her. World 8-Bowser's Castle
Artwork of Toad in New Super Mario Bros. Wii (also used in New Super Mario Bros. 2 and Mario & Sonic at the Rio 2016 Olympic Games)
Toads
Toads help the main protagonists throughout the story mode by hosting minigames in Toad Houses for players to collect extra lives and power-ups. They can also be rescued in Enemy Courses and certain levels for the same rewards. World 1-1, 1-2, 1-3, 1-5, 1-6, 2-1, 2-5, 3-1, 3-2, 3-3, 3-5, 4-3, 4-5, 5-2, 5-3, 5-5, 6-2, 6-4, 7-1, 7-3, 7-5, 8-1, 8-2, 8-3, 9-1, 9-3, 9-5, 9-6, 9-8, Princess Peach's Castle, Toad Houses, Enemy Courses
Model of a Jumbo Ray from New Super Mario Bros. Wii.
Jumbo Ray
Harmless, large green variants of mantas that fly through the air in large arcs, allowing players to stand on them as long as they remain on-screen. World 5-5

Enemies and obstacles[edit]

Enemies[edit]

The enemies listed in this table match those in the Super Mario Bros. Encyclopedia[10] and Mario Portal Game Archive.[11] The default order they are listed derives from their occurrence in-game with adjustments to ensure enemies are listed next to their immediate relatives. The Mega Deep-Cheep is lumped with its smaller counterpart in both sources, but it is recognized as distinct in the original New Super Mario Bros. and this is followed suit here.

The displayed English names appear in the Prima Games guidebook,[12] the EnterPlay trading cards, and officially-licensed sources published before New Super Mario Bros. Wii. Two localization choices made are deviated from here: Sledge Bros are referred to as "Sumo Bros." in the guidebook[13] and on their trading card, but that name was previously and subsequently used for a different enemy. Mechakoopas are referred to as "Windup Koopas" in the guidebook,[14] but are recognized under their original name on their trading card and this is followed in paratexts for subsequent games. Several enemies wholly new to the franchise did not have names published at the time of the game's release and are incorporated here in retrospect. These are Hefty Goomba, Eep Cheep, Scaredy Rat, and Big Fuzzy.

Name Description Levels Pts. New
First Last
Goomba
Goomba
Common enemies that walk in a single direction, turning when they encounter an obstacle. They can be defeated with a single stomp. World 1-1 World 9-8 200
Artwork of a Paragoomba in New Super Mario Bros. (later reused in Mario Super Sluggers and New Super Mario Bros. Wii)
Paragoomba
Winged Goombas that hop as they walk and are capable of turning around to pursue the player. They turn into regular Goombas when stomped. World 7-5 World 8-2 200
Model of a Hefty Goomba from New Super Mario Bros. Wii.
Hefty Goomba
A large, slow-moving Goomba that is the middling size of a Goomba, being smaller than a Giant Goomba but bigger than a regular Goomba. This enemy splits into two Goombas when jumped on. World 1-Toad Balloon World 8-2 200 New to the franchise
A Giant Goomba
Giant Goomba
Large, slow-moving Goombas that split into two Hefty Goombas once stomped on. World 1-Toad Balloon 200
Model of a Mini Goomba from New Super Mario Bros. Wii.
Mini Goomba
Small Goombas that attach themselves to the player, weighing them down until they either perform a Spin Jump or walk for a few seconds. They hop about erratically and can turn to pursue the player. World 5-4 World 7-5 200
Pricklygoomba.png
Prickly Goomba
A Goomba that hides inside a spiked chestnut shell until it is hit with a fireball, upon which it jumps out and turns into a regular Goomba. World 9-7 200 New to the franchise
Artwork of a Koopa Troopa in New Super Mario Bros. (later used in Mario Kart Wii, Mario Super Sluggers, New Super Mario Bros. Wii, Mario Kart 7, Super Mario Run and Mario Kart Tour)
Koopa Troopa (Green)
Turtle enemies that that walk in a single direction, turning when they encounter an obstacle. They temporarily retreat into their shells when stomped, which can then be kicked, picked up, or thrown. Green Koopa Troopas walk off ledges. World 1-1 World 9-5 200
Model of a red Koopa Troopa from New Super Mario Bros. Wii.
Koopa Troopa (Red)
Red Koopa Troopas turn around when they reach the edge of a platform. World 1-1 World 9-5 200
Model of a green Koopa Paratroopa from New Super Mario Bros. Wii.
Koopa Paratroopa (Green)
Winged Koopa Troopas that jump forward in high arcs. They turn into regular Koopa Troopas when stomped. World 1-4 World 9-3 200
Artwork of a Koopa Paratroopa in  New Super Mario Bros. (later used in Mario Super Sluggers, New Super Mario Bros. Wii and Super Mario Run)
Koopa Paratroopa (Red)
Red-shelled Koopa Troopas fly up and down or side to side in the air. World 1-4 World 9-2 200
Model of a Climbing Koopa from New Super Mario Bros. Wii.
Climbing Koopa
Koopa Troopas that move either horizontally or vertically along fences, climbing to the other side once they reach an edge. They can be defeated by punching them from the opposite side of the fence they are climbing. World 4-Castle 200
Artwork of Dry Bones from Mario Party 8.
Dry Bones
Skeletal Koopa Troopas that briefly collapse when attacked before reassembling themselves. They turn at ledges, like Red Koopa Troopas. World 1-Tower World 8-Bowser's Castle 200
Model of a Dry Bones from New Super Mario Bros. Wii.
Big Dry Bones
Large variants of Dry Bones that are momentarily stunned when jumped on. They can be forced to collapse with a Ground Pound. World 6-Castle World 7-Castle 200
Artwork of Hammer Bro in Mario Party 8 (also used in Mario Super Sluggers, New Super Mario Bros. Wii, Super Mario 3D Land,[1] Super Mario Party and Mario Kart Tour)
Hammer Bro
Enemies that throw hammers in arcs at the player and periodically jump between platforms. World 1-3 1000
Model of a Boomerang Bro from New Super Mario Bros. Wii.
Boomerang Bro
Hammer Bro relatives that use damaging boomerangs, which return to them after being thrown. World 2-1 1000
Model of a Fire Bro from New Super Mario Bros. Wii.
Fire Bro
Hammer Bro relatives that throw fireballs which bounce along the ground. World 2-3 World 9-7 1000
Model of an Ice Bro from New Super Mario Bros. Wii.
Ice Bro
Hammer Bro relatives that throws ice balls at the ground, which can freeze the player and even other enemies. World 3-2 World 3-Toad Balloon 1000 New to the franchise
A Sledge Bro.
Sledge Bro
Hammer Bro relatives that throw large hammers in arcs. They can also stun the player by generating earthquakes when they jump. World 6-2 World 7-Castle 200
Artwork of Lakitu holding a Spiny Egg in New Super Mario Bros. Wii
Lakitu
Cloud-riding enemies that throw Spiny Eggs at the player, stopping when there are four Spinies on-screen at once. If a player defeats a Lakitu, they can ride on its cloud until it disappears. Lakitus contained within square clouds throw coins for a short period of time before moving off screen. World 2-5 World 7-Toad Balloon 1000
Spiny Egg
Spiny Egg
The furled form of Spinies tossed by Lakitus. When they make contact with the ground, they become Spinies. Spiny Eggs damage the player character on contact. World 2-5 World 7-Toad Balloon 200
Artwork of a Spiny in New Super Mario Bros. Wii (later used in Super Mario Run)
Spiny
Turtles with spiny shells that prevent the player from jumping on them. Some hatch from Spiny Eggs thrown by Lakitus. Like Buzzy Beetles, some are also found walking on ceilings and can drop down to attack the player when approached. These upside-down individuals can be stomped and used like other shells. World 2-2 World 8-Tower 200
Spike Top.png
Spike Top
Buzzy Beetle variants that have spikes on their shells, preventing them from being jumped on. They can slowly climb around blocks and rock formations. World 2-3 200
Artwork of a Buzzy Beetle in New Super Mario Bros. (later used in New Super Mario Bros. Wii)
Buzzy Beetle
Shelled enemies that can be kicked, picked up, or thrown after being jumped on, and are impervious to fireballs. Some walk on ceilings and drop down to attack the player when approached. World 6-3 World 8-Tower 200
Model of a Para-Beetle from New Super Mario Bros. Wii.
Para-Beetle
A winged Buzzy Beetle that ascends when used as a platform and descends back to its original position when not ridden. They appear flying at various speeds. Jumping on eight Heavy Para-Beetles or Para-Beetles consecutively without touching the ground will cause a 1-Up Mushroom to fall from the sky. World 7-6 X mark.svg
Model of a Heavy Para-Beetle from New Super Mario Bros. Wii.
Heavy Para-Beetle
A Para-Beetle that descends when used as a platform and ascends back to its original position when not ridden. Jumping on eight Heavy Para-Beetles or Para-Beetles consecutively without touching the ground will cause a 1-Up Mushroom to fall from the sky. World 7-6 X mark.svg New to the franchise
Spike
Spike
Stationary green turtles that periodically pull spiked balls out of their mouths to throw at the player, which roll downwards from the ledges upon which they stand. World 2-2 200
Model of a Stone Spike from New Super Mario Bros. Wii.
Stone Spike
A stationary Spike that throws stone rocks downwards periodically. World 6-1 World 8-4 200 New to the franchise
Artwork of a Piranha Plant in New Super Mario Bros. Wii
Piranha Plant
Plants that either move in and out of Warp Pipes or lunge at the player from the ground. Warp-Pipe-dwelling Piranha Plant do not emerge if the player is nearby. World 1-2 World 9-7 200
A Super Piranha Plant
Super Piranha Plant
Large variants of Piranha Plant that lunge at the player from the ground. World 2-5 World 6-3 200
Model of a Fire Piranha Plant from New Super Mario Bros. Wii.
Venus Fire Trap
Piranha Plants that aim at the player and shoot a single fireball. Some move in and out of Warp Pipes like normal Piranha Plants and hide when the player is nearby while others are grounded. A single Warp-Pipe-dwelling Venus Fire Trap in World 9-7 has the ability to shoot three fireballs in a row. World 1-3 World 9-7 200
Piranha Flower
Piranha Flower
Large Venus Fire Traps that shoot big fireballs. World 2-3 200
Model of a Stalking Piranha Plant from New Super Mario Bros. Wii.
Stalking Piranha Plant
A Piranha Plant that paces back and forth and stretches its neck upward periodically. World 5-1 World 6-3 200 New to the franchise
Model of a River Piranha Plant from New Super Mario Bros. Wii.
River Piranha Plant
A stationary, aquatic Piranha Plant that blows a green spiked seed up and down. They cannot regenerate their spiked ball if it is destroyed. World 5-1 200 New to the franchise
Model of a Muncher from New Super Mario Bros. Wii.
Muncher
An invincible black plant that is exclusively found frozen within ice blocks. They can be thawed by fireballs, including those of other enemies. World 9-7 X mark.svg
New Super Mario Bros. promotional artwork: A Cheep-Cheep
Cheep Cheep
Slow-moving fish that are either found swimming endlessly forward or back and forth. In World 4-2, they constantly jump from the water to attack player, leaving them vulnerable to being stomped. World 1-4 World 8-4 200
Model of a Big Cheep Cheep from New Super Mario Bros. Wii. A normal-sized Cheep Cheep is positioned next to it for clear comparison because the enemies share the same model and textures. Scaling derived from this screenshot uploaded by Scrooge200 (talk).
Mega Cheep-Cheep
Big Cheep Cheeps that are either found swimming endlessly forward or back and forth, like their smaller counterparts. World 1-4 World 6-6 200
Model of a Deep Cheep from New Super Mario Bros. Wii.
Deep-Cheep
Fish that endlessly swim forward in a sine-wave-like pattern. They briefly give chase when approached, though stop once they move past the player. World 1-4 World 8-4 200
Model of a Big Deep Cheep from New Super Mario Bros. Wii. A normal-sized Deep Cheep is positioned next to it for clear comparison because the enemies share the same model and textures. Scaling derived from this screenshot uploaded by Scrooge200 (talk). Positioning of the individual models derived from this screenshot uploaded by Yoshi986 (talk).
Mega Deep-Cheep
Big Deep-Cheeps that retain the chasing behavior of their smaller counterparts. World 1-4 200
Model of an Eep Cheep from New Super Mario Bros. Wii.
Eep Cheep
A Cheep Cheep that swims endlessly forward in a school with other Eep Cheeps and swims out of the way of approaching players. World 1-4 200 New to the franchise
Model of a Spiny Cheep Cheep from New Super Mario Bros. Wii.
Spiny Cheep Cheep
Fish that are normally found swimming back and forth, but speed up to chase the player when approached. They can only be frozen temporarily, after which they will gain an angry expression. World 1-4 World 8-4 200
Model of a Cheep Chomp from New Super Mario Bros. Wii.
Cheep-Chomp
A large fish that, once approached, begins pursuing the player indefinitely, periodically lunging at the player in an attempt to eat them. When defeated, it drops three 1-Up Mushrooms. World 4-4 World 9-2 200
Artwork of a Porcupuffer from New Super Mario Bros. Wii.
Porcupuffer
An aggressive fish that moves along the surface of water bodies, following the player's horizontal position and occasionally leaping from the water to attack. World 4-Toad Balloon World 9-2 200
Model of a Fish Bone from New Super Mario Bros. Wii.
Wet Bones
Skeletal fish that swim back and forth, charging towards the player when approached. Their eyes faintly glow in the dark. World 4-Castle World 5-Ghost House 200
Artwork of a Clampy from New Super Mario Bros. Wii.
Clampy
Clams that open and close their mouths, which sometimes contain items. If a Clampy closes its mouth on the player, they take damage. If placed above a solid surface, they will sink. World 1-4 World 4-1 X mark.svg
Artwork of an Urchin from New Super Mario Bros. Wii.
Urchin
Aquatic enemies that either float motionlessly or move back and forth in the water. They can only be frozen temporarily, after which they will sink, blocking currents they fall on top of. World 1-4 World 4-3 200
Model of a Big Urchin from New Super Mario Bros. Wii.
Big Urchin
A gigantic Urchin that either floats motionlessly or moves back and forth in the water. It can be defeated only with a Star. World 4-1 World 4-3 200 New to the franchise
Artwork of a Thwomp from New Super Mario Bros. Wii.
Thwomp
Large rocks that fall when the player gets close before returning to their original position. World 1-Castle World 8-Tower 200
SuperThwomp NSMBW.png
Big Thwomp
Large Thwomps that can break through stone tiles. World 1-Castle 200
Model of a Fire Snake from New Super Mario Bros. Wii.
Fire Snake
Flames that jump in a high arc, chasing the player across Semisolid Platforms. They temporarily enlarge after every few hops. World 2-3 200
Artwork of a Pokey from New Super Mario Bros. Wii.
Pokey
Cactus enemies that slide back and forth at varying speeds, becoming slower the taller they get. They are normally defeated when their head segment is destroyed. World 2-5 200
Model of a Flame Chomp from New Super Mario Bros. Wii.
Flame Chomp
Flying black spheres that chase the player. They carry four fireballs in tow, which they periodically spit at the player. Once they run out of fireballs, they begin to glow and pursue the player with increased speed before exploding. World 2-6 World 9-6 200
Model of a Lava Bubble from New Super Mario Bros. Wii. This model and its textures were repurposed for New Super Mario Bros. U and New Super Luigi U.
Lava Bubble
Fireballs that jump out of lava at regular intervals. They are vulnerable to Ice Balls, like other fire-based enemies. World 2-Castle World 8-Bowser's Castle 200
Artwork of a Cooligan
Cooligan
A penguin enemy that slides on ice and snow and slows down when stomped, requiring another stomp to defeat. It continues to slide when frozen, allowing it to be used as a moving platform. World 3-1 World 9-5 200 New to the franchise
Bullet Bill
Bullet Bill
Bullets that fly straight forward, moving out of the way when they make contact with one another. They are shot from Bill Blasters and Bill Blaster Turrets or appear from the edges of the screen. World 3-2 World 7-4 200
Model of a Bull's-Eye Bill from New Super Mario Bros. Wii.
Missile Bill
Bullet Bills that target the player after being shot. World 9-3 200
Model of a Banzai Bill from New Super Mario Bros. Wii.
Banzai Bill
Large Bullet Bills that fly straight forward, defeating regular Bullet Bills in their path. They are always found being shot from Banzai Bill Cannons. World 7-Tower World 7-4 200
Model of a Bull's-Eye Banzai from New Super Mario Bros. Wii.
King Bill (World 9-3)
Banzai Bills that endlessly rise from the bottom of the screen and home in on the player’s vertical position before continuing forward once they reach the designated height. World 9-3 200 New to the franchise
Artwork of King Bill.
King Bill
An enormous, invincible Bullet Bill that charges from the edges of the screen, destroying blocks in its path. World 9-8 200 New to the franchise
Artwork of Boo from New Super Mario Bros. Wii (later reused for Mario Kart 8 Deluxe and Super Mario Party)
Boo
Ghosts that follow the player when their back is turned, but hide their faces when they look at them. They can only be defeated with a Star. They normally cannot be seen in the dark, though they produce a glowing trail when pursuing the player. In World 5-Ghost House, some Boos swirl together in circles. These ones do not shield their eyes when faced, and can be defeated with a Drill Spin. World 3-Ghost House World 7-Ghost House 200
Model of a Boo from New Super Mario Bros. Wii. This model is shared with Big Boos.
Big Boo
Large Boos that retain the same behavior and properties as their smaller counterparts. Their large size allows them to obscure objects placed behind them. World 3-Ghost House World 7-Ghost House 200
Model of an Amp from New Super Mario Bros. Wii.
Amp
Stationary, electric balls that shock the player upon contact. World 3-Tower 200
Artwork of a Bob-omb, from Mario Kart Wii.
Bob-omb
Bombs that ignite if they are jumped on or come into contact with fireballs, then explode shortly after. When ignited, they can be picked up and thrown to defeat other enemies. Some are found being shot from cannons while other are found locked in ice and require nearby explosions to detonate. World 3-Castle World 9-4 200
Model of a Parabomb from New Super Mario Bros. Wii.
Parabomb
Parachuting Bob-ombs that descend from the sky, transforming into normal Bob-ombs once they land. World 8-5 200
Model of a Huckit Crab from New Super Mario Bros. Wii.
Huckit Crab
A crab that throws sand balls on loop, jumping backwards every time it does so. These balls can be jumped on and used as a temporary platform. World 4-3 200 New to the franchise
A Blooper from New Super Mario Bros.
Blooper
Squid-like enemies that move in an erratic pattern and follow the player. They are often found concealed behind foreground elements, emerging once the player draws near. World 4-4 World 8-4 200
Model of a Blooper Nanny from New Super Mario Bros. Wii.
Blooper Nanny
Bloopers that have Blooper Babies swimming in a trail behind them. They normally chase the player like an ordinary Blooper, though they will occasionally pause and deploy their Blooper Babies before spawning a new set. World 4-4 200
LilMouserNSMBW.png
Scaredy Rat
An enemy that walks forward in a group. When one of the rats is jumped on, the rest panic and run around, calming back down once they encounter a calm rat. World 4-Ghost House 200 New to the franchise
Mechakoopa as seen in New Super Mario Bros. Wii.
Mechakoopa
A mechanical version of Bowser found in Airship levels. After stomping on it, it becomes stunned and can be picked up and thrown to defeat other enemies before it wakes up. World 4-Airship World 8-Airship 200
Artwork of a Wiggler from New Super Mario Bros. Wii.
Wiggler
Caterpillars that become agitated and move faster after being jumped on. World 5-2 200
MegaWiggler.png
Big Wiggler
Large variants of Wigglers that can traverse poison and defeat enemies they run into. They do not become agitated when stomped and can be bounced off of like a spring. World 5-2 X mark.svg
Rendered model of a roosting Swoop from New Super Mario Bros. Wii.
Swoop
Bats that hang onto the ceiling, then swoop towards the player when approached. In World 6-6 they have eyes that glow in the dark. World 5-2 World 6-6 200
A Bramball model from New Super Mario Bros. Wii
Bramball
A forest enemy that lurches between available platforms. It is mostly covered in spikes, with the head being the only safe part to jump on. It can also be forced to move if jumped into from below. Fast-moving individuals appear at the end of their respective level. World 5-3 200 New to the franchise
Artwork of Monty Mole from Mario Super Sluggers (also used in Mario Kart Tour, New Super Mario Bros. Wii, and Super Mario Party)
Monty Mole
A mole that pops out of the ground and gives chase, bouncing off of other moles they come in contact with. World 6-4 World 8-Tower 200
Rocky Wrench
Rocky Wrench
Monty Moles that periodically pop out of holes in Airships to throw damaging wrenches at the player. World 6-Airship 200
Artwork of a Chain Chomp from New Super Mario Bros. Wii.
Chain Chomp
Enemies tied to posts that lunge at players at regular intervals. If their post is ground pounded three times, they are set free and can be used to break through blocks. World 7-2 200
Model of a Big Chain Chomp from New Super Mario Bros. Wii.
Big Chain Chomp
This Chain Chomp was enlarged by the Magikoopa before the second boss battle with him. It is fastened to a chariot that holds Iggy and is screwed to a track. The Big Chain Chomp lunges at Mario during the boss battle and drags Iggy with it. Hitting Iggy causes the Big Chain Chomp to become enraged and lung at Mario more quickly. Defeating the Koopaling causes the Big Chain Chomp to revert to its original size before disappearing. World 5-Castle 200
Model of a Fuzzy from New Super Mario Bros. Wii. The same model is used for Big Fuzzies.
Fuzzy
Enemies that follow tracks and hurt players upon contact. If they fall off a track, they will twirl in the air. World 7-3 World 9-8 200
Model of a Fuzzy from New Super Mario Bros. Wii. The same model is used for Big Fuzzies.
Big Fuzzy
A large Fuzzy that follows tracks and hurts players upon contact, like its smaller counterpart. World 7-3 World 9-8 200 New to the franchise
Model of a Broozer from New Super Mario Bros. Wii.
Broozer
A boxing ghoul-like monster that clumsily charges towards the player's horizontal position, breaking through blocks in its path. The player can defeat it by jumping on it three times, or by hitting it with a fireball. It functions similarly to Chargin' Chucks in Super Mario World. World 7-Ghost House 200
Model of a Crowber from New Super Mario Bros. Wii.
Crowber
Birds that circle above the player before swooping down to attack and leaving the screen. World 7-Ghost House World 8-5 200
Model of a Foo from New Super Mario Bros. Wii.
Foo
A cloud enemy that blows temporary fog in order to obscure the player's view. World 7-5 200 New to the franchise
Model of a Bulber from New Super Mario Bros. Wii.
Bulber
An aquatic enemy with a glowing esca that illuminates the dark immediately surrounding it. It swims forward endlessly. World 8-4 200 New to the franchise
Model of a Jellybeam from New Super Mario Bros. Wii.
Jellybeam
An aquatic enemy that produces a beam of light that illuminates the dark below it. They periodically descend and widen their light beams, speeding up when the player approaches. World 8-4 200 New to the franchise

Obstacles[edit]

Name Description Galaxies
First Last
Rendered model of a Spinner from New Super Mario Bros. Wii.
Ball 'n' Chain
A large spiked ball attached to a rotating chain. World 3-Tower World 4-Castle
Banzai Bill Blaster NSMBW.png
Banzai Bill Cannon
Turrets that shoot Banzai Bills. In World 7-Tower, they are hidden within the Tower's brickwork. World 7-Tower World 7-4
New Super Mario Bros. Wii art: Bill Blaster
Bill Blaster
Turrets that shoot Bullet Bills and become inactive when the player is nearby. Some can extend up and down while others are stationary. World 3-2 World 9-3
Multi Bill Blaster NSMBU Sprite.png
Bill Blaster Turret
Stacks of Bill Blasters that rotate and shoot Bullet Bills in alternating directions. They continue firing when the player is nearby. World 6-1
Rectangular screenshot of Bowser's Flame from New Super Mario Bros. Wii.
Bowser's Flame
These fireballs first appear offscreen while the player character is approaching Bowser in World 8-Bowser's Castle. He spews them during his boss battles as well. World 8-Bowser's Castle
Rendered model of a Burner from New Super Mario Bros. Wii.
Burner
Mechanical obstacles that shoot streams of fire. Some spew fire constantly and can rotate while others spew fire periodically and are stationary. World 4-Airship
Rendered model of a Cannon from New Super Mario Bros. Wii.
Cannon
Cannons that shoot projectiles. Bob-ombs come out of rotating ones, while cannonballs are shot out of fixed ones. World 4-Airship World 8-Airship
Rectangular screenshot of an electric current from New Super Mario Bros. Wii.
Electrical field[15]
Electrical barriers which shock the player or Bowser Jr. upon contact. In order to deal damage to Bowser Jr. during his second boss fight, he must be forced to make contact with the rails. World 6-Airship
A preview of World 8-Tower, from New Super Mario Bros. Wii.
Fire Bar
A series of fireballs that spins in a circular motion around a block. They can vary in length and extend in one or two directions from the center of the block. World 8-Tower World 8-Bowser's Castle
GhostQuestionBlock.png
Ghost Block
A ? Block that, when approached, glows purple, levitates, and charges at the player, breaking if it hits a floor or a platform. Unlike regular ? Blocks, their question marks are not animated. World 7-Ghost House
Ghost house stand.png
Ghost Vase
A stand that, when approached, glows purple and throws itself at the player, breaking if it hits a floor or a platform. World 3-Ghost House World 4-Ghost House
Rendered model of a Giant Cannon from New Super Mario Bros. Wii.
Giant cannon
Horizontal, pipe-sized cannons shoot giant cannonballs. World 8-Airship
Model of a large Skewer from New Super Mario Bros. Wii
Giant Skewer
Giant skewers appear in World 6-Tower and World 7-Castle. World 6-Tower World 7-Castle
A Giant Spiked Ball
Giant Spiked Ball
Large spiked balls that roll along the ground. World 8-2
A Huge Icicle from New Super Mario Bros. Wii
Huge Icicle
Large Icicles that fall and act as platforms. If the ground beneath them disappears, they will fall a second time. World 3-3 World 3-Castle
a skinny boi icicle
Icicle
Damaging icicles that appear in frozen levels. Some, which are darker in coloration, are stationary while others, which are lighter in coloration, fall when the player approaches before reforming. World 3-3 World 3-Castle
A preview of World 8-6, from New Super Mario Bros. Wii.
Lava
Molten rock that can cause the player to instantly lose a life upon contact. In some levels, lava rises and falls like they tide, making certain portions of the levels accessible for brief periods of time. World 1-Castle World 9-6
LavaGeyserNSMBW.png
Lava Geyser
Lava that rises up from pits periodically. Unlike normal lava, it does not cause the player to instantly lose a life upon contact. World 8-1 World 9-6
Burner sprite from New Super Mario Bros. Wii.
Moving torch[16]
Cannon-like Burners that pivot back and forth. World 4-Airship
A preview of World 5-4, from New Super Mario Bros. Wii.
Poison
A liquid hazard that can cause the player to instantly lose a life upon contact. World 5-2 World 5-4
A preview of World 8-1, from New Super Mario Bros. Wii.
Poison fog
An enormous, red and black cloud that moves to the right very slowly. It instantly causes the player to lose a life upon contact. World 8-1
Rendered model of a quartet-cannon from New Super Mario Bros. Wii.
Quartet-cannon
Rotating four-way cannons can shoot up to multiple cannonballs at a one, two if facing ordinal and three if facing cardinal. A giant one contains a Warp Pipe that can only be entered when it is pointed upwards. World 8-Airship
Rectangular screenshot of quicksand from New Super Mario Bros. Wii.
Quicksand
Sand that slows the player down and causes them to sink when entered. Some pits containing quicksand lead the player to secret areas. World 2-2 World 2-5
NSMBW World 2-4 Level Preview Icon.png
Sandstorm
Desert winds that blow in intervals. During a sandstorm, coins are blown through the air and ladders are shifted. The player character is pushed rightward as well, though they are not moved if they crouch. World 2-4
Pillar NSMBW.png
Skewer
Spiked pillars that periodically extend. World 4-Castle World 7-Castle
Rectangular screenshot of a spell from New Super Mario Bros. Wii.
Spell
Magic projectiles launched by most of the Koopalings and Magikoopa. Most are launched by bosses, but they are cast offscreen in the platforming portions of World 2-Tower and World 5-Castle. Magikoopa's projectiles can transform the side-scrolling blocks in his boss fight into random enemies and objects. World 1-Tower World 8-Tower
Spiked ball
Spike Ball
Spike balls that roll along the ground, destroying blocks and defeating enemies in their path. World 2-2 World 8-2
A preview of World 5-Tower, from New Super Mario Bros. Wii.
Spikes
Pointy, stationary obstacles that damage the player upon contact. World 2-Tower World 6-Castle
Volcanic debris, as seen in New Super Mario Bros. Wii.
Volcanic debris
Rocks periodically ejected by volcanoes that slowly rain from the sky and break upon hitting a solid surface. They also destroy blocks they come into contact with. They appear in two sizes. World 8-1 World 8-2

Bosses[edit]

The Koopalings return to the Super Mario series as the main antagonists in this game. They are fought in all of the Tower and Castle levels, with their magic wands being their main way of attack, and utilizing obstacles.

Name Description Levels
First Last
The Koopalings
Larry Koopa's artwork for New Super Mario Bros. Wii
Larry Koopa
The player needs to jump on Larry three times while dodging his magic blasts. In the second fight, he is on rising platforms that make it harder to gauge jumping. World 1-Tower World 1-Castle
Roy Koopa
Roy Koopa
The player needs to jump on Roy three times while jumping to avoid getting stunned. In the second fight, he hides in pipes. World 2-Tower World 2-Castle
Artwork of Lemmy Koopa from New Super Mario Bros. Wii
Lemmy Koopa
The player needs to dodge Lemmy's balls and jump on him three times in both fights. In the second fight, the ball he is on is bigger, so the player has to jump higher. World 3-Tower World 3-Castle
Wendy O. Koopa
Wendy O. Koopa
The player needs to jump on Wendy three times while avoiding rings, and in the second fight she should be avoided when the water is up. World 4-Tower World 4-Castle
Iggy Koopa
Iggy Koopa
The player needs to jump on Iggy three times while dodging his fast magic blasts. The second fight is very different—a Big Chain Chomp pulls Iggy on a chariot. World 5-Tower World 5-Castle
Morton from Mario Kart Tour
Morton Koopa Jr.
The player needs to jump on Morton three times while dodging the pillars and jumping to avoid getting stunned. In the next fight, Morton causes columns to rise up using a Ground Pound, and the player instantly loses a life if it flattens them. World 6-Tower World 6-Castle
Ludwig von Koopa
Ludwig von Koopa
The player should jump on Ludwig three times when he comes down from his flight. In the next fight, there are elevators, making the fight more convoluted. Ludwig is very skilled, using homing magic blasts in the first fight and multiple magic blasts in the second. World 7-Tower World 7-Castle
Other bosses
NSMBW Bowser Jr Artwork.png
Bowser Jr.
Bowser Jr. returns from his appearance in New Super Mario Bros., this time as a secondary antagonist in this game. Instead of fighting on his own, he uses his Koopa Clown Car in battles. He is the boss of Airship levels. World 4-Airship World 8-Airship
Kamek artwork
Magikoopa
Magikoopa appears as a secondary antagonist in this game. He mainly assists the villains in the beginning of their fights by using his magic wand to either transform the arena, or to enlarge obstacles and enemies. He is the boss of World 8's tower. The player needs to jump on Magikoopa three times while dodging many enemies and magic blasts. World 8-Airship
Artwork of Bowser for New Super Mario Bros. Wii (reused for Mario & Sonic at the Rio 2016 Olympic Games)
Bowser
Bowser, like his son, returns from his appearance in New Super Mario Bros. as the main antagonist and final boss in this game. He is the second boss fought in World 8 and the final boss, where he is fought in two phases: the first phase is fought in the same manner as the original Super Mario Bros., and the second is a chase where Bowser is turned into a giant by Magikoopa. World 8-Bowser's Castle

Items and objects[edit]

Items[edit]

These are collectibles, pickups, and health-restoring objects.

Name Description Name Description
Artwork of a Coin in New Super Mario Bros. Wii
Coins
Common collectibles that are typically found floating in the air or concealed in blocks and are often used to indicate paths. They have a dedicated counter which grants every player character, even those without lives, an extra life when it hits one hundred. In Coin Battle, they are used to determine the player character's ranking. NSMBW Dash Coin Sprite.png
Hidden Coins
Invisible coisn that become exposed once a player character passes over them. Only then can they be collected.
Rendered model of a Red Coin from New Super Mario Bros. Wii.
Red Coins
Coins that have the same value as regular coins though are only revealed during the effects of a Red Ring. Rendered model of a Blue Coin from New Super Mario Bros. Wii.
Blue Coins
Coins that have the same value as regular coins though are only revealed during the effects of a P Switch. An offscreen audience will clap for the player character if they manage to collect every Blue Coin revealed by a given P Switch.
A Star Coin
Star Coins
Three Star Coins are located in every course in hard-to-reach or hidden areas. They normally appear golden and appear grayed-out if previously collected. They are used to buy hint movies in World 1-Peach's Castle. If all the Star Coins in a world have been collected, that world's respective level in World 9 becomes unlocked. After every Star Coin has been collected, every Toad House becomes permanently accessible. In Coin Battle, they are worth ten coins. A toad balloon render
Toad balloons
An item exclusively found in Enemy Courses in groups of eight. They must all be collected in order to clear the course, upon which all remaining enemies will vanish and a chest containing a captured Toad will appear.
Rendered model of a Key from New Super Mario Bros. Wii.
Keys
A key is awarded to the player character character after they defeat a castle boss. Picking it up completes the level and unlocks the next world. A 1-Up Mushroom in New Super Mario Bros. Wii.
1-Up Mushrooms
A mushroom that gives player characters an extra life. Like Super Mushrooms, they slide along the ground once released, turning at walls. They are often hidden within Invisible Blocks or placed in hard-to-reach areas.
Artwork of a Green Shell, from Mario Kart Wii.
Koopa Shells
Koopa Troopas temporarily retreat into their shells when stomped, which can then be kicked, picked up, or thrown. They bounce off of opposing walls and can damage the player character character on the rebound, but they can be stopped with a well-timed jump or fireballs. Rendered model of a Buzzy Shell from New Super Mario Bros. Wii.
Buzzy Shells
These work like Koopa Shells, but they are impervious to fire. Fireballs cannot stop them.
Rendered model of a springboard from New Super Mario Bros. Wii.
Springboards
A spring that player characters automatically bounce off of. If a player character jumps the moment they land on a Trampoline, they can gain additional height. It can be picked up and carried around. Trampolines can be thrown further with a running start. Rendered model of a barrel from New Super Mario Bros. Wii.
Barrels
These barrels can be picked and tossed, causing them to roll on the ground and defeat enemies in their path.
A POW Block
POW Blocks
A block that, after being thrown and hitting the ground, causes a large tremor that defeats grounded enemies and dislodges floating coins and Star Coins. A Propeller Block
Propeller Blocks
A block that can be carried, granting the carrier the abilities of the Propeller Mushroom. Like Glow Blocks, they can be thrown at enemies to defeat them, though they do not slide like carry-able Ice Blocks.
A Glow Block
Glow Blocks
A block that illuminates the surrounding Dark and can be carried around. They can also be thrown at enemies to defeat them, though they do not slide like carry-able Ice Blocks. Glow Block continue to illuminate their surroundings even when held in a Yoshi's mouth. A sprite of a frozen Stalking Piranha Plant
Ice blocks
Ice Blocks can temporarily be created whenever player characters freeze an enemy with an ice ball. These blocks can be used as sliding weapons when thrown, breaking if they hit a surface with enough speed.
Yoshi egg
Yoshi's Eggs
An egg that is either released from a block, in which case the egg will hatch a Yoshi or Super Mushroom if every player character has a Yoshi, or laid by a Yoshi after it eats five fruits, in which case the egg will hatch a 1-Up Mushroom, coins, or a power-up. Rendered model of a Fruit from New Super Mario Bros. Wii.
Fruits
A fruit which Yoshis can consume, even without needing to extend their tongues. After a Yoshi eats five fruit, it will lay an egg. Fruit are sometimes found growing on bushes and palm trees in the levels Yoshis appear in.

Power-ups[edit]

Power-up Form Description
Mario Luigi
Yellow Toad Blue Toad
N/A Squared screenshot of Small Mario from New Super Mario Bros. Wii.
Small Mario
Squared screenshot of Small Luigi from New Super Mario Bros. Wii.
Small Luigi
The player character's weakest form. They start each life in their Small form. If they are touched by an enemy or obstacle, they lose one life.
NSMBW Small Yellow Toad Render.png
Small Yellow Toad
NSMBW Small Blue Toad Sprite.png
Small Blue Toad
A Super Mushroom
Super Mushroom
Artwork of Mario in New Super Mario Bros. Wii
Super Mario
Artwork of Luigi from New Super Mario Bros. Wii.
Super Luigi
A power-up that transforms player characters into their Super form if they are in their Small or Mini form and otherwise only grants points. They slide along the ground once released, turning at walls. They are typically only released from blocks when a player character in their Small or Mini form is present. In Coin Battle, they periodically float into the screen within bubbles.
Artwork of Yellow Toad in New Super Mario Bros. Wii
Super Yellow Toad
Artwork of Blue Toad in New Super Mario Bros. Wii
Super Blue Toad
Artwork of a Fire Flower in New Super Mario Bros. (later reused in New Super Mario Bros. Wii)
Fire Flower
Artwork of Fire Mario in New Super Mario Bros. (also used in New Super Mario Bros. Wii and Super Mario 3D Land)[1][2]
Fire Mario
Squared screenshot of Fire Luigi from New Super Mario Bros. Wii.
Fire Luigi
A power-up that transforms player characters into their Fire form. They bob in place once released.
Fireyellowtoad.png
Fire Yellow Toad
NSMBW Fire Blue Toad Render.png
Fire Blue Toad
A Propeller Mushroom
Propeller Mushroom
Artwork of Propeller Mario in New Super Mario Bros. Wii
Propeller Mario
PropellerLuigiNSMBW.png
Propeller Luigi
A power-up that transforms player characters into their Propeller form. Once released, they float towards the right in a sine wave pattern before flying away if uncollected.
Artwork of Propeller Yellow Toad in New Super Mario Bros. Wii
Propeller Yellow Toad
Artwork of Propeller Blue Toad in New Super Mario Bros. Wii
Propeller Blue Toad
An Ice Flower
Ice Flower
Artwork of Ice Mario in New Super Mario Bros. Wii
Ice Mario
Squared screenshot of Ice Luigi from New Super Mario Bros. Wii.
Ice Luigi
A power-up that transforms player characters into their Ice form. They bob in place once released, like Fire Flowers. They are often found in fortresses and castles.
Squared screenshot of Ice Yellow Toad from New Super Mario Bros. Wii.
Ice Yellow Toad
Squared screenshot of Ice Blue Toad from New Super Mario Bros. Wii.
Ice Blue Toad
A Penguin Suit
Penguin Suit
Artwork of Penguin Mario in New Super Mario Bros. Wii
Penguin Mario
PenguinLuigiNSMBW.png
Penguin Luigi
A power-up that transforms player characters into their Penguin form. They slowly waddle about once released, turning at walls. They are primarily found in the World 3 and World 4.
PenguinYellowToadNSMBW.png
Penguin Yellow Toad
Squared screenshot of Penguin Blue Toad from New Super Mario Bros. Wii.
Penguin Blue Toad
Artwork of a Mini Mushroom in New Super Mario Bros. Wii
Mini Mushroom
Artwork of Mini Mario in New Super Mario Bros. Wii
Mini Mario
Squared screenshot of Mini Luigi from New Super Mario Bros. Wii.
Mini Luigi
A power-up that transforms player characters into their Mini form. Like Super Mushrooms, they slide along the ground once released, turning at walls. They are very rare, though they always appear in levels where they are required to collect Star Coins.
Squared screenshot of Mini Yellow Toad from New Super Mario Bros. Wii.
Mini Yellow Toad
Squared screenshot of Mini Blue Toad from New Super Mario Bros. Wii.
Mini Blue Toad
Artwork of a Super Star from Mario Kart Wii
Star
Artwork of Invincible Mario from New Super Mario Bros. Wii. It saw subsequent use in New Super Mario Bros. 2, New Super Mario Bros. U, and Super Mario 3D World.
Invincible Mario
InvicibleSmallLuigiNSMBW.png
Invincible Luigi
A power-up that transforms player characters into their Invincible form. They bounce around once released, turning at walls. Certain Stars can only be obtained from ? Blocks if the player character is already in their Invincible form; otherwise, these ? Blocks will release coins instead.
Squared screenshot of Invincible Yellow Toad from New Super Mario Bros. Wii.
Invincible Yellow Toad
Squared screenshot of Invincible Blue Toad from New Super Mario Bros. Wii.
Invincible Blue Toad

Objects[edit]

Objects are interactable elements of the environment that cannot be picked up or collected by Mario. For objects that primarily function as obstructions or hazards, see above.

Name Description
Blocks and containers
Artwork of a ? Block for New Super Mario Bros. Wii
? Block
A block that is guaranteed to hold contents, typically coins or power-ups, but also occasionally other items and imprisoned Toads. Power-up-containing ? Blocks release as many power-ups as there are player characters present. Some ? Blocks are Coin Blocks that release up to ten coins when struck in succession. A few are hidden and only become visible when struck.
Squared screenshot of a floating ? Block from New Super Mario Bros. Wii.
? Block (floating)
Giant ? Blocks that float on the surface of water in World 6-5.
Rendered model of the block that plays hint movies from New Super Mario Bros. Wii.
Block (hint movies)
A block present in Peach's Castle that, when hit, opens up the hint movie selection window.
Squared screenshot of Brick Blocks on a track from New Super Mario Bros. Wii.
Block (railed)
? Blocks and Bricks that travel along tracks.
Artwork of a Brick Block in New Super Mario Bros. Wii (also used for New Super Mario Bros. 2 and New Super Mario Bros. U)
Brick
A block that may or may not hold contents. Empty bricks break when hit if the player is at least in their Super form. Bricks with contents behave like ? Blocks, though they will always release a single item regardless of how many players are present. Like ? Blocks, some Bricks are Coin Blocks and Hidden Blocks.
Model of a Crate from New Super Mario Bros. Wii.
Crate
Wooden boxes that break when Ground Pounded or struck by a tossed item. They often block paths, though some contain helpful objects like coins and power-ups.
In-game render of a Donut Block from New Super Mario Bros. Wii
Donut Block
A semisolid platform that turns orange and begins to shudder if a player stands on it and falls if the player does not move out of the way. After having fallen, the block will shortly respawn in its original position. Players in their Mini form cannot make Donut Blocks fall.
NSMBW Dotted-Line Block Sprite.png
Dotted-Line Block
An intangible block that transforms into a tangible Red Block after activating the  ! Switch in World 3.
Flying Question Block
Flying ? Block
A ? Block with wings that flies back and forth in a sine wave pattern. Hitting it removes its wings and ability to move, transforming it into a generic Empty Block.
Model of an Ice Block from New Super Mario Bros. Wii.
Ice Block
Naturally-occurring Ice Blocks also appear in some levels and usually in clusters. These blocks are slippery platforms.
Rendered model of a Jump Block from New Super Mario Bros. Wii.
Jump Block
A block that players automatically bounce off of. If a player jumps the moment they land on a Jump Block, they can gain additional height. Unlike their Note Block predecessors, Jump Blocks never contain coins or items.
Roulette Block
Roulette Block
A block that rapidly cycles through various items. When hit, the item currently displayed on the block is released. Like ? Blocks, Roulette Blocks release as many items as there are players present.
GrayBlockNSMBW.png
Stone Block
A stone block that can only be broken by explosions, enemy attacks, and certain obstacles. They are normally used to guard Star Coins.
Rendered model of a Stretch Block from New Super Mario Bros. Wii.
Stretch Block
A semisolid platform that periodically alternates between moving vertically in one direction while contracting horizontally into one segment and moving vertically in the other direction while expanding horizontally into five segments.
Rendered model of a square cloud from New Super Mario Bros. Wii.
Square cloud
A square cloud that, when hit, transforms into a coin-throwing Lakitu that temporarily remains on-screen.
A Super Guide Block
Super Guide Block
A block that appears outside World 9 after the player dies eight times in a stage, regardless if they have visited another stage. When hit, Luigi automatically clears the stage. If Plus Button is pressed, players can control Luigi. The block makes a doorbell-like sound. Once the block appears, save file stars permanently lose their shine.
Rendered model of a Treasure Chest from New Super Mario Bros. Wii.
Treasure chest
Toads are trapped in treasure chests and award the player character Super Mushrooms when freed. Chests also appear in yellow Toad Houses, in which they always contain a Star.
Trigger objects
Rendered model of a ! Switch from New Super Mario Bros. Wii.
! Switch
A pair of ! Switches can be found on the Frozen World map; the upper switch transforms all Dotted-Line Blocks into Red Blocks and the lower switch has the opposite effect. Another pair of ! Switches can be found in World 8-Bowser's Castle. The first one acts like an axe and causes Bowser and the bridge he is standing on to drop into a pit.
Rendered model of a ? Switch from New Super Mario Bros. Wii.
? Switch
A switch with effects that vary between levels. These effects are either permanent or temporary. They may be found hidden in blocks.
The ! Switch used to defeat Super Bowser
Large ! Switch[17]
The second ! Switch in Bowser's Castle is much larger and causes Super Bowser to drop into a pit while draining the lava he is standing in.
Rendered model of a P Switch from New Super Mario Bros. Wii.
P Switch
A switch that temporarily transforms empty bricks into coins and vice versa, in addition to revealing Blue Coins. They may be found hidden in blocks.
A sprite of a Red Ring.
Red Ring
When a player touches a Red Ring, eight Red Coins temporarily appear. If all eight coins are collected before they disappear, all players in their Small or Super form will receive a power-up, which varies in between levels, while all players in any other form will receive a 1-Up Mushroom.
Model of a screw from New Super Mario Bros. Wii.
Screw
Big screws that cause nearby platforms to move when spun. Some platforms have screws directly in them that function the same way.
Pipes
Squared screenshot of a Jet Pipe from New Super Mario Bros. Wii.
Bubble-jet pipe[18]
These underwater pipes expel strong currents that push the player character.
WarpPipeNSMBW.png
Pipe
Pipes going through the ground that transport the player to new areas.
Rendered model of a pipe (quartet-cannon) from New Super Mario Bros. Wii.
Pipe (quartet-cannon)
This Warp Pipe is found only in World 8-Airship. Because of the incremental rotation of the quartet-cannon, it is not always accessible. The pipe leads to the bottom of the hull and must be accessed to complete the level.
Squared screenshot of a Pipe Cannon from New Super Mario Bros. Wii.
Pipe Cannon
Pipes that launch the player to another location or a hard to reach platform.
MiniWarpPipeNSMBW.png
Small pipe
Mini variants of warp pipes that can be accessed with a Mini Mushroom.
Climbable objects
Sprite of a Chain-Link from New Super Mario Bros. Wii.
Fence
Double-sided fences that the player can climb on and punch to defeat enemies on the opposite side. Some move along set paths.
World 5-Castle in New Super Mario Bros. Wii
Fence wheel[19]
Large fences that spin through lava.
Flip Panel (Chain-Link) NSMBW
Flip panel
Fence gates that rotate when punched, flipping players and Climbing Koopas to the opposite side of the fence.
A glitch from New Super Mario Bros. Wii.
Flip panel (big)
A wide flip panel. It functions like the smaller ones, but its large size can help Mario avoid certain hazards and enemies.
Model of a chain from New Super Mario Bros. Wii.
Hanging chain
Chains that Mario can swing back and forth on like a rope swing.
Sprite of a ladder from New Super Mario Bros. Wii
Ladder
A rope ladder used to climb atop and descend from bridges. Players get knocked off ladders when they sway in the wind.
Assembled sprites of a ledge from New Super Mario Bros. Wii.
Ledge
Narrow cliffs that Mario can either sidestep or cling to. Normal movement is restricted on ledges.
Assembled sprite of a pole from New Super Mario Bros. Wii.
Pole
The player character clings to a pole by jumping on it. They can move up or down it with +Control Pad.
Remote-Controlled Fence NSMBW
Remote-Controlled Fence
A fence that the player can tilt left and right in a 180-degree arc by tilting Wii Remote or by pressing Left Trigger and Right Trigger on the Shield Controller. It only reacts to a single player at a time, who must be holding on to the Remote-Controlled Fence, and is otherwise inactive.
Assembled sprites of a rocky wall from New Super Mario Bros. Wii.
Rocky wall
Rocky walls can be climbed like vines but with more horizontal breath. They are found in mountainous levels.
Squared screenshot of Rope from New Super Mario Bros. Wii.
Rope
Taught rope that Mario can cling to like monkey bars and travel along to reach distant areas.
A vine
Vine
Climbable beanstalks that often lead to aerial sub areas. They are concealed within blocks, sometimes Invisible Blocks, which must be hit to make them emerge. They emerge upwards unless the block containing them is Ground Pounded, which causes them to grow downward. Hard Blocks block their growth.
Model of a swinging vine from New Super Mario Bros. Wii.
Vine (hanging)
Hanging vines of varying lengths in forest-themed levels. They function like rope swings.
Platforms
Arrow Lift NSMBW
Arrow lift
A lift that appears blue when idle but turns red when activated.
Bolt Lift NSMBW
Bolt Lift
A set of nuts that are screwed onto a very long bolt that serve as platforms. The player must continually jump to avoid falling.
Model of a Bouncy Cloud from New Super Mario Bros. Wii.
Bouncy Cloud
Cloud platforms that make the player and enemies bounce very high.
Artwork of a circus ball from New Super Mario Bros. Wii.
Circus ball
Bouncing balls that are summoned by Lemmy Koopa in his boss battles or appear as Castle obstacles. They can be bounced off of to reach higher areas.
A 3d render of a large cog from nsmbw
Cog
Gear-like platforms that the player must travel in-between to pass. If they are trapped between two cogs, they are squished and lose a life. Continuing to ride a gear upwards may lead the player to a secret area.
Sprite of a conveyor belt from New Super Mario Bros. Wii.
Conveyor Belt
Moving platforms that carry the player from one place to another without them having to move at all.
Squared screenshot of a Flatbed Ferry from New Super Mario Bros. Wii.
Flatbed Ferry
Lifts that travel along tracks. Some tracks are self-connected or lead to a rounded end that sends the Flatbed Ferry back the way it came. Others lack an obstruction at the end, causing the lift to fall.
Squared screenshot of a floating barrel from New Super Mario Bros. Wii.
Floating barrel[20]
Narrow platforms that float in water. They gently sink while Mario is on top of them.
Wobble Rock NSMBW
Half-circle rock
Rock platforms that wobble from left to right when the player stands towards one of its edges.
A render of a hammer pendulum from nsmbw
Hammer Pendulum
Hammer-like platforms that swing back and forth in a 180° arc.
Model of a hanging platform from New Super Mario Bros. Wii.
Hanging platform[21]
Broad platforms that tilt under Mario's weight.
Ice Float NSMBW
Ice platform
Icy cylindrical platforms that float on water.
NSMBW Ice Snake.png
Ice Snake Block
A slippery type of Snake Block that follows a set path. Unlike other moving platforms, Ice Snake Blocks begin moving the moment a player steps on one without waiting for other players to catch up.
Model of a Iron Block from New Super Mario Bros. Wii.
Iron Block
A heavy box that moves along and drops from Conveyor Belts. They are indestructible and crush players they fall on top of.
Model of a large shell from New Super Mario Bros. Wii.
Large shell[22]
Massive Koopa Shells partially embedded in the ground of World 5-1. They can be physically stood on and entered, revealing concealed coins and other items of interest.
Model of a Lift from New Super Mario Bros. Wii.
Lift
Floating, moving platforms.
a light block that is oohooohoooon
Light Block
Light Blocks are platforms in dark areas of World 5-Ghost House. Striking a nearby ? Switch makes them glow for a brief period of time. They resemble large Glow Blocks.
Model of a Limited Lift from New Super Mario Bros. Wii.
Limited Lift
A lift that the player can travel with a limited capacity of at least five enemies. It stops once the counter reaches 0.
Mushroom Platform (Yellow) NSMBW
Mushroom Platform
Tall, broad mushrooms that make up narrow platforms in the sky. There are a diversity of different types.
NSMBW Paddle Wheel Sprite.png
Paddle Platform
A paddle wheel-like platforms made of 4 smaller platforms that moves in a wheel on tracks.
Palm Tree NSMBW
Palm tree
Trees of varying heights that serve as platforms. Some bear fruit.
Pendulum Platform NSMBW
Pendulum Platform
Chained platforms that sway from side to side indefinitely.
Model of the remote-controlled raft from New Super Mario Bros. Wii.
Raft
A pair of lamps attached to a raft that the player can tilt to see in the dark by tilting Wii Remote or by pressing Left Trigger and Right Trigger on the Shield Controller. It only reacts to a single player at a time, who must be standing on the raft, and is otherwise inactive.
Sprite of a Remote-Control Platform from New Super Mario Bros. Wii
Remote-Control Platform
A lift that the player can tilt and move on tracks by tilting Wii Remote or by pressing Left Trigger and Right Trigger on the Shield Controller. It reacts only when a player is standing on it.
Squared screenshot of a Remote-Controlled Elevator from New Super Mario Bros. Wii.
Remote-Controlled Elevator
Girder-like lifts that begin to rise once a player character is on top of it. The player can tilt the elevator by tilting Wii Remote or by pressing Left Trigger and Right Trigger on the Shield Controller.
Model of a Remote-Controlled Lift from New Super Mario Bros. Wii.
Remote-Controlled Lift
Flatbed Ferries that can be physically shifted by the player when a corresponding ! Block[23] is pressed. The lifts are shifted by moving Wii Remote or by pressing Left Trigger and Right Trigger on the Shield Controller.
Model of a rolling log from New Super Mario Bros. Wii.
Rolling log
Cylindrical wooden platforms that, when stood on, roll over. The player must run along them or jump carefully to avoid falling off until they reach their destination on a set path.
Rendered model of a red rotating square from New Super Mario Bros. Wii.
Rotating square[24]
A mushroom block that spins clockwise or counter clockwise.
Sand Geyser
Sand Geyser
Sand that periodically rises up from pits, acting as a temporary platform. Entities that make contact with the sides of a Sand Geyser are forced to the top.
Scale Lift NSMBW
Scale Lift
Scale-like platforms that the player lands on one platform, the parallel one rises. It will fall off if they stand on it for too long.
Sprite of a Screwtop Lift from New Super Mario Bros. Wii
Screwtop Lift
A lift with a screw that the player can move in a set direction by spinning.
Model of a Screwtop Shroom from New Super Mario Bros. Wii.
Screwtop Shroom
A rare Mushroom Platform that only appears in World 1-5. When spun on, it lowers another lift's height.
Slow Falling Platform NSMBW
Slow falling platform
Bony lifts that are varied of length. It acts similar to Flimsy Lifts, but fall slower.
Spine Coaster NSMBW.png
Spine Coaster
Rideable creatures made of bone used to aid Mario and company to pass through lava pits.
Stretch Shroom NSMBW
Stretch Shroom
Mushroom Platforms that contract and extend at constant intervals, pulling anything and any player on the ends of the platforms to the center when they contract.
Dish platform NSMBW.png
Swing
Lifts that sway back and forth like pendulums. Some move through lava as they swing and spiked balls roll along them.
The Tilt Lift from New Super Mario Bros. Wii.
Tilt Lift
A lift that the player can tilt by tilting Wii Remote. It reacts only when a player is standing on it.
RollingHillNSMBW.png
Turning Floor
Continually moving objects that turn clockwise or counterclockwise, moving anything on them.
Model of an unstable mushroom from New Super Mario Bros. Wii.
Unstable mushroom[25]
Mushroom Platforms that tilt back and forth on their own.
NSMBW Water Ball Render.png
Water Ball
A huge mass of water that floats in the air. Acts as if Mario and co. are in water. They are found only in World 7-2, along with Chain Chomps.
Model of a yellow walkway from New Super Mario Bros. Wii.
Yellow walkway[26]
Ledges similar to Donut Blocks. They fall if the player character stands on them too quickly.
Other objects
Model of the block-like ceiling object that rises and falls from New Super Mario Bros. Wii.
Ceiling[27]
Block-like objects in the ceiling that are pushed down by rolling spiked balls. They move back into place once the spiked ball rolls off.
DoorNSMBW.png
Door
Doors bring the player character to another area when +Control Pad up is pressed in front of it. In Ghost Houses, doors are sometimes involved in puzzles. One-way doors occur at the end of every fortress and enemy castle that bring the player character to a boss battle.
Squared screenshot of a false wall from New Super Mario Bros. Wii.
False wall
Hidden alcoves found throughout many levels. False walls often conceal blocks, pipes, or Star Coins.
Flower NSMBW
Flower
Flora that release coins when spun in front of. Six color variants appear thought the game; three appear in both World 1 and World 7 while the other three appear in the World 5.
A midway point
Midway point
A flag that acts like a checkpoint and appears near the middle of most levels outside of World 9. It has Bowser's insignia, but if a player touches it, the insignia is replaced by the player's symbol. If that player character is in their Small form, they transform into their Super form.
Squared screenshot of mist from New Super Mario Bros. Wii.
Mist
Dense mist that obscures the player's view and conceals objects. They can temporarily be blown away through various means, such as Spin Jumping. Enemies sometimes are concealed in mist.
NSMBW Flagpole Artwork.png
Pole (goal)
A flagpole bearing a black flag with a white skull emblem. Must be touched by the player to complete the level. Only appears in levels with no bosses.
Hidden goal
Pole (secret goal)
Hidden poles and mark a secret exit for some levels. They bear red flags instead of black ones.
The Remote-Controlled Clown Car from New Super Mario Bros. Wii.
Remote-Controlled Clown Car
A Clown Car that allows the player character to fly and bump into Bowser Jr. during battle. Attempting to Spin Jump while riding a Remote-Controlled Clown Car will give the rider a speed boost instead.
A sprite of a Ghost House Door.
Trick door
Some of the doors found in Ghost Houses are illusions crafted by Boos. Attempting to open one makes it disappear and releases a coin.

Staff[edit]

Main article: List of New Super Mario Bros. Wii staff

Nintendo Entertainment Analysis and Development developed the game, with the director being Shigeyuki Asuke and the producers being Takashi Tezuka and Hiroyuki Kimura.

Development[edit]

As demonstrated by development information for various games, Shigeru Miyamoto had been struggling to add simultaneous multiplayer to Super Mario games for a long time. He tried to experiment with multiplayer aspects at the start of most of his Super Mario projects, as can be seen in pre-release screenshots of games such as Super Mario 64 DS and New Super Mario Bros.: different multiplayer aspects were evidently intended for both of those games during early stages of development. When the experiments with multiplayer failed to come to fruition, in part due to technical limitations, the developers refocused on what they were used to, single-player; for both of the aforementioned games, multiplayer was put on the back-burner and was only used in in-engine side modes and unrelated minigames. The Wii's hardware allowed Miyamoto to ensure that the game could process all loaded items and enemies at once, and have the camera focus on all players.[28]

New Super Mario Bros. Wii was developed as the flagship title for Super Guide. This feature first surfaced as a June 30, 2008 patent for a "Kind Code" with three demo play modes: Game, in which, when the player gets stuck during standard gameplay, they can view a walkthrough video that appears in the screen's top right corner; Digest, in which the player watches developer gameplay and can join the game at a particular point, but cannot save; and Scene Menu, in which players go directly to specific parts of the game without loading their games or watching the digest.[29] Super Guide uses the Digest mode, and hint movies appear to use the Scene Menu mode.

In a 2010 interview with Nintendo Power, director Shigeyuki Asuke discussed several aspects of the game's development.[30] The development team considered adding vehicles which allowed the player to move freely and objects that were controlled by tilting the Wii Remote. These ideas were simplified so that they were more easily understood and better complement the core gameplay, leading to the creation of the Propeller Mushroom and Penguin Suit. In regards to the final battle with Bowser, the developers wanted to make it really feel like a final boss by making Bowser huge, giving him the ability to break through walls, and making a switch that collapses the floor under him the only way of defeating him. A static arena could not facilitate this battle, so it was turned into a platforming stage. The textures of Bowser's eyes and hair were also changed to add to the effect. World 9 was designed to challenge players who have conquered the rest of the levels while still being fun to play. The Midair Spin was added to make use of the Wii Remote's features. The Koopalings and Airships were added because of their nostalgic value and they act as distinct set pieces. The inclusion of Yoshis was decided early in development with Asuke imagining players fighting over one Yoshi. However, Yoshis greatly change the way levels are played, so they are limited to a few levels. Yoshis were added to levels if they made the levels more fun to play.

Reception[edit]

The former Mario and Luigi voice actor, Charles Martinet originally stated that this game is his favorite Super Mario game of all time. His new favorite Super Mario game is Super Mario Maker.

Reviews
Release Reviewer, Publication Score Comment
Wii Ryan Scott, Gamespy 4.5/5 "If you have friends who enjoy videogames, this is one to play together. It's made specifically for that -- and yeah, it's got all the painstaking collectibles and supplemental multiplayer challenges you already assumed it did, so you're going to play it for quite a while. And if you just want a serious challenge, play alone and revel in the pure joy of death. Either way, it's a damn fine Mario game. But I bet you already knew that."
Wii Nick Chester, Destructoid 9/10 "Despite being feeling and looking somewhat familiar (which is definitely a positive in this case), New Super Mario Bros. Wii is one of your safest and best bet on the Wii this year."
Wii Oli Welsh, Eurogamer 9/10 "Who knew that, locked in the time-honoured traditions of Super Mario Bros., one of the greatest co-op games ever was waiting to get out? Well, Shigeru Miyamoto did. In unleashing it, Nintendo hasn't moved its classic series forward one jot; it hasn't had to. But it has given it a riotous new lease of life."
Aggregators
Compiler Platform / Score
Metacritic 87
GameRankings 88.18%

Sales[edit]

New Super Mario Bros. Wii is the 4th best-selling game on the Wii, having sold 30.32 million copies worldwide as of September 30, 2021.[31]

Promotion[edit]

A box set of the trading cards
Main article: List of New Super Mario Bros. Wii trading cards

Trading cards were released to promote the game's release. They feature various characters, enemies, items, and levels from the game. Each booster pack contains four regular cards and one each of Tips & Tricks, Standee, Foil, and FunTats. A book published by Alfred Music Publishing titled New Super Mario Bros. Wii: Simplified Piano Solos was released, containing sheet music for seventeen songs from the game.

Arcade adaptation[edit]

A Japan only arcade game developed by Capcom was released in 2011 called New Super Mario Bros. Wii Coin World.

Glitches[edit]

Main article: List of New Super Mario Bros. Wii glitches

Infinite Coins[edit]

A glitch from New Super Mario Bros. Wii.
The frozen Climbing Koopa dropping coins

The player needs an Ice Flower in World 4-Castle and get to the place with the large flip panel with a Climbing Koopa on it. Mario must stand on the front side, then jump to throw an Ice Ball at the Climbing Koopa. The player must hold the fence again and spin the flip panel as fast as possible. The Climbing Koopa freezes, falls to the ground and drops infinite coins.

Infinite lives[edit]

Screenshot of an infinite lives glitch in New Super Mario Bros. Wii
Four players accruing lives in World 1-3

At least two players must enter a course containing both Yoshis and Koopa Troopas that allows the player(s) wishing to perform the glitch to equip a Propeller Mushroom; these courses are World 1-3, World 2-5, World 3-2, and World 6-4. After using a Yoshi to eat a Koopa Troopa, a Simultaneous Ground Pound must be performed, causing the Koopa Troopa within the Yoshi's mouth to enter an "invulnerable" state. Its shell can then be spat out and held while performing a Drill Spin, accruing enough lives to max out the life meter in seconds while only using a few Drill Spins.

Pre-release and unused content[edit]

Early photo of a series of platforms from World 7-4 in New Super Mario Bros. Wii
An early version of World 7-4
Main article: List of New Super Mario Bros. Wii pre-release and unused content

During development, Princess Peach was planned to be a playable character. This idea was scrapped because the Toads better suited Mario's stature and the need for special programming to handle the physics of the dress. The development team wanted the game opening sequence to be more dramatic, causing a dispute between them and Shigeru Miyamoto.

In the game's E3 2009 trailer, it shows an early design of the motion-controlled platforms in World 7-4. They lack they indicator which shows the player in control of the platforms and do not make a sound when they travel on the tracks. The bottom of the platforms are also less round compared to the final design. The tracks feature a simpler design, being completely black with red endpoints instead.

Gallery[edit]

For this subject's image gallery, see Gallery:New Super Mario Bros. Wii.

Media[edit]

For a complete list of media for this subject, see List of New Super Mario Bros. Wii media.
Help:MediaHaving trouble playing?

References to other media[edit]

Magikoopa assisting Roy Koopa
Kamek using magic to assist Roy
  • Donkey Kong: Broozers hit barrels when a player is near, rolling the barrel towards them, similar to Donkey Kong's ability to throw barrels in this game.
  • Mario Bros.: The POW Block reappears and has the same design as in Mario Bros. The POW Block can also be carried. The first underground Coin Battle area in World Coin-1 also bears some resemblance to the Mario Bros. arena.
  • Super Mario Bros.: The secret "Level Clear" tune and fireworks are taken from this game. The first tunes from the overworld theme is played during the beginning of the Staff Roll. The overworld theme is once again used as a cover for the Toad Houses. The underground theme is used as a cover for the volcano underground theme. The ending fanfare is covered when Kamek and Princess Peach are rescued in addition to when Mario and Princess Peach leave Bowser's Castle. Near the beginning of the game, Bowser Jr. states in a letter that he ordered his minions to stuff every Toad they see into a ? Block, which might be a reference to the fact that Bowser transformed them into ? Blocks, according to the instruction book. Also, Roy Koopa's Castle has three way corridors, with only one being the correct path. This puzzle mimics the puzzles in World 4-4, World 7-4, and World 8-4. World Coin-2 is nearly identical in layout to World 1-1 from this game. The secret corridor found above the ceiling near the end of World 1-2 is reminiscent of the empty corridor found above the ceiling in World 1-2.
  • Super Mario Bros.: The Lost Levels: World 2-4 features wind. The extended version of the ending fanfare can be heard exclusively when Bowser is defeated in multiplayer.
  • Super Mario Bros. 3: The Penguin Suit is based on the suits in this game, mainly the Frog Suit. The Koopalings' battle theme is a cover and once again played when fighting against them. The Airship theme is a cover that plays on the Airships. The design on the Fortresses are based on the Fortress sprite in this game. Jellybeams resemble the in-game sprites of Jelectros. Stalking Piranha Plants resemble Ptooies whose behavior is largely given to River Piranha Plants. The Enemy Courses are similar to the levels when fighting against a Hammer Bro, Fire Bro, Boomerang Bro, or Sledge Bro and even use a cover of the song. Also, reserved power-ups can be used on the world maps. The game features an inventory window, rather than a summonable item, only accessible from the overworld, reminiscent of that of Super Mario Bros. 3. Most of the Koopalings are fought in the same kind of land they are, like in Super Mario Bros. 3. For example, Lemmy Koopa is in charge of the ice-themed world in both games, and Wendy O. Koopa is in charge of the water-themed world in both games. In addition, Power-up Panels is likely based on the card-matching minigame in this game. Toad Houses feature checkered floor tiles like those seen in this game's fortress and kings' chambers. Artwork of Mario holding a Green Shell resembles promotional artwork of Raccoon Mario holding a Green Koopa Troopa from this game. Artwork of a Spike throwing a spiked ball resembles its promotional artwork from this game.
  • Super Nintendo Entertainment System: On the cover of the game disc (the side opposite with the part that reads the console), Mario, Luigi, Blue Toad, and Yellow Toad are positioned in the same way that the buttons on the European and Japanese SNES controller are.
  • Super Mario World: New Super Mario Bros. Wii is the first game in the 2D Super Mario series to use this game's variant of the power-down sound while still keeping the original Super Mario Bros. sound effect for entering and exiting pipes, as well as the first to use a Coin sound effect similar to this game's. The design on the Fortress doors leading to the boss is similar. Yoshis reappear, along with the sound heard when mounting onto Yoshi and the drumbeat that is added to the music, similar to this game. Parts of the castle BGM can be heard in the castle levels. The sound effect that plays when the invincibility wears off is taken from the Switch Block when the activation is going to stop, as well as the sound that plays when the Super Star power-up runs out. The World 9 is similar to the Star World and the Special Zone. Also, World 3 has a switch that activates blocks, similar to the Switch Palaces in this game, without having to go through a level. Almost the entirety of World 7-Castle can be skipped by finding the secret exit in World 7-Tower and completing World 7-6, like how the Back Door can be accessed by finding the secret exit in Valley of Bowser 2 and completing Valley Fortress. The Koopa Clown Car returns. World 4-Castle, whose boss is Wendy O. Koopa, features Skewers, much like #6 Wendy's Castle. River Piranha Plants resemble Jumping Piranha Plants. Jumbo Rays don goggles resembling those of Blurps and Dolphins. King Bills are shortened in length like the Banzai Bills from this game. Some members of Circling Boo Buddies make the same facial expressions as Boos in this game. Boos also circle around Ghost Houses like in this game. Artwork of Mario jumping with a Green Yoshi resembles this game's box art. Artwork of Blue Toad riding a Pink Yoshi resembles promotional artwork of Yoshi eating a berry from this game. Artwork of Bowser resembles his promotional artwork from this game.
  • Donkey Kong Country: The animal buddy mechanics used in this game, are used on the Yoshis; players can only use Yoshi in certain levels, and they ditch him after clearing the level.
  • Super Mario World 2: Yoshi's Island: Just before the main boss of the world, Kamek appears and flies all over the room, using his magic on the room and boss. Fake walls reappear. The room Kamek's battle takes place in is similar to the final room of King Bowser's Castle, containing autoscrolling blocks that can be transformed by Magic spells. Kamek turns Bowser into a giant for the final battle. Bubbles reappear to protect players from harm, as they did for Baby Mario. The dark also makes a reappearance in several levels. The introduction to the castle boss theme is a shortened cover of the introduction to the boss theme from this game. Bowser Jr.'s final battle involves a floor that can be Ground Pounded to produce shockwaves, like the floor involved in Baby Bowser's initial fight. Giant Goombas and Hefty Goombas split into their immediately smaller counterparts like Mildes.
  • Super Mario 64: "Inside the Castle Walls" is played inside Peach's Castle. Also, when the mini-game Power-up Panels is lost (when the player gets two Bowser or Bowser Jr. cards), the short tune heard when trying to enter a locked door is played here. In the same vein, winning a Toad House mini-game plays an arrangement of the course clear fanfare. The fanfares for clearing a tower, castle, or airship are rearrangements of the "Koopa Clear" fanfare. When the player goes into a Warp Cannon or aims a cannon in 1-up Blast, cannon sounds from this game are heard. In both games, Chain Chomps are freed by Ground Pounding their posts three times. One Chain Chomp in World 7-2 may be freed to destroy a brick wall and uncover a Star Coin, which is reminiscent of how the Chain Chomp in Bob-omb Battlefield must be freed to uncover a jailed Power Star.
  • Mario Kart 64: About 30 seconds in the Rainbow Path, a cover from the Rainbow Road theme can be heard.
  • Super Mario Sunshine: When Iggy is hit during his second battle, the Big Chain Chomp pulling his carriage becomes enraged and glows red like the Chain Chomp in Pianta Village.
  • Mario Party 7: Luigi's artwork on the back of the Japanese cover art next to the Super Guide description is based on one of his artwork from this game.
  • New Super Mario Bros.: New Super Mario Bros. Wii is a follow-up to this game. Most of the songs are covers of songs from this game, such as the overworld theme (and subsequently the snow theme), course clear theme, athletic theme, P Switch theme, tower and castle boss clear themes (and subsequently the airship clear theme), and multiplayer results theme. The introduction to the airship boss theme is a rendition of the introduction to Bowser Jr.'s battle theme from this game. The melody that plays during the intros to both games' desert themes are the same. A portion of the melody that plays 22 seconds into this game's volcano theme is reused in the outside volcano theme. The tower themes in both games are very similar. Certain renditions of older tracks in this game, like the underground theme from Super Mario Bros. are covered. The Mini Mushroom returns. Carrying objects underwater gives the player enhanced swimming speed while also restricting them to the surface, like in this game. Some text in New Super Mario Bros. Wii's instruction manual is reused from its instruction manual (for example, the "Blunders and Game Over" section in New Super Mario Bros.'s manual is reused in New Super Mario Bros. Wii's manual, except the word "whacked" is replaced with "clobbered"). Various pieces of promotional artwork are reused as are all eight world themes from this game. Vibrant-purple poison returns in forest levels. Unlike other mushrooms in New Super Mario Bros. Wii, the mushrooms seen on the world map of the Jungle World are colored like the Mushroom Platforms of this game. The broken fragments of ? Blocks, bricks, and Empty Blocks and the unused broken fragments of Hard Blocks and Red Blocks use the designs of their respective blocks from this game, though they appear distinct from this game's own block fragments.
  • Yoshi's Island DS: Kamek turns Bowser into a giant for the final battle.
  • Super Mario Galaxy: During the Staff Roll, an outtake of a Princess Peach voiceover states that she will wait for Mario at the night of the Star Festival, but she is interrupted by Bowser. The 1-up sound effect from this game plays when the player gets a 1-up in New Super Mario Bros. Wii, but only from the speakers of the Wii Remote. In World 9, multicolor star-shaped objects fall from the sky, like Star Bits. The Ice Flower returns from this game, but has a different function (in Super Mario Galaxy, Ice Mario can walk on liquid and in New Super Mario Bros. Wii, he can throw ice balls). The Midair Spin, a move similar to the Spin, is introduced. Some of the voice clips from this game are borrowed. Clampys make a reappearance.
  • Mario Kart Wii: The character's icons are reused in the character selection screen.

References in later media[edit]

Toad Road from Mario Party 9 shares visual cues with this game.
  • Super Mario Galaxy 2: The Checkpoint Flag appears in this game and it plays a similar role. The Cosmic Guide and the Tip Network are similar to the Super Guide and to the videos of the Peach's Castle. The function of the world maps are similar to those from this game. Bowser Jr.'s defeat voice clip is recycled.
  • Nintendo 3DS: This game's box artwork was used for the Nintendo 3DS demo at E3 2010.[32]
  • Donkey Kong Country Returns: The map screen has level pads that look highly similar to the ones from New Super Mario Bros. Wii. The pads even use the same colors; red for a non-cleared level, and blue for a cleared level. Super Kong is the equivalent of the Super Guide. During 2 Player mode, if either Donkey Kong or Diddy Kong lose a life and the other one is still alive, the Kong that was defeated floats back inside a DK Barrel hanging from a balloon, similar to the bubble system in this game.
  • New Super Mario Bros. Mii: A very similar trial based on New Super Mario Bros. Wii.
  • Mario & Sonic at the London 2012 Olympic Games (Wii): Dream Rafting is based on World 4, with an arrangement of the beach theme playing during this Dream Event.
  • Super Mario 3D Land: Propeller Boxes are based on the Propeller Blocks in New Super Mario Bros. Wii. Stars can be earned on the files of both games. Super Mario loses his hat when getting the maximum 1,110 lives (while Small Mario receives a hat) similar to how Mario loses his hat after gaining 99 lives. Also, Mario's voice clips are reused including, "Let's-a go!", "Here we go!", "It's-a go time!", and "Let's-a play!". Light blue-, orange-, and fuchsia-rimmed flowers return from World 1 of New Super Mario Bros. Wii.
  • Mario Party 9: A lot of this game's content originated from New Super Mario Bros. Wii.
  • StreetPass Mii Plaza: One of the Puzzle Swap panels in the StreetPass Mii Plaza app for the Nintendo 3DS is New Super Mario Bros. Wii.
  • New Super Mario Bros. 2: This game is a follow-up to New Super Mario Bros. Wii. The level settings, most assets, and music are reused in this game. With the music slightly altered with added "bah" vocals to the overworld and athletic themes, as well as vocal riffs "bah" included in the Tower, Castle and Ghost House themes. Stars can be earned on the file in both games.
  • New Super Mario Bros. U: This game is a sequel to New Super Mario Bros. Wii; many elements from this game return, such as Yellow Toad and Blue Toad, and the Propeller Mushrooms and Penguin Suits.
  • Yoshi's New Island: Bowser's model is very similar to the one used in this game.
  • Mario Kart 8 / Mario Kart 8 Deluxe: One of the planes in Sunshine Airport has a logo for Propeller Toad Transport with an insignia of a Propeller Mushroom.
  • Super Smash Bros. for Nintendo 3DS / Wii U: Various voice clips of the Koopalings are recycled in these games. Propeller Mario, Penguin Mario, and Big Urchin appear as trophies in the Wii U version.
  • Mario Party 10: Jumbo Rays and Foos appear, the former in the minigames Bouncy Brawl and Bubble Squabble, and the latter in the minigame Foo Me Once, respectively. Kamek's artwork is reused in box art. Some voice clips are recycled in this game.
  • Puzzle & Dragons: Super Mario Bros. Edition: The world and course designs are heavily similar to those of New Super Mario Bros. Wii. Ice Mario and Penguin Mario appear in this game as Leaders.
  • Mario Tennis: Ultra Smash: Bowser Jr. uses his Junior Clown Car in the game.
  • Super Mario Maker: The fanfare for completing the easy 100 Mario Challenge in the New Super Mario Bros. U style is the fanfare that plays when rescuing Kamek in disguise.
  • Mario & Sonic at the Rio 2016 Olympic Games: Dry Bowser's theme is an arrangement of the final boss music from New Super Mario Bros. Wii. Larry and Wendy's themes are arrangements of the castle boss theme, and the ground theme appears as an arrangement. In the 3DS version, the Propeller Block appears in Golf Plus.
  • Mario Party: Star Rush: The castle and underwater themes appear as songs in the Rhythm Recital mode for this game, but the latter appears under New Super Mario Bros. U's name.
  • Mario + Rabbids Kingdom Battle: Some voices are recycled.
  • Mario Tennis Aces: Some of Bowser Jr.'s voice clips are recycled.
  • Super Smash Bros. Ultimate: Bowser (Fighter Spirit), Peach (Fighter Spirit) Big Urchin, and Mechakoopa appear as spirits, using their artwork from New Super Mario Bros. Wii. The Koopalings' voice clips are recycled once again.
  • Super Mario Maker 2: Toadette's cage in Meowser Showdown! resembles Princess Peach's cage. Roy and Ludwig's behaviors are similar to those from their castle battles. The Koopalings' icons in the parts menu are taken directly from their New Super Mario Bros. Wii artwork.
  • Mario Kart Tour: Penguin Luigi, Penguin Yellow Toad and Penguin Mario appear as playable characters.
  • Paper Mario: The Origami King: Yellow Toad's victory line and some of Bowser Jr.'s voices are recycled.
  • Super Nintendo World: A remix of the desert theme is played in the desert section of Yoshi's Adventure. The jungle section of the same ride is modeled after World 5 of this game. The flowering bushes in the jungle section are also based on those found in World 4 of this game.[33]
  • Mario Strikers: Battle League: Some of Bowser Jr.'s voice clips are recycled.
  • The Super Mario Bros. Movie: The hills and Mushroom Platforms surrounding Peach's Castle resemble those from New Super Mario Bros. Wii. Three Bramballs appear in the scene where Mario meets Toad for the first time. Kamek dresses as Princess Peach during Bowser's practice of his proposal to her. Ice Peach also makes an appearance. The Ghost House theme is arranged in "The Darklands". A portion of the tower theme can be heard in the tracks "Imprisoned", "An Indecent Proposal", and "Grapple in the Big Apple". A portion of the title theme is arranged in "Welcome to the Mushroom Kingdom".

Names in other languages[edit]

Language Name Meaning Notes
Japanese Newニュー スーパーマリオブラザーズ Wii[?]
Nyū Sūpā Mario Burazāzu Wii
New Super Mario Bros. Wii
Chinese (simplified) New 超级马力欧兄弟 Wii[34]
New Chāojí Mǎlìōu Xiōngdì Wii
New Super Mario Bros. Wii
Chinese (traditional) 新 超級瑪利歐兄弟 Wii[?]
Xīn Chāojí Mǎlìōu Xiōngdì Wii
New Super Mario Bros. Wii
French New Super Mario Bros. Wii[?] -
German New Super Mario Bros. Wii[?] -
Italian New Super Mario Bros. Wii[?] -
Korean 뉴 슈퍼 마리오브라더스 Wii[?]
Nyu Syuper Mario Beuradeoseu Wii
New Super Mario Bros. Wii
Spanish New Super Mario Bros. Wii[?] -

Trivia[edit]

  • The save data reads "A 4-player Mario adventure!" in the British English version of the game.
  • If, after having entered a level in multiplayer, a player loses all their lives and cannot respawn, they can play various sound effects by pressing the jump and dash buttons and switch between different sound effects by using the directional controls. These sound effects include the sound of a clown horn, clapping, a cuíca, a bass drum, a snare drum, and a bell.

References[edit]

  1. ^ a b Lawler, Richard (December 5, 2017). Nintendo Wii, GameCube games come to China on NVIDIA Shield. engadget. Retrieved June 3, 2024.
  2. ^ El Sitio de la Experiencia Wii Global. Wii.com (Latin American Spanish). Archived November 23, 2009, 00:11:40 UTC from the original via Wayback Machine. Retrieved June 3, 2024.
  3. ^ Whitehead, Thomas (January 4, 2016). Nintendo Download: 7th January (Europe). Nintendo Life. Retrieved June 3, 2024.
  4. ^ Jake (July 21, 2016). 10 Wii games coming to Japanese Wii U eShop over coming weeks, with My Nintendo discount. NintendoEverything (English). Retrieved June 3, 2024.
  5. ^ Kazuya Sakai (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan) (ed.) (2018). Encyclopedia Super Mario Bros.. Milwaulkie: Dark Horse Books. ISBN 978-4-09-106569-8.
  6. ^ Totilo, Stephen (October 5, 2009). "Kind Code" Demo Shows New Super Mario Bros on Auto-Pilot. Kotaku (English). Retrieved June 3, 2024.
  7. ^ IR Information : Sales Data - Top Selling Software Sales Units - Wii Software. Nintendo (English). Retrieved June 3, 2024.
  8. ^ New Super Mario Bros. Wii character page (Click on the blue circle with the arrow to reach the Koopaling page and click on the pictures to see the short bio of each of the Koopalings)]. nintendo.co.jp. Retrieved June 3, 2024.
  9. ^ Famitsu scans
  10. ^ Sakai, Kazuya (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan), editors (2015). "New Super Mario Bros. Wii" in『スーパーマリオブラザーズ百科: 任天堂公式ガイドブック』. Tokyo: Shogakukan (Japanese). ISBN 4-091065-69-4. Page 144–46.
  11. ^ Nintendo Co., Ltd. (2023). New Super Mario Bros. Wii. Mario Portal Game Archive. Retrieved 14 Aug. 2024.
  12. ^ Bueno, Fernando (2009). New Super Mario Bros. Wii: PRIMA Official Game Guide. Roseville: Prima Games. ISBN 978-0-3074-6767-6.
  13. ^ Bueno, p. 14
  14. ^ Bueno, p. 16
  15. ^ Bueno, p. 129
  16. ^ Bueno, p. 90
  17. ^ Bueno, p. 171
  18. ^ Bueno, p. 28, 29, 75
  19. ^ Bueno, p. 108
  20. ^ Bueno, p. 76
  21. ^ Bueno, p. 156
  22. ^ Bueno, p. 94, 95
  23. ^ Bueno, p. 142
  24. ^ Bueno, p. 31, 51
  25. ^ Bueno, p. 152
  26. ^ Bueno, p. 77
  27. ^ Bueno, p. 126
  28. ^ Klepek, Patrick (June 2, 2009). New Super Mario Bros. Achieves Shigeru Miyamoto's Dream: Multiplayer. G4TV. Archived October 12, 2014, 21:41:16 UTC from the original via Wayback Machine. Retrieved June 3, 2024.
  29. ^ Crecente, Brian (January 9, 2009). Nintendo Patent Reveals Potential Paradigm Shift in Design. Kotaku. Retrieved June 3, 2024.
  30. ^ April 2010. Nintendo Power volume 253. Nintendo of America (American English). Page 71-73.
  31. ^ November 4, 2021. Top Selling Title Sales Unites. Nintendo. Retrieved June 3, 2024. (Archived November 7, 2021, 23:03:29 UTC via Wayback Machine.)
  32. ^ Nintendo Fuser (June 15, 2010). Nintendo 3DS - First Hands On. YouTube (English). Retrieved June 3, 2024.
  33. ^ Universal Parks News Today (February 4, 2021). Yoshi's Adventure FULL RIDE & Queue Tour - Super Nintendo World. YouTube. Retrieved September 16, 2023.
  34. ^ New超级马力欧兄弟wii | SHIELD. Nvidia (Simplified Chinese). Archived December 6, 2017, 01:55:32 UTC from the original via Wayback Machine. Retrieved June 3, 2024.

External links[edit]