Editing New Super Mario Bros. U
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|[[File:NSMBU Screenshot Buzzy Shell.png|100x100px]]<br>[[Buzzy Shell]]s | |[[File:NSMBU Screenshot Buzzy Shell.png|100x100px]]<br>[[Buzzy Shell]]s | ||
|These work like Koopa Shells, but they are impervious to fire. Fireballs cannot stop them. | |These work like Koopa Shells, but they are impervious to fire. Fireballs cannot stop them. | ||
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|[[File:NSMBU Asset Model Barrel.png|100x100px]]<br>[[Barrel]]s | |[[File:NSMBU Asset Model Barrel.png|100x100px]]<br>[[Barrel]]s | ||
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*''[[Super Mario World]]'': The world map is connected again and a ghost ship, similar to the [[Sunken Ghost Ship]] level, appears in this game. The Warp Pipes have a similar structure to the ones in ''Super Mario World''. [[Sumo Bro]]s, [[Torpedo Ted]]s, [[Thwimp]]s, and [[Bony Beetle]]s reappear as enemies. Most of the worlds are named after food again. Some of the world's features are similar to those found in [[Dinosaur Land]] (e.g. Acorn Plains having jagged mountains or Soda Jungle being one-third based on the [[Forest of Illusion]]). ''Super Mario World'' has the exact same number of exits that this game has: 96. | *''[[Super Mario World]]'': The world map is connected again and a ghost ship, similar to the [[Sunken Ghost Ship]] level, appears in this game. The Warp Pipes have a similar structure to the ones in ''Super Mario World''. [[Sumo Bro]]s, [[Torpedo Ted]]s, [[Thwimp]]s, and [[Bony Beetle]]s reappear as enemies. Most of the worlds are named after food again. Some of the world's features are similar to those found in [[Dinosaur Land]] (e.g. Acorn Plains having jagged mountains or Soda Jungle being one-third based on the [[Forest of Illusion]]). ''Super Mario World'' has the exact same number of exits that this game has: 96. | ||
*''[[Super Mario World 2: Yoshi's Island]]'': The name of the [[Challenge Mode (New Super Mario Bros. U)|Challenge]] "[[Spin Jump, Get Dizzy]]" is a reference to that of a level from this game, [[Touch Fuzzy, Get Dizzy]]. Bubble Baby Yoshi's abilities maybe a reference to how Yoshi can shoot bubbles in this game including how the player can bounce off the bubbles. [[Kamek]] uses his magic to enhance Boom Boom's attacks, just as he did with this game's bosses. He also grows Bowser to a large size, similar to the final fight with [[Baby Bowser]]. | *''[[Super Mario World 2: Yoshi's Island]]'': The name of the [[Challenge Mode (New Super Mario Bros. U)|Challenge]] "[[Spin Jump, Get Dizzy]]" is a reference to that of a level from this game, [[Touch Fuzzy, Get Dizzy]]. Bubble Baby Yoshi's abilities maybe a reference to how Yoshi can shoot bubbles in this game including how the player can bounce off the bubbles. [[Kamek]] uses his magic to enhance Boom Boom's attacks, just as he did with this game's bosses. He also grows Bowser to a large size, similar to the final fight with [[Baby Bowser]]. | ||
*''[[New Super Mario Bros.]]'': [[Cloud Lift]]s are redesigned to better resemble their ''New Super Mario Bros.'' counterparts and compress when stood on, just like in this game. The background of [[Dry Desert Mushrooms]] is based on the background of [[World 2-6 (New Super Mario Bros.)|World 2-6]] | *''[[New Super Mario Bros.]]'': [[Cloud Lift]]s are redesigned to better resemble their ''New Super Mario Bros.'' counterparts and compress when stood on, just like in this game. The background of [[Dry Desert Mushrooms]] is based on the background of [[World 2-6 (New Super Mario Bros.)|World 2-6]]. | ||
*''[[Mario Kart Wii]]'': The [[Red Shell]] and [[Green Shell]] use their artworks from this game, but the Green Shell's artwork is mirrored. | *''[[Mario Kart Wii]]'': The [[Red Shell]] and [[Green Shell]] use their artworks from this game, but the Green Shell's artwork is mirrored. | ||
*''[[New Super Mario Bros. Wii]]'': The title is the sequel to this game. Many graphical, audial, and technical assets were reused from this game. Kamek growing Bowser with magic could also be a reference to this game's final fight, where similar events transpired. The main gimmicks in [[World 1 (New Super Mario Bros. Wii)|Princess Peach’s Kingdom]]'s [[World 1-Tower (New Super Mario Bros. Wii)|tower]] and [[World 1-Castle (New Super Mario Bros. Wii)|castle]] levels, [[Pendulum Platform]]s and [[Cog (obstacle)|cogs]] respectively, are switched in order of appearance between [[Acorn Plains]]' [[Crushing-Cogs Tower]] and [[Lemmy's Swingback Castle]]. The bassline in the main menu and extra mode menu themes as well as parts of the credits theme is based on the bassline from this game's main menu theme. The title theme from this game is arranged 33, 70, and 158 seconds into the credits theme. | *''[[New Super Mario Bros. Wii]]'': The title is the sequel to this game. Many graphical, audial, and technical assets were reused from this game. Kamek growing Bowser with magic could also be a reference to this game's final fight, where similar events transpired. The main gimmicks in [[World 1 (New Super Mario Bros. Wii)|Princess Peach’s Kingdom]]'s [[World 1-Tower (New Super Mario Bros. Wii)|tower]] and [[World 1-Castle (New Super Mario Bros. Wii)|castle]] levels, [[Pendulum Platform]]s and [[Cog (obstacle)|cogs]] respectively, are switched in order of appearance between [[Acorn Plains]]' [[Crushing-Cogs Tower]] and [[Lemmy's Swingback Castle]]. The bassline in the main menu and extra mode menu themes as well as parts of the credits theme is based on the bassline from this game's main menu theme. The title theme from this game is arranged 33, 70, and 158 seconds into the credits theme. |