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[[File:NSMBW Adddrop.png|200px|thumb|left|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]].]]
[[File:NSMBW Adddrop.png|200px|thumb|left|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]].]]
[[File:NSMBW World 1 World Select.png|thumb|upright=1.4|The world-selection map with all worlds unlocked]]
[[File:NSMBW World 1 World Select.png|thumb|upright=1.4|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 House]]s, [[tower]]s, [[castle]]s, Warp Cannons, Warp Pipes (in World 2 and World 6), [[vine]]s (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 balloon]]s to make a chest with a [[Toad (species)|Toad]] trapped in it appear. If the Toad is saved, the players are rewarded with three [[Super Mushroom]]s. 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.
The game has nine worlds with a world map similar to the one in ''New Super Mario Bros.'' There still are [[Toad House]]s, [[tower]]s, [[castle]]s, Warp Cannons, Warp Pipes (in World 2 and World 6), [[beanstalk|vine]]s (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 balloon]]s to make a chest with a [[Toad (species)|Toad]] trapped in it appear. If the Toad is saved, the players are rewarded with three [[Super Mushroom]]s. 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.
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.
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|[[World 9-6 (New Super Mario Bros. Wii)|World 9-6]]
|[[World 9-6 (New Super Mario Bros. Wii)|World 9-6]]
|-
|-
|style="background:white"|[[File:Rocketengine.png|100x100px]]<br>[[Moving torch]]
|style="background:white"|[[File:Rocketengine.png|100x100px]]<br>[[Burner|Moving torch]]<ref>Bueno, p. 90</ref>
|align=left|Cannon-like Burners that pivot back and forth.
|align=left|Cannon-like Burners that pivot back and forth.
|colspan=2|{{world link|4|airship|World 4-Airship (New Super Mario Bros. Wii)}}
|colspan=2|{{world link|4|airship|World 4-Airship (New Super Mario Bros. Wii)}}
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|-
|-
|style="background:white"|[[File:Question Block NSMBW artwork.png|100x100px]]<br>[[? Block]]
|style="background:white"|[[File:Question Block NSMBW artwork.png|100x100px]]<br>[[? Block]]
|align=left|A block that is guaranteed to hold contents, typically [[coin]]s or [[List of power-ups|power-up]]s, but also occasionally other items and imprisoned [[Toad (species)|Toad]]s. Power-up-containing ? Blocks release as many power-ups as there are player characters present. Some ? Blocks are [[Coin Block]]s that release up to ten coins when struck in succession. A few are [[Hidden Block|hidden]] and only become visible when struck.
|align=left|A block that is guaranteed to hold contents, typically [[coins]] or [[List of power-ups|power-up]]s, but also occasionally other items and imprisoned [[Toad (species)|Toad]]s. Power-up-containing ? Blocks release as many power-ups as there are player characters present. Some ? Blocks are [[Coin Block]]s that release up to ten coins when struck in succession. A few are [[Hidden Block|hidden]] and only become visible when struck.
|-
|-
|style="background:white"|[[File:NSMBW Asset Model Block (Hint Movies).png|100x100px]]<br>Block ([[hint movies]])
|style="background:white"|[[File:NSMBW Asset Model Block (Hint Movies).png|100x100px]]<br>Block ([[hint movies]])
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|align=left|Pipes that launch the player to another location or a hard to reach platform.
|align=left|Pipes that launch the player to another location or a hard to reach platform.
|-
|-
|style="background:white"|[[File:NSMBW Asset Model Pipe (Quartet-cannon).png|100x100px]]<br>[[Quartet-cannon|Rotating Cannon Pipe]]<ref name=rob151/>
|style="background:white"|[[File:NSMBW Asset Model Pipe (Quartet-cannon).png|100x100px]]<br>[[Rotating Cannon Pipe]]<ref name=rob151/>
|align=left|This Warp Pipe is found only in {{world link|8|airship|World 8-Airship (New Super Mario Bros. Wii)}}. 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.
|align=left|This Warp Pipe is found only in {{world link|8|airship|World 8-Airship (New Super Mario Bros. Wii)}}. 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.
|-
|-
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|-
|-
|style="background:white"|[[File:NSMBW Screenshot Rope.png|100x100px]]<br>[[Rope]]
|style="background:white"|[[File:NSMBW Screenshot Rope.png|100x100px]]<br>[[Rope]]
|align=left|Taut rope that Mario can cling to like {{wp|monkey bar}}s and travel along to reach distant areas.
|align=left|Taught rope that Mario can cling to like {{wp|monkey bar}}s and travel along to reach distant areas.
|-
|-
|style="background:white"|[[File:NSMBW Ladder Sprite.png|100x100px]]<br>[[Ladder|Rope ladder]]
|style="background:white"|[[File:NSMBW Ladder Sprite.png|100x100px]]<br>[[Ladder|Rope ladder]]
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==Staff==
==Staff==
{{main|List of New Super Mario Bros. Wii staff}}
{{main|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.
[[Nintendo EAD|Nintendo Entertainment Analysis and Development]] developed the game, with the director being Shigeyuki Asuke and the producers being Takashi Tezuka and Hiroyuki Kimura.


==Development==
==Development==
As demonstrated by development information for various games, [[Shigeru Miyamoto]] had been struggling to add simultaneous multiplayer to ''[[Super Mario (franchise)|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 [[minigame]]s. 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.<ref>{{cite|author=Klepek, Patrick|date=June 2, 2009|title=''New Super Mario Bros.'' Achieves Shigeru Miyamoto's Dream: Multiplayer|publisher=G4TV|deadlink=y|archive=web.archive.org/web/20141012214116/http://www.g4tv.com/thefeed/blog/post/696129/new-super-mario-bros-achieves-shigeru-miyamotos-dream-multiplayer|accessdate=June 3, 2024}}</ref>
As demonstrated by development information for various games, [[Shigeru Miyamoto]] had been struggling to add simultaneous multiplayer to ''[[Super Mario (franchise)|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 [[minigame]]s. 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.<ref>{{cite|author=Klepek, Patrick|date=June 2, 2009|title=''New Super Mario Bros.'' Achieves Shigeru Miyamoto's Dream: Multiplayer|publisher=G4TV|deadlink=y|archive=web.archive.org/web/20141012214116/http://www.g4tv.com/thefeed/blog/post/696129/new-super-mario-bros-achieves-shigeru-miyamotos-dream-multiplayer|accessdate=June 3, 2024}}</ref>


''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.<ref>{{cite|author=Crecente, Brian|date=January 9, 2009|url=kotaku.com/nintendo-patent-reveals-potential-paradigm-shift-in-des-5127251|title=Nintendo Patent Reveals Potential Paradigm Shift in Design|publisher=Kotaku|accessdate=June 3, 2024}}</ref> Super Guide uses the Digest mode, and [[hint movies]] appear to use the Scene Menu mode.
''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.<ref>{{cite|author=Crecente, Brian|date=January 9, 2009|url=kotaku.com/nintendo-patent-reveals-potential-paradigm-shift-in-des-5127251|title=Nintendo Patent Reveals Potential Paradigm Shift in Design|publisher=Kotaku|accessdate=June 3, 2024}}</ref> Super Guide uses the Digest mode, and [[hint movie]]s 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.<ref>{{cite|date=April 2010|title=''[[Nintendo Power]]'' volume 253|page=71-73|publisher=Nintendo of America|language=en-us}}</ref> 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|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 (New Super Mario Bros. Wii)|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 [[Airship]]s were added because of their nostalgic value and they act as distinct set pieces. The inclusion of [[Yoshi (species)|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.
In a 2010 interview with ''[[Nintendo Power]]'', director Shigeyuki Asuke discussed several aspects of the game's development.<ref>{{cite|date=April 2010|title=''[[Nintendo Power]]'' volume 253|page=71-73|publisher=Nintendo of America|language=en-us}}</ref> 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|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 (New Super Mario Bros. Wii)|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 [[Airship]]s were added because of their nostalgic value and they act as distinct set pieces. The inclusion of [[Yoshi (species)|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.
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===Infinite Coins===
===Infinite Coins===
[[File:NSMBW Infinite Coins Glitch.png|thumb|The frozen Climbing Koopa dropping coins]]
[[File:NSMBW Infinite Coins Glitch.png|thumb|The frozen Climbing Koopa dropping coins]]
The player needs an Ice Flower in {{world link|4|castle|World 4-Castle (New Super Mario Bros. Wii)}} and get to the place with the large [[Flip Panel (Chain-Link)|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 [[Chain-Link|fence]] again and spin the flip panel as fast as possible. The Climbing Koopa freezes, falls to the ground and drops infinite [[coin]]s.
The player needs an Ice Flower in {{world link|4|castle|World 4-Castle (New Super Mario Bros. Wii)}} and get to the place with the large [[flip panel (Chain-Link)|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 [[Chain-Link|fence]] again and spin the flip panel as fast as possible. The Climbing Koopa freezes, falls to the ground and drops infinite [[coin]]s.


===Infinite lives===
===Infinite lives===
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*''[[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.: 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. 2]]'': Grabbable objects, such as the POW Block, are typically held above the head, like in this game.
*''[[Super Mario Bros. 2]]'': Grabbable objects, such as the POW Block, are typically held above the head, like in this game.
*''[[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 of the [[fortress]]es is based on the fortress sprite from this game. [[Jellybeam]]s resemble the in-game sprites of [[Jelectro]]s. [[Stalking Piranha Plant]]s resemble [[Ptooie]]s whose behavior is largely given to [[River Piranha Plant]]s. The [[Enemy Course]]s 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 House]]s, as well as fortresses and [[castle]]s as seen on the world map, feature checkered floor tiles like those seen in this game's fortress and kings' chambers. Artwork of Mario holding a [[Green Shell]] resembles [[:File:RaccoonMario GreenShell SMB3.png|promotional artwork]] of [[Raccoon Mario]] holding a [[Koopa Troopa|Green Koopa Troopa]] from this game. Artwork of a [[Spike]] throwing a [[Spike Ball|spiked ball]] resembles [[:File:SMB3 Spike.jpg|its promotional artwork from this game]].
*''[[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 [[Fortress]]es are based on the Fortress sprite in this game. [[Jellybeam]]s resemble the in-game sprites of [[Jelectro]]s. [[Stalking Piranha Plant]]s resemble [[Ptooie]]s whose behavior is largely given to [[River Piranha Plant]]s. The [[Enemy Course]]s 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 House]]s and [[Bowser's Castle]] (as seen on the world map) feature checkered floor tiles like those seen in this game's [[fortress]] and kings' chambers. Artwork of Mario holding a [[Green Shell]] resembles [[:File:RaccoonMario GreenShell SMB3.png|promotional artwork]] of [[Raccoon Mario]] holding a [[Koopa Troopa|Green Koopa Troopa]] from this game. Artwork of a [[Spike]] throwing a [[Spike Ball|spiked ball]] resembles [[:File:SMB3 Spike.jpg|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 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 [[List of bosses|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 [[P Switch|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 (New Super Mario Bros. Wii)|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 Palace]]s in this game, without having to go through a level. Almost the entirety of {{world link|7|castle|World 7-Castle (New Super Mario Bros. Wii)}} can be skipped by finding the secret exit in {{world link|7|tower|World 7-Tower (New Super Mario Bros. Wii)}} and completing [[World 7-6 (New Super Mario Bros. Wii)|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|#6 Wendy's Castle]]. [[River Piranha Plant]]s resemble [[Jumping Piranha Plant]]s. [[Jumbo Ray]]s don goggles resembling those of [[Blurp]]s and [[Dolphin]]s. [[King Bill]]s are shortened in length like the [[Bomber Bill|Banzai Bill]]s from this game. Some members of [[Boo Buddies|Circling Boo Buddies]] make the same facial expressions as [[Boo]]s in this game. Boos also circle around [[Ghost House]]s like in this game. Artwork of Mario jumping with a [[Yoshi (species)|Green Yoshi]] resembles this game's box art. Artwork of [[Blue Toad (character)|Blue Toad]] riding a [[Yoshi (species)|Pink Yoshi]] resembles [[:File:SMW Art - Yoshi and Berry.png|promotional artwork]] of [[Yoshi]] eating a [[Fruit (Yoshi food)|berry]] from this game. Artwork of Bowser resembles [[:File:BowserSMW1.png|his promotional artwork from this game]].
*''[[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 [[List of bosses|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 [[P Switch|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 (New Super Mario Bros. Wii)|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 Palace]]s in this game, without having to go through a level. Almost the entirety of {{world link|7|castle|World 7-Castle (New Super Mario Bros. Wii)}} can be skipped by finding the secret exit in {{world link|7|tower|World 7-Tower (New Super Mario Bros. Wii)}} and completing [[World 7-6 (New Super Mario Bros. Wii)|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|#6 Wendy's Castle]]. [[River Piranha Plant]]s resemble [[Jumping Piranha Plant]]s. [[Jumbo Ray]]s don goggles resembling those of [[Blurp]]s and [[Dolphin]]s. [[King Bill]]s are shortened in length like the [[Bomber Bill|Banzai Bill]]s from this game. Some members of [[Circling Boo Buddies]] make the same facial expressions as [[Boo]]s in this game. Boos also circle around [[Ghost House]]s like in this game. Artwork of Mario jumping with a [[Yoshi (species)|Green Yoshi]] resembles this game's box art. Artwork of [[Blue Toad (character)|Blue Toad]] riding a [[Yoshi (species)|Pink Yoshi]] resembles [[:File:SMW Art - Yoshi and Berry.png|promotional artwork]] of [[Yoshi]] eating a [[Fruit (Yoshi food)|berry]] from this game. Artwork of Bowser resembles [[:File:BowserSMW1.png|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.
*''[[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 (Super Mario World 2: Yoshi's Island)|King Bowser's Castle]], containing autoscrolling blocks that can be transformed by {{conjectural|Magic spell}}s. Kamek turns Bowser into a giant for the final battle. [[Bubble]]s 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 Pound]]ed to produce shockwaves, like the floor involved in [[Baby Bowser]]'s initial fight. [[Giant Goomba]]s and [[Hefty Goomba]]s split into their immediately smaller counterparts like [[Milde]]s.
*''[[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 (Super Mario World 2: Yoshi's Island)|King Bowser's Castle]], containing autoscrolling blocks that can be transformed by {{conjectural|Magic spell}}s. Kamek turns Bowser into a giant for the final battle. [[Bubble]]s 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 Pound]]ed to produce shockwaves, like the floor involved in [[Baby Bowser]]'s initial fight. [[Giant Goomba]]s and [[Hefty Goomba]]s split into their immediately smaller counterparts like [[Milde]]s.
*''[[Super Mario 64]]'': "Inside the Castle Walls" is played inside [[Peach's Castle]]. Also, after losing to the Power-up Panels mini-game (by matching two-of-a-kind Bowser or Bowser Jr. cards), a short arrangement of "[[Bowser's Theme]]" and the tune that plays when attempting to enter a locked door is heard. 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 Chomp]]s are freed by [[Ground Pound]]ing their posts three times. One Chain Chomp in [[World 7-2 (New Super Mario Bros. Wii)|World 7-2]] may be freed to destroy a [[Brick Block|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]].
*''[[Super Mario 64]]'': "Inside the Castle Walls" is played inside [[Peach's Castle]]. Also, after losing to the Power-up Panels mini-game (by matching two-of-a-kind Bowser or Bowser Jr. cards), a short arrangement of "[[Bowser's Theme]]" and the tune that plays when attempting to enter a locked door is heard. 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 Chomp]]s are freed by [[Ground Pound]]ing their posts three times. One Chain Chomp in [[World 7-2 (New Super Mario Bros. Wii)|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 [[World 9 (New Super Mario Bros. Wii)|Rainbow Path]], a cover from the [[N64 Rainbow Road|Rainbow Road]] theme can be heard.
*''[[Mario Kart 64]]'': About 30 seconds in the [[World 9 (New Super Mario Bros. Wii)|Rainbow Path]], a cover from the [[N64 Rainbow Road|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.
*''[[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.
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*''[[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 (obstacle)|poison]] returns in forest levels. Unlike other mushrooms in ''New Super Mario Bros. Wii'', the mushrooms seen on the world map of the [[World 5 (New Super Mario Bros. Wii)|Jungle World]] are colored like the [[Mushroom Platform]]s of this game. The broken fragments of [[? Block]]s, [[Brick Block]]s, and [[Empty Block]]s and the unused broken fragments of [[Hard Block]]s and [[Red Block]]s use the designs of their respective blocks from this game, though they appear distinct from this game's own block fragments.
*''[[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 (obstacle)|poison]] returns in forest levels. Unlike other mushrooms in ''New Super Mario Bros. Wii'', the mushrooms seen on the world map of the [[World 5 (New Super Mario Bros. Wii)|Jungle World]] are colored like the [[Mushroom Platform]]s of this game. The broken fragments of [[? Block]]s, [[Brick Block]]s, and [[Empty Block]]s and the unused broken fragments of [[Hard Block]]s and [[Red Block]]s 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.
*''[[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 (New Super Mario Bros. Wii)|World 9]], multicolor star-shaped objects fall from the sky, like [[Star Bit]]s. 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. [[Clampy]]s make a reappearance.
*''[[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 (New Super Mario Bros. Wii)|World 9]], multicolor star-shaped objects fall from the sky, like [[Star Bit]]s. 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. [[Clampy]]s make a reappearance.
*''[[Mario Kart Wii]]'': The character's icons are reused in the character selection screen.
*''[[Mario Kart Wii]]'': The character's icons are reused in the character selection screen.


==References in later media==
==References in later media==
[[File:MP9 Toad Road Scene Artwork.jpg|thumb|Toad Road from ''Mario Party 9'' shares visual cues with this game.]]
[[File:MP9 Toad Road Scene Artwork.jpg|thumb|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.
*''[[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.<ref>{{cite|author=Nintendo Fuser|date=June 15, 2010|url=www.youtube.com/watch?v=GYnyBxVhK_c|title=Nintendo 3DS - First Hands On|language=en|publisher=YouTube|accessdate=June 3, 2024}}</ref>
*[[Nintendo 3DS]]: This game's box artwork was used for the [[Nintendo 3DS]] demo at E3 2010.<ref>{{cite|author=Nintendo Fuser|date=June 15, 2010|url=www.youtube.com/watch?v=GYnyBxVhK_c|title=Nintendo 3DS - First Hands On|language=en|publisher=YouTube|accessdate=June 3, 2024}}</ref>
*''[[Donkey Kong Country Returns]]'': [[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.
*''[[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''.
*''[[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)|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]].
*''[[Mario & Sonic at the London 2012 Olympic Games (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. Light blue-, orange-, and fuchsia-rimmed flowers return from [[World 1 (New Super Mario Bros. Wii)|World 1]] of ''New Super Mario Bros. Wii''.
*''[[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 (New Super Mario Bros. Wii)|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''.
*''[[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''.
*''[[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''.
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*''[[Yoshi's New Island]]'': [[Bowser]]'s model is very similar to the one used in this game.
*''[[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.
*''[[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]]'' / ''[[Super Smash Bros. for Wii U|Wii U]]'': [[Propeller Mario]], [[Penguin Mario]], and [[Big Urchin]] appear as trophies in the Wii U version.
*''[[Super Smash Bros. for Nintendo 3DS]]'' / ''[[Super Smash Bros. for Wii U|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 Ray]]s and [[Foo]]s 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.
*''[[Mario Party 10]]'': [[Jumbo Ray]]s and [[Foo]]s 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.
*''[[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.
*''[[Mario Tennis: Ultra Smash]]'': [[Bowser Jr.]] uses his [[Junior Clown Car]] in the game.
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*''[[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 & 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 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.
*''[[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''.  
*''[[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.
*''[[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 Mario|Penguin Luigi]], Penguin Yellow Toad and [[Penguin Mario]] appear as playable characters.
*''[[Mario Kart Tour]]'': [[Penguin Mario|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]]: An arrangement of the desert theme is played in the desert section of [[Super Nintendo World#Yoshi's Adventure|Yoshi's Adventure]]. The jungle section of the same ride is modeled after [[World 5 (New Super Mario Bros. Wii)|World 5]] of this game. The flowering bushes in the jungle section are also based on those found in [[World 4 (New Super Mario Bros. Wii)|World 4]] of this game.<ref name=Yoshi>{{cite|author=Universal Parks News Today|date=February 4, 2021|url=youtu.be/s_EAcuzv73w|title=Yoshi's Adventure FULL RIDE & Queue Tour - Super Nintendo World|publisher=YouTube|accessdate=September 16, 2023}}</ref> An arrangement of the castle theme is played in the stairs at the entrance of [[Super Nintendo World#Mario Kart: Bowser's Challenge|Mario Kart: Bowser's Challenge]].
*[[Super Nintendo World]]: An arrangement of the desert theme is played in the desert section of [[Super Nintendo World#Yoshi's Adventure|Yoshi's Adventure]]. The jungle section of the same ride is modeled after [[World 5 (New Super Mario Bros. Wii)|World 5]] of this game. The flowering bushes in the jungle section are also based on those found in [[World 4 (New Super Mario Bros. Wii)|World 4]] of this game.<ref name=Yoshi>{{cite|author=Universal Parks News Today|date=February 4, 2021|url=youtu.be/s_EAcuzv73w|title=Yoshi's Adventure FULL RIDE & Queue Tour - Super Nintendo World|publisher=YouTube|accessdate=September 16, 2023}}</ref> An arrangement of the castle theme is played in the stairs at the entrance of [[Super Nintendo World#Mario Kart: Bowser's Challenge|Mario Kart: Bowser's Challenge]].
*''[[Mario Strikers: Battle League]]'': Some of Bowser Jr.'s voice clips are recycled.
*''[[The Super Mario Bros. Movie]]'':  The hills and [[Mushroom Platform]]s surrounding Peach's Castle resemble those from ''New Super Mario Bros. Wii''. Three [[Bramball]]s 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 Mario|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".
*''[[The Super Mario Bros. Movie]]'':  The hills and [[Mushroom Platform]]s surrounding Peach's Castle resemble those from ''New Super Mario Bros. Wii''. Three [[Bramball]]s 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 Mario|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".
*''[[Super Mario Bros. Wonder]]'': The secret area containing the third [[10-flower coin]] of [[Downpour Uproar]] resembles the secret area containing the third [[Star Coin]] in [[World 4-3 (New Super Mario Bros. Wii)|World 4-3]].
*''[[Super Mario Bros. Wonder]]'': The secret area containing the third [[10-flower coin]] of [[Downpour Uproar]] resembles the secret area containing the third [[Star Coin]] in [[World 4-3 (New Super Mario Bros. Wii)|World 4-3]].

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