New Super Mario Bros. Wii: Difference between revisions

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Revision as of 22:55, July 12, 2014

Template:Infobox New Super Mario Bros. Wii is a sidescrolling 2.5D Mario platformer for the Wii, the sixth installment in the Super Mario Bros. series (after New Super Mario Bros.), and the tenth game in the Super Mario series. The game was released in Australia on November 12, in America on November 15, and Europe on November 20, 2009. It is a follow-up to New Super Mario Bros., released in 2006 for the Nintendo DS. 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 twenty-seven million copies worldwide, making it the fifth best-selling Wii game overall and the second best-selling Mario game on the system, after Mario Kart Wii.[1]

In addition to the single-player experience, the game also features a multiplayer mode for up to four players. This is the first Super Mario game to feature co-op mode and vs. mode at the same time since the Mario Bros. game. It features more items, new levels and more enemies than the DS predecessor. It is also the first title to support Nintendo's new Super Guide mode.[2] The game introduces two new power-ups, the Propeller Mushroom and the Penguin Suit, which turn characters into their propeller and penguin forms respectively.

Story

Bowser Jr. and the Koopalings jumping out of the cake.

Mario, Luigi, Blue Toad and Yellow Toad were celebrating Princess Peach's birthday, when a huge cake slides in. Immediately, Bowser Jr. (who masterminded the plot to infiltrate via the Birthday Cake[3]) and the Koopalings pop out and throw the cake on top of Peach and the Toads, trapping her inside and leaving the Toads stunned. From there, the villains load her onto their Airship while Mario, Luigi, Blue Toad and Yellow Toad 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, but they explode in the air and spread the items in nine worlds.[4]

When Mario and the gang finally get to the final castle, they find Bowser. One of them has to jump on a ! Switch behind Bowser to defeat him, sending him falling into the lava below. After, Mario, Luigi, Yellow Toad, and Blue Toad celebrate their victory, they see the fake Princess Peach crying in a cage. However, she turns out to be Kamek in a pink version of his robe. Kamek then powers Bowser up, making him huge. 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. They push it, and Giant Bowser falls through the floor in final defeat as the real Princess is released from her cage. As they venture out, they see Luigi, Blue Toad and Yellow Toad arrive in their hot air balloons. Luigi lets Mario and Peach into his balloon and is accidentally left behind. The two Toads then offer Luigi a ride in their balloon. As they sail off, Peach asks Mario if she told him about the Secret World.

File:BCastle.png
Bowser, Bowser Jr. and the Koopalings about to be crushed by his castle.

After the credits, Larry Koopa is seen limping toward Bowser's Castle (probably because he walked all the way from World 1). He meets Bowser Jr., who shows Larry the rest of the Koopalings trying to push Bowser, who is back to normal, right side up. They finally succeed, with a huge thud, causing the castle to fall on top of Bowser, Bowser Jr. and the Koopalings.

Gameplay features

World 2-1 being played by four players.

The story mode of the game can be played in either single-player mode or multiplayer cooperative mode. Players are allowed to be freely added and can also be 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 would lose a life.

After clearing World 1-3 once, a Toad runs up and tells the heroes bad news. The letter is sent from Bowser Jr., saying that he ordered his minions to stuff annoying Toads they capture into ? Blocks. They can only be rescued in single-player mode. A Toad will grant Mario three 1-ups if he is carried to the goal flag.

? Blocks usually create one item for each player with lives remaining. If more than one player is playing, and all players are in their starting form, a ? block containing an item such as a Fire Flower or Ice Flower that would only appear in Super form when in single-player will produce that item for one player plus Super Mushrooms for the others.

When a player loses a life, 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 only burst when a player not in a bubble comes in contact with the bubble or throws a fireball, an iceball, a shell or a 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 midpoint flag if the players touched it on a prior attempt. The players in bubbles return to their normal form, but do not lose any lives.

When one player grabs the flagpole at the end of the level, the timer stops and the other players would have a limited amount of time to grab the flagpole before the level 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 flagpole.

File:NSMBW Wiimotecontrol.png
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, the could perform actions such as them changing the direction of a light or it could be used for tilting 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 determines 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 Nunchuk) or shaking the Wii Remote near the object.

It's possible to ride on Yoshi as well. In addition to his usual ability to devour enemies, he can retain many different objects in the game in his mouth including hammers, fireballs, iceballs, 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 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, therefore, there are only certain levels in which players can ride Yoshis.

File:7-2nsmbwii.png
Mario can swim in these moving, floating bubbles.

Toad houses and enemy encounter screens return from Super Mario Bros. 3; 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 New Super Mario Bros. and Super Mario World, there is no spare item box, so players can't 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 (excepting 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 will shine if the player did not use the Super Guide.

Super Guide

Main article: Super Guide
File:Nsmbw superguide.png
The Super Guide mode of Level 6-3 in action.

Debuting in the game, the Super Guide provides players assistance to clear levels. When the player has failed to pass a level at least eight times, a green box will appear at the start of the level. When the player hits the green box, the level will restart in auto-pilot mode: a computer-controlled Luigi will play the level on his own. The Super Guide will show the player how to beat the level, but does not use shortcuts, take damage or reveal 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 will start exactly where the Super Guide left off. Once the player has taken control back, they cannot turn it back on in the middle of the level. The level will still be passed, even when the Super Guide assistance is used, though the level will still be red, and any stars on the profile will not shine. If the player takes over, they will continue to play as Luigi, rather than Mario. Losing a life as Luigi will allow one to control Mario again, without losing a life.

Levels

Players being added into the game are allowed to choose their own characters.

The game has nine worlds with a world map similar to New Super Mario Bros. There still are Toad Houses, towers, castles, Warp Cannons, Warp Pipes (in World 2), Beanstalks (in World 7) and horizontal "platform" Pipes (in World 6). Enemies also patrol the map screen. If the enemies come in contact with them, they must play an Enemy Course. Players must collect eight Toad Balloons to make a chest with a Toad trapped in it appear. If Toad is saved, three Super Mushrooms are rewarded. Each Enemy Course is different on each world.

There are 77 courses in the main game. Kidnapped Toads will sometimes be hidden in previously beaten levels in single-player mode. If the Toad is carried to the level exit without being damaged, Mario will be rewarded with three 1-Ups. However, only one 1-Up will be rewarded to Mario if the Toad took damage before reaching the goal. If the Toad is damaged twice, it's defeated, and Mario can't bring it to the goal anymore.

The Toads are only held captive at the following courses:

  • World 1-1
  • World 1-2
  • World 1-3
  • World 1-5
  • World 1-6
  • World 2-1
  • World 2-5
  • World 3-1
  • World 3-2
  • World 3-3
  • World 3-5
  • World 4-3
  • World 4-5
  • World 5-2
  • World 5-3
  • World 5-5
  • World 6-2
  • World 6-4
  • World 7-1
  • World 7-3
  • World 7-5
  • World 8-1
  • World 8-2
  • World 8-3
  • World 9-1
  • World 9-3
  • World 9-5
  • World 9-6
  • World 9-8

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. Free for All mode has players competing for a high score, while Coin Battle mode has them competing for the most collected coins in the level.

World 9 is unlocked after completing the game. There are 8 stages in that world, and each stage is unlocked by collecting all the Star Coins in each of the preceding 8 worlds.

Worlds

File:Worldselectnsmbwii.png
The World Selection Map with all worlds unlocked.

Characters

File:New Super Mario Bros. Wii Title Screen.png
The four playable characters (left to right): Blue Toad, Yellow Toad, Luigi, and Mario.


Enemies

File:NSMBW W7-5.png
The new cloud enemy, Foo.

Bosses

New enemies

Returning enemies

File:NSMBW W4-Ship Battle.png
Mario fighting Bowser Jr. in his airship.

Minigames

Transformations

N/A
Artwork of Fire Mario in New Super Mario Bros. (also used in New Super Mario Bros. Wii and Super Mario 3D Land)[1][2]
Small Mario (starting form)
Super Mario
(File:SuperMushroom.png required)
Fire Mario
(File:Fireflower.jpg required)
Ice Mario
(new, An Ice Flower required)
Artwork of Mini Mario in New Super Mario Bros. Wii
Propeller Mario
(new, File:Propeller Mushroom.png required)
Penguin Mario
(new, A Penguin Suit required)
Mini Mario
(File:MiniMushroom NSMB Wii.png required)
Invincible Mario
(A Super Star required)

Blocks

Block Image Function
? Block Artwork of a ? Block from New Super Mario Bros. Contains a coin or item when hit.
Brick Block File:Brick Block.png Breaks or contains coins when hit.
Block File:UsedBlock NSMBWii.png Block that can't break. When a Question Block is hit it turns into a Block.
Super Guide Block File:SuperGuideBlockNSMBW.png Appears after Mario dies eight times in a row in one stage. When hit, Luigi will clear the stage for Mario.
White-Green Checkered Block File:WGCBlock.PNG A block that when Mario jumps on it, it makes him jump higher.
Pow Block File:POWBlockNSMBW.png A block that causes a large tremor on the ground.
Glow Block File:Glow Block.PNG A block that shines light in dark areas.
Dotted Line Block File:Dotted Line Block Icon.png A block that is transparent. A Switch is needed to activate the block.
Red Switch Block Red Block.png A block that is activated by a Switch.
Lakitu Block Square cloud When activated a Lakitu appears and it will throw coins.
Propeller Block A Propeller Block A block that can be picked up and works like the Propeller Mushroom.
Flying ? Blocks File:FlyingQuestionBlock-NSMBWii.png A type of Question Block that flies in a rhythmic pattern to the song of a stage. Once hit, it becomes a Block.
Giant ? Block Artwork of a ? Block from New Super Mario Bros. A huge question block that only appears in 6-5. Acts like a normal block.
Coin Block File:Brick Block.png A block that contains many coins. Looks just like a Brick Block and become an Block when empty. Pops out 5 Coins when used quick enough.
Roulette Block Roulette Block A block with various items scrolling on it. Mario can hit it, and release the power-up shown.
Stretch Block YellowBlockNSMBW.png A block made up of 5 segments that stretches to act as a bridge in certain levels.

Items and objects

Item Image Function
Super Mushroom File:SuperMushroom.png Turns Mario into Super Mario.
1-Up Mushroom File:NSMBwii 1upshroom.jpg Gives the player an extra life.
Coin File:NSMBwii coin.jpg Collecting 100 of these gives the player an extra life. In Coin Battle World, they are used to determine the player's position.
Fire Flower File:Fireflower.jpg Turns Mario into Fire Mario.
Red Ring A sprite of a Red Ring. Makes 8 Red Coins appear. If the player collects all 8 coins before they disappear, they will receive either a Fire Flower or 1-Up Mushroom depending on the player's current size.
Red Coin Red shiny coin.png Collecting all 8 Red Coins that appear after passing through a Red Ring gives a Super Mushroom, Fire Flower or 1-Up Mushroom, depending on what power-up the player is currently using.
Blue Coin File:Blue coin Wii.png Just like normal Coins, but appear by hitting a P-Switch.
Super Star File:Star.PNG Turns Mario into Invincible Mario.
Star Coin File:STARCOIN!.png Three of these are located in every course in hard-to-reach or hidden areas. They are used to buy Super Play movies in Peach's Castle, after collecting all Star Coins, all of the Toad Houses will be open and used without disappearing. In Coin Battle World, they are worth thrice a coin.
Mini Mushroom File:MiniMushroom NSMB Wii.png Turns Mario into Mini Mario.
Propeller Mushroom File:Propeller Mushroom.png Turns Mario into Propeller Mario, and gives him a short flight.
Penguin Suit A Penguin Suit Turns Mario into Penguin Mario. Mario can shoot iceballs and slide on his belly.
Ice Flower An Ice Flower Turns Mario into Ice Mario, Mario can shoot iceballs.
Dash Coin File:DASHCOIN.png An outline of a coin that will become a coin if Mario goes through them.
Berries File:Berry Red.png A berry that Yoshi eats. When Yoshi eats five berries, he makes an egg that contains an item.
Barrel BarrelNSMBW.png A barrel that Mario can pick up and throw at enemies to defeat them and at coins to collect them.
Tilt Lift The Tilt Lift from New Super Mario Bros. Wii. A lift that the player can tilt when Mario is on it and the player tilts the Wii Remote.
Toad Balloon The ambush icon, from New Super Mario Bros. Wii. Items that appear in the enemy course. Mario must collect all of them to clear the course.
P-Switch File:PSwitch.PNG Turns Brick Blocks in Coins or vice versa or it causes the revealing of Silver Coins.
? Switch Qswitch.png Changes or adds to an area, such as platforms, for a limited time.
! Switch File:Eventswitch.png A switch that changes all the dotted lines into platforms in World 3-4. It causes the bridge in the World 8 Castle to drop Bowser in the lava.
Springboard TrampolineNSMBW.png A trampoline type item that if pressed 2 while on it will cause the player to go high into the air.
Donut Lift File:Donut Lift.png A platform that falls under weight if Mario stays there for too long. As Mini Mario, he is light enough so it won't fall.
Midway Point A midway point A flag that acts like a checkpoint. It has Bowser's insignia, but if a player touches it, it is replaced by which ever character's symbol turned it. If that character is in his small form, he will transform into his Super form.
Beanstalk A vine Used as ladder that can lead to Coin Heaven, or a secret place. Comes out of a hidden block or brick block.
Ice Block IceBlockNSMBW.png A block that is created by an enemy that was frozen with an iceball. They can be picked up and thrown like a barrel.
Mario Car File:Hero CarNSMBW.png A type of Koopa Clown Car that lets the player battle Bowser Jr.
Water Ball File:Giant Bubble NSMBW.png Huge Masses of water that float in the air; acts as if Mario and co. is in water.
Yoshi Egg Yoshi eggYellow Yoshi eggLight Blue Yoshi eggPink Yoshi egg An egg that Yoshi produces after eating five berries. They contain Power Ups. The different colors released come at random but never the same one after each other.

Development

According to Nintendo, Shigeru Miyamoto had been struggling to add multiplayer in a Mario game for a long time. They further explained that Miyamoto tried to experiment with multiplayer aspects at the start of most of his Mario projects. This can be seen in beta screenshots of games such as Super Mario 64 DS and New Super Mario Bros., as multiplayer aspects were evidently intended for both of those games during the earlier stages of development. But when the experiments with multiplayer failed to come to fruition, the developers focused back to what they were used to, single-player, and, for both of the aforementioned games, multiplayer was put on the back burner and became a mere tag-on that used both the game's engine and a series of dissimilar mini-games. One of the reasons multiplayer was not achieved previously was due to technical limitations. With the Wii's hardware, it allowed Miyamoto to make sure the game had all the items and enemies in the screen at once, and having the camera focusing on all the players at once.[6]

Additionally, Nintendo is planning to add the new "demo play" feature to their future titles, with New Super Mario Bros. Wii being the flagship title for the feature. A patent on the game, then called "Kind Code", was filed by Miyamoto on June 30, 2008. It showed that it could come in three modes: Game (in which the player plays the game normally until they get stuck, at which point they can view a video that appears on the screen's top right corner on how to bypass the situation in question), Digest (in which the player watches the developers play through the game until the player decides to join the game at a particular point; the game cannot be saved in this mode), and Scene Menu (where players go directly to specific parts of the game without loading their games or watching the digest). In the final game, the Digest version of the "demo play" mode was released as "Super Guide"[7].

References to other games

  • Alleyway: Ice Mario's design bears some resemblance to Mario's appearance in the Alleyway cover artwork.
  • Donkey Kong: Broozers will throw barrels at the player, similar to Donkey Kong 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. One underground Coin Battle area also shows 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 main theme is once again used as a cover for the Toad Houses. 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. In the Coin Battle, a level similar to World 1-1 appeared.
  • Super Mario Bros.: The Lost Levels: World 2-4 features wind.
  • Super Mario Bros. 2: The way that the characters are capable of picking up, carrying, and throwing the various objects and characters in this game resemble the abilities of the playable characters from Super Mario Bros. 2. This is also the first platformer since Super Mario Bros. 2 to feature a Toad as a playable character.
  • Super Mario Bros. 3: The Penguin Suit is based on the suits in this game. 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. 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, the Power-Up of the reserve are used on the World maps. The game features an inventory window rather than a summonable item. This window can only be accessed from the overworld, reminiscent of that in Super Mario Bros 3. Most of the Koopalings are fought in the same kind of land they are in Super Mario Bros. 3. For example, Lemmy Koopa was in charge of the ice-themed world in both games, and Wendy O. Koopa was in charge of the water-themed world in both games. In addition, Power-Up Panels is likely based on a card-matching minigame in this game.
  • Super Mario World: The design on the Fortress-doors leading to the boss is noticeably 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 was taken from the P-switch when the activation is going to stop, as well as the sound that plays when the Starman power-up runs out. The World 9 is similar to the Star World and the Special World. The concept of checkpoints was first introduced in Super Mario World (although some levels in Super Mario Bros. had midway points), and small Mario becoming large Mario upon reaching the checkpoint is also directly taken from Super Mario World (however, Super Mario World used gates rather than flags). Also, World 3 has a switch that activates blocks to appear. This may be a reference to the Switch Palaces in Super Mario World, without having to go through a level. The Koopa Clown Car returns, along with a personal one for Bowser Jr..
  • Mario Kart series: World 9 is similar to Rainbow Road.
  • Super Mario World 2: Yoshi's Island: Just before the main boss of the world, Kamek will appear and fly all over the room, using his magic on the room and boss. Also, his attack pattern during the boss battle is identical to what he did in this game, right before Yoshi and Baby Mario entered Baby Bowser's room. During multiplayer mode, the players are able to trap themselves in a bubble, similar to Baby Mario when Yoshi was damaged by an enemy.
  • 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. Also, the ability to pick up and throw barrels may have been borrowed from this game too.
  • Super Mario 64: "Inside the Castle Walls" is played inside Princess 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. When the player goes into a Warp Cannon or aims a cannon in 1-Up Blast, cannon sounds from this game are heard.
  • Mario Kart 64: About 30 seconds in the Rainbow Path, a cover from the Rainbow Road theme can be heard.
  • New Super Mario Bros.: The New Super Mario Bros. Wii game is the follow-up from this game. Most of the songs are are covers, especially the "Level Clear" tune. The Mini Mushroom returns.
  • 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'll 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. Finally, 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).
  • Mario Kart Wii: The character's icons are reused in the Character Selection.

References in later games

  • Super Mario Galaxy 2: The Midway 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 Princess Peach's Castle. The function of the World Maps are similar to those from 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 will float 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.
  • 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.
  • Mario Party 9: A lot of this game's contents 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: The music is reused in this game, with added 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's sequel; Many elements from this game returns.

Media

Gallery

Template:Morepic

Beta elements

Main article: List of New Super Mario Bros. Wii beta elements

Princess Peach was going to be a playable character, and the Mega Mushroom was going to be a Power-Up. Pink Yoshi was going to be Red Yoshi and Light Blue Yoshi was going to be Blue Yoshi. There was no Ice Flower and Mini Mushroom could be obtained via Roulette Block.

Staff

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.

Glitches

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

Trading Cards

Main article: New Super Mario Bros. Wii Trading Cards

New Super Mario Bros. Wii Trading Cards are a set of trading cards based upon the game. Each booster pack contains four regular cards and one each of Tips & Tricks, Standee, Foil and FunTats.

New Super Mario Bros. Wii Intermediate / Advanced Piano Solos

Main article: New Super Mario Bros. Wii Intermediate / Advanced Piano Solos

A book published by Alfred Music Publishing was released, containing sheet music for seventeen theme songs from the game.

Names in other languages

Template:Foreignname

Trivia

  • This is the first main series game to be released first in PAL regions.
  • This game's box artwork (along other images) was used for the Nintendo 3DS demo at E3 2010[8] and later reused in the Puzzle Quest game in the StreetPass Mii Plaza application from the same console.
  • This is the first of two games released outside of Japan to feature a different colored game cover, the second being 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.
  • Every odd-numbered world (with the exception of World 9) has a horizontal map, while every even-numbered world has a vertical map.
  • 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 SNES controller (European and Japanese version).
  • New Super Mario Bros. Wii's Mario voice actor, Charles Martinet, thinks that this game is his favorite Mario game of all time.

References

External Links

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