New Super Mario Bros. 2: Difference between revisions
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|style="background:white"|[[File:Fence Grab NSMB2.png|100x100px]]<br>[[Chain-Link|Fence]] | |style="background:white"|[[File:Fence Grab NSMB2.png|100x100px]]<br>[[Chain-Link|Fence]] | ||
|align=left|Fences the player can climb. | |align=left|Fences the player can climb. | ||
|- | |||
|style="background:white"|[[File:NSMB2 Screenshot Hanging Vine.png|100x100px]]<br>Hanging vine | |||
|align=left|Hanging vines of varying lengths in forest-themed levels. They function like rope swings. | |||
|- | |- | ||
|style="background:white"|[[File:NSMB2 Asset Sprite Moving Fence.png|100x100px]]<br>[[Moving Fence]] | |style="background:white"|[[File:NSMB2 Asset Sprite Moving Fence.png|100x100px]]<br>[[Moving Fence]] | ||
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|- | |- | ||
|style="background:white"|[[File:NSMB2 Screenshot Hanging Rope.png|100x100px]]<br>Rope (untied) | |style="background:white"|[[File:NSMB2 Screenshot Hanging Rope.png|100x100px]]<br>Rope (untied) | ||
|align=left| Rope that Mario can swing back and forth on | |align=left|Rope that Mario can swing back and forth on. | ||
|- | |- | ||
|style="background:white"|[[File:NSMB2 Asset Sprite Vine Block.png|100x100px]]<br>[[Vine | |style="background:white"|[[File:NSMB2 Asset Sprite Vine Block.png|100x100px]]<br>[[Vine]] | ||
|align=left|Used as a ladder that can lead to [[Coin Heaven]], or a secret place. Comes out of a Hidden Block or brick. | |align=left|Used as a ladder that can lead to [[Coin Heaven]], or a secret place. Comes out of a Hidden Block or brick. | ||
|- | |- |
Revision as of 21:22, December 1, 2024
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New Super Mario Bros. 2 | |||||||||||||||||
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For alternate box art, see the game's gallery. | |||||||||||||||||
Developer | Nintendo EAD Nintendo SPD | ||||||||||||||||
Publisher | Nintendo | ||||||||||||||||
Platform(s) | Nintendo 3DS | ||||||||||||||||
Release date | Original release: July 28, 2012[1] August 17, 2012[1] August 18, 2012[2] August 19, 2012[1] August 24, 2012[1] December 6, 2012[1] June 21, 2013[?] June 21, 2013[?] Nintendo eShop: July 28, 2012[?] August 17, 2012[?] August 17, 2012[?] August 18, 2012[?] August 19, 2012[?] June 3, 2014[?] Gold Edition: July 1, 2014[?] July 4, 2014[?] August 28, 2014[?] November 27, 2014[?] 2015[3] | ||||||||||||||||
Language(s) | English (United Kingdom) English (United States) French (France) French (Canada) German Spanish (Spain) Spanish (Latin America) Italian Dutch Portuguese (Portugal) Russian Japanese Simplified Chinese Traditional Chinese Korean | ||||||||||||||||
Genre | Platformer | ||||||||||||||||
Rating(s) |
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Mode(s) | Solo Play, Co-op Play, Coin Rush, Options | ||||||||||||||||
Format | Nintendo 3DS: Game Card Digital download
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Input | Nintendo 3DS:
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Serial code(s) | CTR-ABEJ-JPN CTR-ABEE-USA |
New Super Mario Bros. 2 is a side-scrolling 2.5D platform game for the Nintendo 3DS. It was first released in Japan on July 28, 2012, and is the only original game in the New Super Mario Bros. series to be released domestically first. It is the fifteenth entry of the Super Mario series[4][5] and the third in the New Super Mario Bros. line after New Super Mario Bros. for the Nintendo DS and its follow-up New Super Mario Bros. Wii for the Wii. As the sequel to New Super Mario Bros., it is an indirect follow-up to New Super Mario Bros. Wii, and has various reused elements from them.
The game's main focus is on coins, with the primary goal being to collect one million. To reach the goal, the game includes many new items to aid the player, such as the Gold Flower, which turns Mario into Gold Mario. Like Super Mario 3D Land, the game also seems to be partly based on Super Mario Bros. 3, as it features Raccoon Mario, the P-Meter, and the Koopalings, all of which were introduced in said game.
According to Nintendo, New Super Mario Bros. 2 is the first Super Mario title and the first Nintendo game overall to be available for purchase in both packaged (retail) and digital (downloadable via the Nintendo eShop) versions. The digital version can be stored onto an SD card, where it requires 2,727 blocks (349.0 MB) to download, along with multiple other games, and be played on the Nintendo 3DS, but they cannot be shared with other Nintendo 3DS handhelds.
A follow-up to New Super Mario Bros. 2 (which also serves as a sequel to New Super Mario Bros. Wii), titled New Super Mario Bros. U, was released as a launch title for the Wii U on November 18, 2012.
Story
Standing on the balcony of Peach's Castle, Mario and Luigi wave goodbye to Princess Peach to go on a coin hunt as Raccoon Mario and Fox Luigi. However, as soon as they return, the Koopalings suddenly appear, crashing their Koopa Clown Car onto the ground, as well as damaging the brothers, making them revert to Super Mario and Super Luigi. Roy Koopa reveals Princess Peach from his back. They soon fly away in their Koopa Clown Car, and Mario and Luigi chase after them.
After defeating all of the Koopalings, the brothers head out of World 5-Castle and see Peach locked in a cage inside the Koopa Clown Car, which transfers her to Bowser's Castle.
When Mario and Luigi arrive at Bowser's Castle, they find Bowser and Peach, who is locked up in a cage. One of the duo has to step on the ! Switch behind Bowser, making the bridge collapse and sending Bowser to his doom. Just before the bros. can celebrate their victory, Peach's cage gets pulled off screen. After riding some bony platforms, Mario and Luigi find the Koopalings in their Koopa Clown Car. They power Bowser up and Bowser transforms into a gigantic size. At the top of the tower is a giant switch with Peach's cage dangling above that, when pressed, sends Bowser falling through the floor. Afterward, the princess is released from her cage. Then, everyone returns home, with Mario holding Peach in his arms and Luigi following closely behind, collecting coins along the way.
During the credits, the Koopalings can be seen in the background carrying the now regular-sized Bowser with the Koopa Clown Car. Bowser's immense weight exceeds its capacity. The story's description concludes with the Koopa Clown Car crash-landing, scattering everyone throughout the ground.
Gameplay
The basic gameplay is very similar to the previous New Super Mario Bros. games, especially New Super Mario Bros. Wii. However, New Super Mario Bros. 2 focuses on collecting coins, with many and varied ways to collect many coins at once, such as golden items that award the player with them. The game's overall objective is to collect one million coins, with coins collected in levels being added to a total that is shared between the game's three save files and Coin Rush. The reward for collecting one million coins is a new title screen featuring a Gold Mario statue. The reward for maxing out the coin counter at 9,999,999 coins is a gold Raccoon Mario statue.[6]
Like New Super Mario Bros., the bottom screen displays a kind of map, showing the length of the level and where the player is, as well as showing the Star Coins collected, points total, number of extra lives, and also providing an item storage. It also shows the total number of collected coins in a stage, with the record number displayed next to it. There are nine worlds: six main worlds and three special worlds. Each world contains a different number of levels, including Ghost Houses, Fortresses, and Castles. Reznors and Koopalings are found at the end of each fortress and castle, respectively. Unlike New Super Mario Bros., when the player enters a secret area, the screens are not switched, with the gameplay remaining on the top screen and allowing the player to use their reserved item.
Other details in gameplay were added in New Super Mario Bros. 2. Among these details is the game's music that slightly changes depending on the situation; for example, when playing as Raccoon Mario or Fox Luigi, a drumbeat is added, similar to how a drumbeat is added while riding Yoshi in other Super Mario games. Once a Gold Ring is activated, twinkling noises appear. Another example is that if Mario goes to the very top of the screen and out of sight, the music gets quieter.
A two-player co-op mode is also available, in which a second player plays as Luigi accompanying Mario in the single-player game; both players may select which character they would like to be, however. This mode can only be played with two Nintendo 3DS consoles and two game cards. The gameplay is not much different from the single player, although in co-op coins and lives are shared between the two players, with each collected coin or extra life earned (though not collected) counting as two. Each player also has their own item storage, which can be accessed at any point. Several mechanics from the New Super Mario Bros. Wii multiplayer, such as the bubble and item boxes giving two items, are retained for this mode. In addition, the camera only focuses on one player at a time (denoted by a colored arrow above their character; red for Mario and green for Luigi), and can be changed during the level by ground-pounding the player currently in control, if the other player enters another section of the level first, or if the player of focus loses a life or enters a bubble.
Coin Rush
- Main article: Coin Rush
Also featured in New Super Mario Bros. 2 is Coin Rush mode, a time attack-esque mode that challenges the player to collect as many coins as they can in three randomly selected single-player levels without losing a life. Levels are selected depending on the pack chosen. The Mushroom Pack selects three levels from Worlds 1, 2, and Mushroom; the Flower Pack chooses levels from Worlds 3, 4, and Flower; and the Star Pack chooses levels from Worlds 5, 6, and Star. Ten downloadable course packs are also available for purchase in the in-game store, also accessible in this mode, which allows the player to play three custom-created courses. In Coin Rush, players have the option to either play normally or as White Raccoon Mario.
Coin Rush records can be exchanged via StreetPass and challenged. Beating another player's record results in getting a Crown Coin (worth 1,000 coins).[7] SpotPassing allows the player to put their total into the Worldwide Coin Total on the official website.[8]
Controls
- Select: /
- Confirm:
- Back:
- Play as Luigi in single-player mode: ++ (while selecting file after defeating Bowser in World 6)
- Delete all save data: Press and hold +++ (when the Nintendo 3DS logo disappears)
In-game
- Move: or
- Dash: Hold / or / while moving
- Jump/stomp: / or /
- Crouch: or
- Ground Pound: or (in midair)
- Wall Jump: / or / (while holding or in the direction of a wall, while sliding down it)
- Double/Triple Jump: / or / (when landing after a running jump)
- Pick up/throw: Press and hold / or /; release to throw
- Pause: /
Worlds
World | Preview | Description | Courses | |||
---|---|---|---|---|---|---|
World 1 | A grassy field with mushrooms, similar to other first worlds in the Super Mario series. The boss is Roy Koopa and its Warp Cannon leads to World Mushroom. | 1- | Rainbow | 1-1 | Grass | |
1-2 | Underground | 1-3 | Grass | |||
1- | Tower | 1- | Warp Cannon | |||
1-4 | Sky (Mushroom) | 1-5 | Underwater | |||
1-A | Grass | 1- | Castle | |||
World 2 | A vast desert filled with sand, palm trees, and cacti, similar to World 2 from New Super Mario Bros. The boss is Iggy Koopa. | 2- | Rainbow | 2-1 | Desert | |
2-2 | Sky (Totem) | 2-3 | Underground (Desert) | |||
2-A | Sky (Desert) | 2- | Tower | |||
2- | Ghost House | 2-4 | Desert | |||
2-5 | Desert | 2-B | Desert | |||
2- | Castle | |||||
World Mushroom | The first Special World of New Super Mario Bros. 2. The boss is Larry Koopa and its Warp Cannon leads to World Flower. | - | Rainbow | -1 | Sky (Block) | |
-2 | Underwater | - | Ghost House | |||
-A | Underground (Ice) | -3 | Underground (Desert) | |||
- | Warp Cannon | -B | Sky (Mushroom) | |||
- | Castle | |||||
World 3 | An archipelago of several islands, with a jungle portion later on in the world. The beach and jungle portions are similar to World 4 and World 5 from New Super Mario Bros. Wii respectively. The boss is Wendy O. Koopa and its Warp Cannon leads to World Flower. | 3- | Rainbow | 3-1 | Beach | |
3-2 | Underwater | 3-3 | Jungle | |||
3-A | Underwater | 3- | Tower | |||
3- | Warp Cannon | 3-4 | Jungle | |||
3- | Ghost House | 3-5 | Underwater | |||
3-B | Beach | 3- | Castle | |||
World 4 | A snowy field filled with trees and ice, similar to World 5 from New Super Mario Bros. and World 3 from New Super Mario Bros. Wii. The boss is Morton Koopa Jr. | 4- | Rainbow | 4-1 | Snow | |
4- | Ghost House | 4-2 | Snow | |||
4-A | Sky | 4- | Tower | |||
4-B | Underground (Ice) | 4-3 | Ice | |||
4-4 | Sky (Snow) | 4-C | Underground | |||
4-5 | Underwater | 4- | Castle | |||
World Flower | The second Special World of New Super Mario Bros. 2. The boss is Lemmy Koopa and its Warp Cannon leads to World 6. | - | Rainbow | -1 | Mountain | |
-A | Underground (Ice) | - | Warp Cannon | |||
- | Ghost House | -2 | Jungle | |||
-3 | Sky | -B | Sky (Block) | |||
- | Castle | |||||
World 5 | A sky-themed area with mushrooms and high cliffs, similar to World 7 from New Super Mario Bros. Wii. The boss is Ludwig von Koopa. | 5- | Rainbow | 5-1 | Sky (Block) | |
5-2 | Sky (Block) | 5- | Ghost House | |||
5-3 | Sky (Building) | 5- | Tower | |||
5-4 | Sky | 5-A | Sky (Building) | |||
5-5 | Sky | 5-6 | Mountain | |||
5- | Castle | |||||
World 6 | A lava-filled basin with several volcanoes and Bowser's Castle, similar to World 8 from New Super Mario Bros. The boss is Bowser. This world must be completed to complete the game. | 6- | Rainbow | 6-1 | Lava Overworld | |
6- | Ghost House | 6-2 | Underground (Lava) | |||
6-A | Underground (Lava) | 6-B | Lava Overworld | |||
6-3 | Underground | 6- | Tower | |||
6-4 | Ghost Overworld | 6-5 | Lava Overworld | |||
6- | Bowser's Castle | |||||
World Star | The final Special World of New Super Mario Bros. 2. The boss is Dry Bowser. 90 Star Coins must be collected to play this world. | - | Rainbow | -1 | Grass | |
-2 | Sky (Building) | -3 | Ghost Overworld | |||
-4 | Beach | -5 | Sky (Mushroom) | |||
-6 | Underwater Castle | -7 | Lava Overworld | |||
- | Bowser's Castle |
Characters
Playable characters
Name | Description |
---|---|
Mario |
The main protagonist who sets out to save Princess Peach. |
Luigi |
The second player in Co-op mode and unlockable for Solo Play by holding + + on the file select screen after clearing World 6-Bowser Castle. |
Non-playable characters
Name | Description |
---|---|
Princess Peach |
The damsel-in-distress, who was kidnapped by Bowser's Koopalings in the Koopa Clown Car. |
Toads |
Toad appears in Toad Houses and gives Mario items. |
Enemies and obstacles
Enemies
The enemies listed in this table match those in the Super Mario Bros. Encyclopedia.[9] The default order they are listed derives from the official guidebook[10] with adjustments that ensure enemies are listed next to their immediate relatives. The gold variants of listed enemies are lumped with their normal counterparts and the Big Chain Chomp is absent in the guidebook, but they are recognized as distinct in the encyclopedia.
Name | Description | Levels | Pts. | New | |
---|---|---|---|---|---|
First | Last | ||||
Goomba |
Common enemies that can be defeated by jumping on them. | World 1-1 | World Star-1 | 200 | — |
Gold Goomba |
Golden Goombas that give extra coins when stomped. | World 1-4 | World 5-3 | 200 | |
Goomba Tower |
Stacks of Goombas that must be defeated individually. | World 1-1 | World 6-2 | 200 | — |
Gold Goomba Tower |
Stacks of Gold Goombas that must be jumped on one by one. | World 1-A | 200 | ||
Paragoomba |
Winged Goombas that hop as they walk. | World 2-2 | World Star-1 | 200 | — |
Gold Paragoomba |
Gold Goombas with wings that jump as they walk. | World 2-2 | 200 | ||
Mini Goomba |
Small Goombas that weigh Mario down until he either attacks or walks for a few seconds. | World 4-1 | World 6-2 | 200 | — |
Gold Mini Goomba |
Small Gold Goombas that weigh Mario down. | World 4-1 | World 5-3 | 200 | |
Bone Goomba |
Goombas with skull helmets, identical to regular Goombas gameplay-wise. | World 1-Tower | World Flower-Castle | 200 | |
Koopa Troopa (Green) |
Turtle enemies that go into their shells when attacked, then can be picked up or thrown. Green Koopa Troopas walk off ledges. | World 1-1 | World Star-5 | 200 | — |
Koopa Troopa (Red) |
Red Koopa Troopas turn around when they reach the edge of platforms. | World 1-1 | World Star-5 | 200 | — |
Gold Koopa |
Koopa Troopas with golden shells. When attacked, they go into their shells, which can be thrown to create coins. | World 1-4 | World Star-5 | 200 | |
Koopa Paratroopa (Green) |
Winged Koopa Troopas that hop along the ground in high arcs. | World 1-3 | World Star-1 | 200 | — |
Koopa Paratroopa (Red) |
Red-shelled Koopa Paratroopas fly up and down or side to side in the air. | World 1-3 | World Star-1 | 200 | — |
Gold Koopa Paratroopa |
Koopa Paratroopas that have a trail of coins following them. | World 1-4 | World 5-A | 200 | |
Climbing Koopa |
Koopa Troopas that climb on both sides of fences. | World 5-Tower | World 5-Castle | 200 | — |
Dry Bones |
Skeleton Koopa Troopas that collapse when attacked, but later rebuild themselves. | World 1-Tower | World Star-Castle | 200 | — |
Big Dry Bones |
Larger versions of Dry Bones that appear in castle levels. | World 2-Tower | World 6-Bowser Castle | 200 | — |
Hammer Bro |
Enemies that throw hammers and jump. | World 2-2 | 1000 | — | |
Boomerang Bro |
Hammer Bros that use boomerangs, which return to them after being thrown. | World 2-2 | World Mushroom-Warp Cannon | 1000 | — |
Fire Bro |
Hammer Bros that throw fireballs. | World 6-3 | 1000 | — | |
Gold Bro |
A variant of Hammer Bro that throws coins. | World 2-2 | World 6-3 | 1000 | |
Sledge Bro |
Hammer Bro variants that stun Mario after they jump. | World 2-2 | 200 | — | |
Buzzy Beetle |
Shelled enemies that can be kicked or thrown after being jumped on, and can walk on ceilings. | World 2-3 | World 6-1 | 200 | — |
Spike Top |
Buzzy Beetle variants that have spikes on their shells, preventing them from being jumped on. | World 2-3 | World 6-1 | 200 | — |
Lakitu |
Enemies that throw Spiny Eggs. If Mario defeats a Lakitu, he can ride on its cloud until it disappears. | World 5-2 | World Star-5 | 1000 | — |
Gold Lakitu |
Lakitus with yellow shells riding in golden clouds, who throw coins. | World 5-2 | World Star-5 | 1000 | |
Spiny |
Enemies that hatch from Spiny Eggs and cannot be jumped on. | World 2-4 | World Star-5 | 200 | — |
Spiny Egg |
Eggs thrown by Lakitu that hatch into Spinies when they hit the ground. | World 5-2 | World Star-5 | 200 | — |
Piranha Plant |
Plants that move in and out of Warp Pipes. | World 1-2 | World 6-2 | 200 | — |
Gold Piranha Plant |
Gold versions of Piranha Plants that come out of pipes. When defeated, their pipe shoots coins into the air. | World 1-A | World 6-2 | 200 | |
Big Piranha Plant |
Big Piranha Plants that appear outside of pipes, thrashing towards Mario. | World 1-A | World 5-6 | 200 | — |
Gold Big Piranha Plant |
A larger variant of Gold Piranha Plants. | World 1-A | 200 | ||
Fire Piranha Plant |
Piranha Plants that aim at Mario and shoot fireballs. | World 5-6 | World 6-2 | 200 | — |
Big Fire Piranha |
Large Venus Fire Traps that shoot big fireballs. | World 5-6 | 200 | — | |
Bone Piranha Plant |
Skeletal Piranha Plants that are immune to fire. The player can defeat them by attacking them with Raccoon Mario's tail. | World 1-Tower | World 5-Castle | 200 | |
Big Bone Piranha Plant |
Larger versions of Bone Piranha Plants. They appear in castles and fortresses and thrash towards Mario. | World Mushroom-Castle | World 5-Castle | 200 | |
Cheep Cheep |
Fish that are found swimming aimlessly in underwater levels. | World 1-5 | World 4-5 | 200 | — |
Gold Cheep Cheep |
Gold-colored Cheep Cheeps that jump out of water with coins behind them. | World 3-1 | 200 | ||
Big Cheep Cheep |
Big Cheep Cheeps that are found in underwater levels. | World 1-5 | World 3-B | 200 | — |
Deep Cheep |
Fish that chase Mario as they swim. | World Mushroom-2 | 200 | — | |
Big Deep Cheep |
Big Deep Cheeps that chase after Mario. | World Mushroom-2 | World Mushroom-2 | 200 | — |
Spiny Cheep Cheep |
Fast-swimming fish that chase Mario. | World 1-5 | World 3-2 | 200 | — |
Cheep Chomp |
Large fish that attempt to eat Mario. | World 1-5 | World 4-5 | 200 | — |
Porcupuffer |
Fish that jump out of the water and follow Mario. | World Flower-2 | World Star-4 | 200 | — |
Fishbones |
Skeletal fish that charge towards Mario. | World 3-Tower | World Star-6 | 200 | — |
Urchin |
Stationary enemies that appear in underwater levels. | World Mushroom-2 | World 3-A | 200 | — |
Small Urchin |
Stationary underwater enemies that can be defeated with the Fire Flower, Super Leaf, Gold Flower, or Super Star. | World 3-2 | World 3-A | 200 | — |
Blooper |
Underwater enemies that move in an erratic pattern and follow Mario. | World 3-5 | 200 | — | |
Blooper Nanny |
Bloopers that have Blooper Babies swimming in a trail behind them. | World 3-5 | 200 | — | |
Thwomp |
Large rocks that fall when Mario gets close. | World 1-Castle | World Mushroom-Castle | 200 | — |
Big Thwomp |
Large Thwomps that can break through stone tiles. | World 1-Castle | World Mushroom-Castle | 200 | — |
Whomp |
Walking Thwomp variants that fall face-first. | World Mushroom-Castle | World Star-3 | 200 | — |
Big Whomp |
Big Whomps that may reveal objects behind them after they fall. | World Mushroom-Castle | World Star-3 | 200 | — |
Boo |
Ghosts that follow Mario when his back is turned, but hide their face when he looks at them. | World 2-Ghost House | World 6-4 | 200 | — |
Gold Boo |
Boo variants that leave a trail of coins behind as they move. | World Mushroom-Ghost House | World 6-Ghost House | 200 | |
Big Boo |
Bigger variants of Boos that have the same behavior. | World Mushroom-Ghost House | World 6-Ghost House | 200 | — |
Gold Big Boo |
Large Boos that go in the opposite direction of Mario, leaving coins behind them. | World Mushroom-Ghost House | World 6-Ghost House | 200 | |
Boohemoth |
A gigantic Boo who chases Mario in certain Ghost House levels. | World 2-Ghost House | World Flower-Ghost House | ||
Peepa |
Ghosts that move in circles and sometimes carry platforms. | World 2-Ghost House | World Star-3 | 200 | — |
Bob-omb |
Bombs that ignite if they are jumped on or have a fireball thrown at them, then explode shortly after. | World 2-B | World 6-2 | 200 | — |
Para-bomb |
Parachuting Bob-ombs that are sometimes shot out of cannons. | World 2-B | World 6-2 | 200 | — |
Pokey |
Cactus enemies that appear in desert levels and move slowly. | World 2-3 | World 2-B | 200 | — |
Fuzzy |
Enemies that follow tracks and hurt Mario upon contact. | World 2-A | World 4-C | 200 | — |
Big Fuzzy |
Larger variants of Fuzzies. | World 4-C | 200 | — | |
Fire Snake |
Flames that jump in a high arc. | World 2-4 | World Star-7 | 200 | — |
Chain Chomp |
Enemies tied to posts that lunge at Mario. If Mario ground pounds their post, they are set free. | World 2-5 | World Mushroom-B | 200 | — |
Big Chain Chomp |
This Chain Chomp pulls Iggy's chariot during his boss battle. Hitting Iggy causes the Big Chain Chomp to become enraged and lung at Mario more quickly. | World 2-Castle | None | — | |
Crowber |
Birds that swoop towards Mario. | World Mushroom-Warp Cannon | World 6-4 | 200 | — |
Bullet Bill |
Bullets that fly straight forward and are shot from Bill Blasters and Bill Blaster Turrets. | World 3-B | World 6-B | 200 | — |
Gold Bullet Bill |
Golden Bullet Bills that leave trails of coins behind them. | World 5-5 | World 6-B | 200 | — |
Banzai Bill |
Large Bullet Bills that fly straight forward. | World 5-5 | World 6-B | 200 | — |
Gold Banzai Bill |
Golden-colored Banzai Bills that fly forward, leaving behind a trail of coins. | World 6-B | 200 | ||
Wiggler |
Caterpillars that move faster after being jumped on. | World 3-Warp Cannon | World 3-4 | 200 | — |
Swoop |
Bats that hang onto the ceiling, then swoop towards Mario. | World 5-Ghost House | 200 | — | |
Lava Bubble |
Fireballs that jump out of lava. | World 1-Castle | World Star-7 | 200 | — |
Scuttlebug |
Spiders that hang down from webs and can be defeated by jumping on them. | World 3-3 | World Flower-2 | 200 | — |
Grinder |
Buzzsaws that move along tracks. | World 3-Castle | World Star-Castle | 200 | — |
Amp |
Electric balls that shock Mario upon contact. | World 4-B | World Flower-Warp Cannon | 200 | — |
Flame Chomp |
Black spheres that spit fireballs at Mario. | World 6-B | 200 | — | |
Coin Coffer |
Enemies that cough out coins when attacked. | World Star-1 | World Star-7 | 200 | — |
Obstacles
Name | Description | Galaxies | |
---|---|---|---|
First | Last | ||
Banzai Bill Cannon |
Cannons that shoot Banzai Bills. | World 5-5 | World 6-B |
Bill Blaster |
Cannons that shoot Bullet Bills. | World 3-B | World 6-B |
Bill Blaster Turret |
Stacks of Bill Blasters that rotate and shoot Bullet Bills. | World 5-5 | |
Bob-omb Cannon |
Cannons that fire Para-bombs. Some automatically aim left and right. | World 2-B | |
Boo Wall |
Boos control these walls and shift them to force Mario down particular paths. | World 4-Ghost House | |
Boulder |
Giant rocks that appear underwater and can break through blocks. | World 3-5 | |
Boulder (ice) |
Spiked balls of two sizes that can only be defeated by Gold Mario, which appear in snow levels. | World 4-1 | |
Bowser Statue |
Bowser statue heads that breathe large fireballs. | World 6-5 | World Star-Castle |
Bowser's Fireball |
These flames first appear while Mario is approaching Bowser, who is offscreen at the time. He spews them during his boss battles as well. Dry Bowser spews blue-colored fireballs. | World 6-Bowser Castle | World Star-Castle |
Burner |
Constant streams of fire that can also rotate. | World 5-Tower | World 6-Bowser Castle |
Current |
Currents that push the player downward over a pit. | World 1-5 | World Star-3 |
Fire Bar |
A series of fireballs that spins in a circular motion. | World 4-Castle | World Star-7 |
Flame Bullet |
Flames that jump in an arc. | World 2-Castle | World Star-7 |
Giant spiked ball |
Large spiked balls of two sizes that can break through stone tiles. | World Mushroom-Castle | World 4-Castle |
Lava |
Scorching moats that causes Mario to instantly lose a life upon contact. | World 1-Castle | World Star-Castle |
Poison |
A liquid hazard that can cause the player to instantly lose a life. | World 3-3 | World Flower-2 |
Quicksand |
Sand pits that slowly engulf the player. | World 2-5 | World 2-B |
Skewer |
Large spiked pillars that damage Mario if he touches them. | World 3-Tower | |
Spike Block |
Floating blocks of spikes that damage the player. | World 3-B | World 5-6 |
Spiked ball |
Spike balls that appear in fortress and castle levels. | World Mushroom-A | World 6-5 |
Spikes |
Pointy obstacles that harm the player. | World 1-Castle | World Star-Castle |
Volcanic debris |
Rocks that fall slowly and break upon hitting either the ground or a block. | World 6-1 | |
Whirlpool |
A swirling vortex of water that pulls Mario down a pit. It periodically stops. | World 3-2 |
Bosses
Name | Description | Levels | |
---|---|---|---|
First | Last | ||
The Koopalings | |||
Roy |
Roy's strategy is charging at the player, eventually ramming into a wall and being temporarily stunned (at which point he is vulnerable), as well as spinning in his shell and casting magic attacks. His room becomes increasingly narrower during battle. He takes three hits to defeat. | World 1-Castle | |
Iggy |
Like in New Super Mario Bros. Wii, Iggy rides a Big Chain Chomp carriage, which transports him around the arena. Mario has to avoid both the Chain Chomp's lunges and Iggy's magic attacks. He takes three hits to defeat. | World 2-Castle | |
Larry |
Larry's attacks include jumping and shooting magic balls that bounce diagonally. His room has four shifting walls protuding from the floor and ceiling. He takes three hits to defeat. | World Mushroom-Castle | |
Wendy |
Like in New Super Mario Bros. Wii, Wendy's battle takes place in a flooded room. Mario must wait for the water to be drained so he can stomp Wendy, while avoiding Cheep Cheeps and bouncing magic rings. She takes three hits to defeat. | World 3-Castle | |
Morton |
Morton attacks the player with spiked balls he creates from his wand, as well as shell attacks. He takes three hits to defeat. | World 4-Castle | |
Lemmy |
Lemmy's battle takes place on a conveyor belt. He rides a circus ball and creates miniature ones with his magic, which bounce down the belt and can push Mario off. He takes three hits to defeat. | World Flower-Castle | |
Ludwig |
Mario or Luigi must use the five gray Pipe Cannons on the floor to blast against Ludwig, causing him to fall onto the floor, dizzy and vulnerable to attacks. He takes three hits to defeat. | World 5-Castle | |
Other bosses | |||
Reznor |
Reznors originate from Super Mario World and are fought as mini-bosses in every main world, standing on top of Long ? Blocks above a collapsing bridge. The basic way of defeating them is to hit the blocks under their feet. | World 1-Tower | World 6-Tower |
Bowser |
Mario or Luigi must jump on the ! Switch to send Bowser falling down beneath the bridge into the lava. After that, the Koopalings enlarge him, and Mario or Luigi must go onto the roof and hit a massive ! Switch to defeat him. The latter part does not occur in the Gold Classics Pack. | World 6-Bowser Castle | |
Dry Bowser |
Dry Bowser is fought in much the same way as Bowser, though Dry Bowser moves faster, breathes blue fireballs instead of orange ones, throws bones instead of sledgehammers, and is immune to fireballs, while the platforms in the second phase are also smaller. Mario or Luigi must jump on a ! Switch for Dry Bowser to fall off the bridge into the lava. The Koopalings then enlarge Dry Bowser, and Mario or Luigi must go onto the roof and hit a massive ! Switch to defeat Dry Bowser. | World 6-Castle |
Items and objects
Items
These are collectibles, pickups, and health-restoring objects.
Name | Description |
---|---|
Coins |
Collecting 100 of these gives the player an extra life. |
Hidden Coins |
An outline of a coin that becomes a coin if Mario goes through it. |
10-Coins |
Gives the player 10 coins. |
100-Coins |
Gives the player 100 coins, immediately giving Mario an extra life. |
Red Coins |
Collecting all eight 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 Coins |
These coins are just like normal coins, but they appear by hitting a P Switch. |
Star Coins |
Three of these are located in every course in hard-to-reach or hidden areas. |
Moon Coins |
Three of these are located in every course in hard-to-reach or hidden areas only appearing in World Star. |
Crown Coins |
Exclusive to Coin Rush. They are 1000 coins each. |
1-Up Mushrooms |
Gives the player an extra life. |
Gold Mushrooms |
Rewards Mario 50 coins (or 100 coins if he is Gold Mario). |
+ Clocks (blue) |
Adds 10 seconds to the time limit. |
+ Clocks (green) |
Adds 50 seconds to the time limit. |
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. |
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. |
Gold Shells |
Gold Shells leave trails of collectible coins as they slide. These shells come only from stomped Gold Koopas. |
Buzzy Shells |
These work like Koopa Shells, but they are impervious to fire. Fireballs cannot stop them. |
Springboards |
A spring that lets the player jump high into the air. It can be picked up and carried around. |
Gold Blocks |
Golden Brick Blocks that Mario or Luigi can wear producing coins from it if he keeps moving. |
Flying Gold Blocks |
These Gold Blocks fly across the overworld map and are available in the course they fly above when accessed. |
Power-ups
Items that transform Mario's appearance and give him unique abilities.
Power-up | Form | Description |
---|---|---|
N/A | Small Mario |
Mario's weakest form. He starts each life in his Small form. If Small Mario touches an enemy or obstacle, he loses one life. |
Super Mushroom |
Super Mario |
Turns Small Mario and Mini Mario into Super Mario. |
Fire Flower |
Fire Mario |
Turns Mario into Fire Mario. |
Super Leaf |
Raccoon Mario |
Turns Mario into Raccoon Mario. |
Gold Flower |
Gold Mario |
Turns Mario into Gold Mario. |
Mega Mushroom |
Mega Mario |
Turns Mario into Mega Mario. |
Mini Mushroom |
Mini Mario |
Turns Mario into Mini Mario. |
Super Star |
Invincible Mario |
Turns Mario into Invincible Mario. |
Invincibility Leaf |
White Raccoon Mario |
Turns Mario into White Raccoon Mario. |
Objects
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 | ||
? Block |
A block that is guaranteed to hold contents, typically coins or power-ups, but also occasionally other items. Some ? Blocks are 10-Coin Blocks that release up to ten coins when struck in succession. A few are hidden and only become visible when struck. | |
Assist Block |
Assist Blocks contain an Invincibility Leaf. Appears after five lives are lost, respectively, in the same course, and make the file's stars lose their sparkles upon doing so. | |
Brick Block |
A block that may or may not hold contents. Empty Brick Blocks break when hit if the player is at least in their Super form. Like ? Blocks, some Brick Blocks are 10-Coin Blocks and Hidden Blocks. | |
Donut Block |
A platform that falls under weight if Mario stays there for too long. As Mini Mario, he is too light to make it fall; as such, it becomes safer. | |
Dotted-Line Block |
Intangible blocks that transform into tangible Red Blocks for a brief period of time when a nearby ? Switch is pressed. | |
Flying ? Block |
A type of ? Block that flies in a rhythmic pattern. Once hit, it becomes an Empty Block. | |
Ice Block |
A block made of ice that serve as platforms. | |
Ice Donut Block |
Long Donut Blocks made of ice. | |
Long ? Block |
A three-block-wide ? Block that holds three coins or two coins and a power-up. | |
Note Block |
A block that, when Mario jumps on it, makes him jump higher. | |
Red POW Block |
A block that causes a large tremor on the ground when hit. | |
Rotating Blocks |
Blocks that twirl. Brick Blocks and ? Blocks are fastened to them. | |
Roulette Block |
A block with various items scrolling on it. Mario can hit it and release the power-up shown. | |
Roulette Coin Block |
A block with various amounts of coins scrolling on it. Mario can hit it and release the amount of coins shown. | |
Snake Block |
Green blocks that move like a snake once Mario steps on it. | |
Stone Block |
Blocks that can only be broken by Mega Mario, explosions, enemy attacks, and certain obstacles. | |
Treasure Chest |
Chests appear in Yellow Toad Houses, where they contain a reserve Gold Flower. | |
Trigger objects | ||
! Switch |
Red ! Switches triggers something that causes coins to appear. | |
? Switch |
Changes or adds things to an area, such as platforms, for a limited time. | |
Conveyor Belt Switch |
Switches that change the direction of certain Conveyer Belts. | |
Gold Ring |
Turns all enemies gold and increases the amount of coins rewarded to the player once defeated. | |
Large ! Switch |
Large ! Switches causes Bowser or Dry Bowser to sink into the lava. | |
P Switch |
Turns bricks into coins or vice versa, or it causes the revealing of Blue Coins. | |
Red Ring |
Makes eight Red Coins appear. If the player collects all eight coins before they disappear, they receive either a power-up, which varies in between levels, or a 1-Up Mushroom, depending on the player's current size. | |
Switch Burner |
Block-like switches that control Burners. Striking them temporary turns the Burners off. | |
Pipes | ||
! Pipe |
An L-shaped pipe Fire Mario or Gold Mario can activate with fireballs. A coin comes out of the yellow end for each fireball shot into the black end. After twelve fireballs, a Mega Mushroom, three 1-Up Mushrooms/Gold Mushrooms, or a Super Star can come out. | |
Bubble-jet pipe |
These underwater pipes expel strong currents that push the player character. | |
Pipe |
Pipes going through the ground that transport the player to new areas. | |
Pipe Cannon |
Pipes that launch the player to another location or a hard to reach platform. | |
Small pipe |
Mini variants of warp pipes that can be accessed with a Mini Mushroom. | |
Climbable objects | ||
Fence |
Fences the player can climb. | |
Hanging vine |
Hanging vines of varying lengths in forest-themed levels. They function like rope swings. | |
Moving Fence |
Fences that move on a track. | |
Pole |
Climbable poles. Mario clings to one by jumping onto it. | |
Rope |
Loose tightropes. Mario's movement is slower as he tries to keep balance, but his jumping height is greater. | |
Rope (strung) |
Taut rope that can be clung to and traveled along like monkey bars to reach distant areas. | |
Rope (untied) |
Rope that Mario can swing back and forth on. | |
Vine |
Used as a ladder that can lead to Coin Heaven, or a secret place. Comes out of a Hidden Block or brick. | |
Web |
Webs the player can climb. | |
Platforms | ||
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. | |
Conveyor Belt |
Moving platforms that carry the player from one place to another without them having to move at all. | |
Crate |
Crates float in poisonous water. Standing on one causes it to slowly sink, but it floats back to the top once jumped off of. | |
Elevator lift |
Stationary lifts that move in a specific direction once stood on. Moving off and touching it again makes it move in the opposite direction. | |
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. | |
Floating barrel |
Large barrels that float in water. They gently sink while Mario is on top of them. | |
Floating platform |
Bony lifts that rise from lava. Standing on one for too long causes it to slowly fall. Super Bowser destroys floating platforms when he swipes his claws. | |
Haunted Lift |
Lifts carried by Peepas. They carry the platforms through the sky when touched, periodically shifting them abruptly and shaking them. | |
Haunted Stairs |
The steps materialize when a nearby ? Switch is pressed. They appear only for a brief period of time. | |
Lift |
Platforms that move in any direction. | |
Mushroom Trampoline |
Mushroom Platforms serve as a trampoline. | |
Paddle Platform |
A paddle wheel-like platforms made of four smaller platforms that moves in a wheel on tracks. | |
Raft |
Platforms that activate whenever the player steps on them, constantly moving right as long as the player continues to stand on them. | |
Scale Lift |
Scale-like lifts that when Mario lands on one platform, the parallel one rises. It will fall off if they stand on it for too long. | |
Seesaw |
Platforms that teeter to one side when a player or element stands on the opposite side. | |
Segmented platform |
Rideable creatures made of bone used to aid Mario and sail across lava. | |
Sinking and Rising Mushrooms |
Mushrooms platforms that either rise or fall a certain length when stood on, depending on their color. | |
Sky Move Lift |
An airship that constantly move to the right. They come with a deck with a one-block-wide gap, as well as a higher deck that acts as a Semisolid Platform. | |
Stretch Shroom |
Mushroom Platforms that contract and extend at constant intervals, pulling anything and anyone on the ends of the platforms to the center when they contract. | |
Tilting mushroom |
Mushroom Platforms that tilt back and forth on their own. | |
Trampoline Block |
A hidden block that, when Mario jumps on it, makes him jump higher. Similar to how a Note Block functions. | |
Volcano |
Hills made up of slope tiles with distinct red crusts. If a Bob-omb explodes near the red crusts, they disintegrate and release coins. | |
Other objects | ||
Checkpoint Flag |
A flag that acts like a checkpoint. It has Bowser's insignia, but if a player touches it, it is replaced by whichever character's symbol turned it. If that character is in his Small form, he transforms into his Super form. | |
Door |
A door found in Ghost Houses, fortresses, and castles that take the player to another portion of the level. Large doors serve as entry points to a boss. | |
Goal Pole |
Flagpoles found at the end of every level. Touching one completes the level. | |
Goal Pole (secret) |
Red flagpoles found at the end of some levels. Touching one completes the level and leads to secret exits. | |
Little bird |
Small birds that live in the Mushroom Kingdom. They appear on Peach's Castle in the opening cutscene. | |
One-way gate |
Bars that, once passed through, prevent access to the area before. | |
Trick door |
Some of the doors found in Ghost Houses are illusions crafted by Boos. Attempting to open one makes it disappear. |
Downloadable content
- Main article: Coin Rush § Downloadable content
Downloadable content for New Super Mario Bros. 2 was first announced in a Nintendo Direct Mini dedicated entirely to the game, showcasing the three downloadable Coin Rush course packs and their price tags along with the release dates. The downloadable packs were available for purchase on the in-game shop, available for 200¥ for Japan, €2.50 for Europe, $2.50 for America, HKD$20 for Hong Kong, and 60 Nintendo Points for Taiwan. This is the first game of the Super Mario franchise to feature standard downloadable add-on content, and the first Nintendo game after the Japanese release of Fire Emblem Awakening to do so.
The service started on October 2 for Japan, Europe, and Oceania, and October 4 for North America, featuring three course packs. Two more packs were released on October 25, two more were released on December 5 and the last two was released on December 20 (North America and Europe) and December 21 (Japan and Australia). In addition, a single pack, which could be downloaded for free until January 31, 2013, was also released on November 27. In total, there were ten course packs available for purchase.
In Europe, the game received a Nintendo 2DS bundle, which includes the game with all ten downloadable course packs pre-installed (titled New Super Mario Bros. 2: Special Edition).
In North America, the game received a special-edition Nintendo 3DS XL with the game and all ten downloadable course packs pre-installed (titled New Super Mario Bros. 2: Gold Edition) during the 2014 holiday season. In Japan, from July 1 to August 31, 2014, New Super Mario Bros. 2: Gold Edition was available as a free download for Nintendo 3DS LL owners as part of the "Nintendo 3DS LL Monthly Recommended Software Campaign".[11]
With the discontinuation of digital purchases for Nintendo 3DS in March 2023, it is no longer possible to buy the downloadable course packs, though they can still be downloaded by those who purchased them when they were available.
Pre-release and unused content
The game was originally to be titled New Super Mario Bros. Gold, but since the stages were said to stand on their own without the coin theme, the name was changed. The Platform Panic Pack Coin Rush DLC was also set to be released as the seventh pack, but with the announcement of the Gold Classics Pack it was moved to being pack eight.
Glitches
- Main article: List of New Super Mario Bros. 2 glitches
Enemies in Blocks
This glitch can be done in World Star-1 and requires Super Mario. First, Mario should Ground Pound some Brick Blocks near a Brick Block with nothing below it to make it possible to hit. It has a P Switch inside that Mario must press. Then Mario must run to the second platform after the ? Switch and wait for the P Switch to wear off. Then, if done correctly, the Koopa will be stuck inside some Brick Blocks. After turning right, it will appear slightly to the right for only a split second and then return to its original position. It can still dance to the beat in the music.[12]
Red Ring glitch
Due to an oversight, in World 4-A, if the player activates the Red Ring but ignores the Red Coins and goes to the Mushroom Trampoline between two blue Warp Pipes that spawn Goombas after the Checkpoint Flag, the coins from the bottom will spout out, even though the player has not collected the Star Coin yet. After that, if the player then backtracks to the Red Coins' location, they will still be there and can even be collected and still reward a power-up.[13]
Staff
- Main article: List of New Super Mario Bros. 2 staff
Development
The development of a 2D Super Mario game for the Nintendo 3DS was first brought up during an earnings briefing in November 2010, with Shigeru Miyamoto speaking about the possibilities of 2D and 3D Super Mario games on the Nintendo 3DS.[14] Later, after the release of Super Mario 3D Land, Satoru Iwata officially announced that a 2D Super Mario game for the 3DS was in development,[15] which was revealed to be New Super Mario Bros. 2 during the non-English Nintendo Direct on April 21, 2012.[16]
New Super Mario Bros. 2 had a more unique development cycle than the other games in the series. Not only was the game developed by the Entertainment Analysis and Development team, but also by members of other development teams, including the Software Planning and Development team, as part of the "Mario Cram School," a program meant to teach other teams about the development of Super Mario games.[17] Also different is that the game's stages were designed before the mechanics and main focus were thought of.[17]
The focus on coins came about early in development, with Takashi Tezuka and Toshihiko Nakago speaking about coins; at the time, development of Super Mario 3D Land, which features the ? Box, had recently wrapped up. The coin concept was first implemented with the golden Koopa Troopa, and soon after Tezuka suggested the one million coin goal. The developers then began to fill the stages with coins, and created more ways to collect them, such as the additional golden enemies and Gold Mario.[18] Because of the game's coin focus, the developers considered naming it "New Super Mario Bros. Gold," but the "2" was chosen instead since the game features more stages than the previous entries in the New Super Mario Bros. series as well as new elements, which the developers felt allowed it to stand alone as a standard 2D Super Mario title.[19]
Implementation of the co-op mode was originally met with conflict; Tezuka suggested adding it, but the staff opposed him due to being unsure on how it could be implemented, and that it couldn't be done within the remainder of the given development timeframe. Earlier in development, a prototype mode featuring both Mario and Luigi in the single-player stages had been developed. Using this, the developers worked on refining it, making it more similar to New Super Mario Bros. Wii. Issues with the Nintendo 3DS' screen kept the camera from expanding to accommodate both players, so instead the camera was made to focus on a single player at a time, with both being able to fight for control over it.[20]
The concept of the Coin Rush mode was thought of before the coin theme of the game was. Yusuke Anamo was thinking about how to make the game more replayable, but also something that could be played even in free time. In addition, after making the stages more coin-oriented, the developers noticed that, no matter how often the game was played, the million-coin goal was very difficult to reach. It was then that they decided to incorporate collecting large amounts of coins into the new mode.[21] The Coin Rush downloadable course packs were originally announced before the game was released; the courses themselves, however, had not been created at the time.[22] The idea of downloadable content had come up during the development of both New Super Mario Bros. 2 and New Super Mario Bros. U, and from both teams; the development team for New Super Mario Bros. 2 had thought of the idea of downloadable Coin Rush courses, and since this game was to be released first it was decided that content would be created for it first.[23]
Reception
New Super Mario Bros. 2 has received generally positive reviews from critics. IGN gave it an 8.5/10 and Nintendolife gave it a 9/10. Most critics considered it a solid Super Mario game, though they also criticized its easy difficulty and unoriginality.[24][25][26] As of August 18, 2012, New Super Mario Bros. 2 has received a 78% average on Metacritic, with 22 positive and 13 mixed reviews.
Reviews | |||
---|---|---|---|
Release | Reviewer, Publication | Score | Comment |
Nintendo 3DS | Keza MacDonald, IGN | 8.5/10 | "It is impossible not to be drawn in by the simple perfection of New Super Mario Bros 2's mechanics and level design – this is as pleasurable and effortless as 2D platforming gets. But it's also impossible not to be disappointed that it's over so quickly, and doesn't offer anything really new. The best Mario games reinvent themselves at the same time as paying loving homage to what went before; they take something you know and love and make it feel new all over again. New Super Mario Bros doesn't do that - but it's a delightful game while it lasts, and still the best 2D platformer on the 3DS." |
Nintendo 3DS | Oli Welsh, Eurogamer | 8/10 | "This is a high-quality game by anyone's standards, but that doesn't change the fact that I spent a good deal of my time playing it feeling blasphemously bored. Fortunately, the true Mario tradition is in safe hands in Tokyo, no doubt to return and restore our faith in some mind-bending new adventure next year. But perhaps New Super Mario Bros. should be allowed to grow old a bit more gracefully than this." |
Nintendo 3DS | Jim Sterling, Destructoid | 7/10 | "New Super Mario Bros. 2 is good. It was always going to be good, because Nintendo makes good games. That was never in doubt. However, it's a markedly more vacuous experience, bereft as it is of fresh gameplay and rigidly sticking to a formula with such zeal one would almost believe it a religious imperative of the developers. The coin collecting silliness may alter the player's approach somewhat, but it is nonetheless superficial and many players will doubtless get bored of it before hitting their million. The gimmick serves as an allegory for the entire game, really -- a glittering distraction, lacking any real substance. At its core, New Super Mario Bros. 2 is a Mushroom Kingdom coin -- shiny and addictive, but carrying no practical value whatsoever." |
Aggregators | |||
Compiler | Platform / Score | ||
Metacritic | 78 | ||
GameRankings | 78.40% |
Sales
As of September 30, 2021, New Super Mario Bros. 2 is the 5th best-selling game for the Nintendo 3DS, having sold about 13.39 million copies worldwide (after Mario Kart 7, Pokémon X and Y, Pokémon Omega Ruby and Alpha Sapphire, Pokémon Sun and Moon).[27]
Promotion
Nintendo made a special gold-themed week exclusively for the American Nintendo eShop to celebrate the release of the game, where every category's image was replaced with something from the game and the backgrounds were gold-colored.
US and Canada Club Nintendo members who purchased New Super Mario Bros. 2 from the Nintendo eShop by September 20, 2012 and completed the surveys within four weeks after downloading could receive double the amount of coins (for a total of 100 coins) as they would receive if they bought the game at retail (50 coins).[28] European Club Nintendo members that purchased the game from the Nintendo eShop received 250 free Stars. Likewise, Australian Club Nintendo members received double the amount of Stars (i.e. 400 instead of 200).[29]
Profiles
- Nintendo eShop description:
- English (American):
- English (American):
The bros are back for an all-new adventure worth its weight in gold! Jump, bounce, and power-up through visually stunning side-scrolling worlds as you race to save Princess Peach™. Gold Flowers, Gold Blocks, and Gold Rings make collecting coins more fun than ever before! Can you collect a million coins? Use all your speed-running and coin-collecting skills to best your friends in the new StreetPass-enabled Coin Rush mode. Team up with a friend and play through the entire game via Local Wireless. (Requires two copies of the game.)
- English (British):
- English (British):
Mario returns to Nintendo 3DS in a side-scrolling action adventure, packed with great power-ups and crammed with coins! Players can expect classic Mario action with a golden twist - an extra challenge to collect one million coins! As well as playing solo, or teaming up with a friend via Local Play, there's Coin Rush mode, where the aim is to grab as many coins as possible in the time limit, adding a strategic edge to the fun!
Gallery
- For this subject's image gallery, see Gallery:New Super Mario Bros. 2.
Raccoon Mario and Fox Luigi
Mario with a Gold Block
Media
- For a complete list of media for this subject, see List of New Super Mario Bros. 2 media.
Ground Theme | File info 0:30 |
Underground Theme | File info 0:30 |
Athletic Theme | File info 0:30 |
Underwater Theme | File info 0:30 |
References to other games
- Mario Bros.: Phase 1 is remade as part of the Gold Classics Pack.
- Super Mario Bros.: In the first phase of Bowser's and Dry Bowser's battles, Bowser throws sledgehammers and breathes fire, and Mario must wait for him to jump then get past him, very much alike to this game. Also, while the game loads (such as when starting up the game or looking for a second player in Co-op Play), the loading chime plays the first part of this game's overworld theme. Small Mario sprite from Super Mario Bros. appears in some parts of Coin Rush mode, such as to show which course the player will play or while counting the coins obtained in the levels. The maximum number of lives results in crowns like in this game. World 1-1, 1-2, and 1-4 are remade as part of the Classic Courses Pack.
- Super Mario Bros.: The Lost Levels: Not in the game itself, but the Gold Classics Pack DLC's third course at the ending had "Thank You!!" message similar to the Arigatō! message in World 9-4 (although unlike in that game, the "Thank You!!" message was written in coins rather than coral).
- Super Mario Bros. 3: Nintendo of Europe has cited New Super Mario Bros. 2 as being the "rightful successor" to this game.[30] Raccoon Mario, the P-Meter, Note Blocks, and Wood Blocks return. Sky Move Lifts are reminiscent of the coin-filled Treasure Ships. The P-Wing makes a cameo, replacing the "P" icon of the P-Meter. The first room of World 6-Bowser Castle features a vertical shaft traversable using a Donut Block, which is reminiscent of a similar obstacle in World 8-Bowser's Castle. The floor in Bowser's room is checkered, similar to those of several Fortresses in this game. Like in this game, Toad Houses, except for Green Toad Houses, have the same music (albeit in the form of its Super Mario 3D Land arrangement) and feature a choice of three power-ups. Also, the loading chime plays a small part of this game's overworld theme. World 1-1 and 1-5 are remade as part of the Classic Courses Pack.
- Super Mario World: Chocolate Island-styled backgrounds are used in some of the levels. Reznors and the standard boss theme return from this game. Also, when the bridges break in the Reznor battles, they sound like breaking blocks in this game, and when the player hits a switch, it makes the P Switch noises from this game. Roy's boss fight takes place in a room with walls that close in on the player, like in this game. The loading chime plays a small part of this game's overworld theme. Mario and Luigi can look up as well. The Moon Coins have an imprint of a 3-Up Moon. Diagonally flying Bullet Bills return.
- Super Mario World: Super Mario Advance 2: The intro is similar, with Mario and Luigi being distracted by a flying power-up so the Koopalings can kidnap Princess Peach.
- Super Mario World 2: Yoshi's Island: The number "two" on the logo is similar to this game.
- Super Mario Sunshine: If Mario jumps on a Toad, its mushroom cap will bounce. If attacked from a distance, it will flinch. This feature first appeared in this game.
- Mario & Luigi: Partners in Time: The giant 100-Coin makes a reappearance in this game, based on its appearance in Mario & Luigi: Partners in Time.
- New Super Mario Bros.: A direct sequel to this game. Mario's Mini and Mega forms return. Mega Mario will also earn several 1-Up Mushrooms by destroying the Goal Pole like how he could originally earn 1-Up Mushrooms by destroying objects in this game. Dry Bowser also returns alongside his throwable bones. This game's remix of the Super Mario Bros. theme is used during the Dash Mario stages, as well as the Mega Mushroom theme. Several enemies retain their behaviors from this game, such as Big Whomps, Scuttlebugs, and Whomps; both varieties of Whomp also reuse their crushing sound effect and Scuttlebugs reuse the sound effect they make when they drop into the screen. Coin Coffers also evade the player as Moneybags did in this game. Big Cheep Cheeps retain their large size from this game. Flying Gold Blocks behave similarly to the red Flying ? Blocks in this game, hovering on the world map and appearing near the player's spawn point within levels. The cloud-filled backgrounds seen in athletic levels and bonus areas are designed after the cloud-filled backgrounds seen in similar locations in this game and the background of World 6-Bowser Castle is designed after the background normally seen in castle boss rooms in this game. Flippers, quicksand, retracting staircases, tightropes, Snake Blocks, and tracks also use their designs from this game. Nonlinear world progression returns and is again displayed using branching paths on the world select screen. World maps are also highly linear and progress from left to right, like in this game. World 6 is filled with withered trees, like World 8. The level progression bar is obscured by Boos in Ghost Houses, like in this game. The first level in both games feature a hidden Vine leading to a Hard Block platform with a 1-Up Mushroom and an aerial sub area. World 1-Tower's secret exit is found in a similar manner to World 1-Tower's secret exit: via a hole on the right side of a room with shifting obstacles. The Hard Block platforming section of World 6-1 is reminiscent of the Red Block platforming section of World 5-C in this game. World 6-4 is aesthetically based on World 8-1 from this game. Toad Houses once again become permanently accessible after beating every level in the game.
- Yoshi's Island DS: Bowser is fought as a giant in the background, just as he was in this game.
- Super Mario Galaxy: The Toads' reaction to a raccoon tail whip (by spinning around happily) is reused from the Toads' reaction to a Star Spin in this game.
- New Super Mario Bros. Wii: An indirect follow-up to this game. Numerous elements from the game return. The music and graphic style are reused from this game, with added vocals to the overworld and athletic themes, as well as vocal riffs "paah" included in the tower, castle and ghost house themes. The level settings are reused from this game. The second phase of Bowser's battle can be compared to the second phase of Bowser in this game, except Mario needs to move from platform to platform vertically instead of horizontally. The bubble system returns, and the multiplayer gameplay is reused (though Mario and Luigi cannot pick up each other as before). The Koopalings also had the same voices from and also taunt the same way before they fight and are fought similarly to New Super Mario Bros. Wii. In addition, they also aided Bowser in a manner very similar to how Kamek aided Bowser in that game, right down to being knocked down by Bowser the same way upon his becoming giant. Stars can be earned on the file, like in this game.
- Super Mario 3D Land: The Invincibility Leaf returns, as does the Assist Block. Peepas, Coin Coffers, and Goomba Towers return. Toad Houses use the same music as in this game, which, in itself, is a remix of the theme from Super Mario Bros. 3. During the credits, Mario carries Peach in a similar fashion to this game, except he is not flying, but walking on the ground. + Clocks return with similar functions. Once again, items from Toad Houses work their effects immediately, rather than being placed in an inventory. Stars can be earned in the file, like in New Super Mario Bros. Wii and this game. The max lives are 1,110 (shown as three crowns), like in this game.
- Mario Kart 7: Raccoon Mario's tail whip and transformation sounds are re-used from this game.
References in later games
- New Super Mario Bros. U: The Note Block, ? Switch block materialization, and underwater Warp Pipe sound effects are reused. The Coin Rush win sound effect is repurposed as the challenge new high score sound effect.
- Super Mario 3D World: Three bonus worlds in this game are called World Star, Mushroom, and Flower, just like in New Super Mario Bros. 2.
- Mario Party: Island Tour: Bone Goombas and Bone Piranha Plants return.
- Mario Kart Arcade GP DX: Gold Mario appears as a downloadable alternate color scheme for Metal Mario.
- Mario Golf: World Tour: Gold Mario returns as a character. Moon Coins appear in the game. The background of World Star is the same as the one for (Gold) Mario's Eagle/Albatross/Hole-In-One animation.
- Mario Kart 8: Twisted Mansion's entrance has a statue of a Boohemoth above it. Bone Piranha Plants also make an appearance in Bone-Dry Dunes.
- Puzzle & Dragons: Super Mario Bros. Edition: Gold Mario appears as a Leader.
- Super Mario Maker: Gold Mario returns as a costume.
- Super Smash Bros. for Nintendo 3DS: A stage based on New Super Mario Bros. 2, Golden Plains, appears in this game. Collecting 100 coins on the stage turns the fighter gold, similar to Gold Mario.
- Super Smash Bros. for Wii U: The Ground Theme appears as a playable song on the Mushroom Kingdom U stage.
- Mario Kart 8 Deluxe: Gold Mario returns as a character.
- Super Mario Odyssey: Gold Mario returns as a costume for Mario. Wearing this outfit scares Bowser, referencing Gold Mario's ability to defeat Bowser with a single fireball.
- Super Mario Party: The sound effect that plays when Mario or Luigi collects a Gold Flower from New Super Mario Bros. 2 is recycled when a player uses the Golden Drink.
- Super Smash Bros. Ultimate: The Golden Plains stage reappears in this game, and Gold Mario and Fox Luigi make an appearance as spirits. The Ground Theme reappears as a Super Mario-series song. Palutena's Guidance for Piranha Plant mentions the Gold Piranha Plant, Bone Piranha Plant, and Big Bone Piranha Plant.
- Super Mario Maker 2: The 10-Coins and 50-Coins reappear as course elements.
- Mario Kart Tour: Gold Mario appears as a playable character previously exclusive to the game's Coin Rush mode before being introduced as fully playable during the 2023 Anniversary Tour. Bone Piranha Plants appear in SNES Bowser Castle 3 and GBA Bowser's Castle 4.
- Mario Kart Live: Home Circuit: Gold Mario appears as an unlockable outfit for Mario.
- Super Mario Bros. Wonder: King Boo chases the player(s) in a slow auto-scrolling section similar to Boohemoth. Bone Goombas and Bone Piranha Plants return. During musical Wonder Effects, Marimba Block notes are based on the chords of the background music, like how Note Block notes are based on the chords of the background music in New Super Mario Bros. 2.
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | Nyū Sūpā Mario Burazāzu Tsū |
New Super Mario Bros. 2 | |
Chinese (simplified) | New 超级马力欧兄弟 2[?] New Chāojí Mǎlì'ōu Xiōngdì 2 |
New Super Mario Brothers 2 | |
Chinese (traditional) | 新超級瑪利歐兄弟 2[?] Xīn Chāojí Mǎlì'ōu Xiōngdì 2 |
New Super Mario Brothers 2 | |
Korean | 뉴 슈퍼 마리오브라더스 2[?] Nyu Syupeo Mario Beuradeoseu 2 |
New Super Mario Bros. 2 |
References
- ^ a b c d e vini64 (September 30, 2020). New Super Mario Bros. 2 - Commercials Collection. YouTube. Retrieved October 10, 2024.
- ^ https://www.nintendo.com/au/games/nintendo-3ds/new-super-mario-bros-2/
- ^ [3DS] 半殘台灣機即將上市?是喜還是憂?. Blogspot (Traditional Chinese). Retrieved September 16, 2024.
- ^ Sakai, Kazuya (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan), editors (2015). 『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 978-4-09-106569-8. Page 11–13.
- ^ Nintendo Co., Ltd. HISTORY → Series → Super Mario. Mario Portal. Retrieved 6 Nov. 2024. (Archived October 3, 2024, 11:52:39 UTC via Wayback Machine.)
- ^ Nintendo. New スーパーマリオブラザーズ 2 : コインを集める. www.nintendo.co.jp (Japanese). Retrieved September 16, 2024.
- ^ That Live Feeling - Iwata Asks. Nintendo (American English). Page 6. Retrieved September 16, 2024.
- ^ Multiplayer - New Super Mario Bros. 2 for Nintendo 3DS. Nintendo.com (American English). Archived April 11, 2016, 13:45:35 UTC from the original via Wayback Machine. Retrieved September 16, 2024.
- ^ Sakai, Kazuya (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan), editors (2015). "New Super Mario Bros. 2" 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 194–15.
- ^ Weekly Famitsu Editorial Department (2012). 「
敵 キャラクター」in『New スーパーマリオブラザーズ2 パーフェクトガイド』. Tokyo: Famitsu (Japanese). ISBN 4-047284-30-0. Page 26–34. - ^ 佐伯憲司 (June 13, 2014). 「ニンテンドー3DS LL 月替わりオススメソフトキャンペーン」7月8月の引き換えソフトを公開!. GAME Watch (Japanese). Retrieved September 16, 2024.
- ^ Video of "Koopa in the Blocks". YouTube (English).[dead link]
- ^ Durag Dee (March 29, 2014). New super mario bros.2 glitch: W4-A. YouTube (English). Retrieved December 24, 2021.
- ^ Gantayat, Anoop (November 2, 2010). 3DS to Have 3D and 2D Mario Games. Andriasang.com (English). Archived December 25, 2012, 03:19:27 UTC from the original via Wayback Machine. Retrieved September 16, 2024.
- ^ Richard, George (January 26, 2012). New 2D Super Mario Coming to 3DS. IGN (English). Retrieved September 16, 2024.
- ^ TiLMENDOMiNATiON (April 21, 2012). Nintendo Direct Japan - Full Show - 21.04.2012. YouTube (English). Retrieved September 16, 2024.
- ^ a b Iwata Asks : New Super Mario Bros. 2 : Mario Cram School. Nintendo.com (American English). Page 1. Retrieved September 16, 2024.
- ^ Iwata Asks : New Super Mario Bros. 2 : "Shouldn't This One Be About Coins?". Nintendo.com (American English). Page 2. Retrieved September 16, 2024.
- ^ Iwata Asks : New Super Mario Bros. 2 : Classic Super Mario. Nintendo.com (American English). Page 6. Retrieved September 16, 2024.
- ^ Iwata Asks : New Super Mario Bros. 2 : Team Up to Strike it Rich. Nintendo.com (American English). Page 4. Retrieved September 16, 2024.
- ^ Iwata Asks : New Super Mario Bros. 2 : "I Don't Like It.". Nintendo.com (American English). Page 3. Retrieved September 16, 2024.
- ^ Gilbert, Henry (June 22, 2012). New Super Mario Bros 2 DLC and more detailed in new trailer. GamesRadar (English). Retrieved September 16, 2024.
- ^ Iwata Asks : New Super Luigi U : Overtaken by New Super Mario Bros. 2. Nintendo.com (English). Retrieved September 16, 2024.
- ^ McFerran, Damien (August 2, 2012). New Super Mario Bros. 2 Review (3DS). Nintendo Life (English). Retrieved September 16, 2024.
- ^ MacDonald, Keza (August 3, 2012). New Super Mario Bros 2 Review. IGN (English). Retrieved September 16, 2024.
- ^ New Super Mario Bros. 2. Metacritic (English). Retrieved September 16, 2024.
- ^ Nintendo (May 10, 2022). Top Selling Title Sales Unites. Nintendo (English). Retrieved May 12, 2022. (Archived May 11, 2022, 01:07:06 UTC via Wayback Machine.)
- ^ Get double the Coins when you purchase the downloadable version from the Nintendo eShop and complete the registration survey.. Club Nintendo (American English). Archived July 22, 2012, 22:55:03 UTC from the original via Wayback Machine. Retrieved September 16, 2024.
- ^ Get up to 400 Stars when you purchase the downloadable version from the Nintendo eShop and complete the registration survey. Nintendo of Australia (Australian English). Archived September 10, 2012, 00:10:14 UTC from the original via Wayback Machine. Retrieved September 16, 2024.
- ^ Nintendo3dsuk (August 14, 2012). New Super Mario Bros. 2 Trailer (Episode 1) - Nintendo 3DS. YouTube (British English). Retrieved September 16, 2024.
External links
- Mario Portal Game Archive (EN)
- Mario Portal Game Archive (JP)
- Launch trailer
- Official Japanese website
- Official American website
- Official American Gold Edition PDF manual
- Official European website
- Official Oceanian website
- Official Taiwanese website