New Super Mario Bros. Wii: Difference between revisions

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Revision as of 12:33, July 20, 2012

Template:Infobox New Super Mario Bros. Wii is a sidescrolling Mario game for the Wii, and the fifth installment in the Super Mario Bros. series, after New Super Mario Bros.. It has been released in Australia on November 12, in America on November 15, and Europe on November 20, 2009. It is the follow-up to New Super Mario Bros., a 2006 game released for the Nintendo DS. In addition to the single-player experience, the game also features a multiplayer mode for up to four players. 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.[1] The game has sold approximately 14,705,000 copies worldwide.[2]

Story

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

It is Princess Peach's birthday and as Mario, Luigi and their friends are celebrating, 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 giant cake on top of Peach, trapping her inside. From there, the villains load her onto their ship while Mario, Luigi, Blue Toad and Yellow Toad follow closely. The Toads from the castle soon use a cannon to blast away the Propeller and Penguin Suits towards Mario and the others so they can have access to them.[4]

When Mario and the gang finally get to the final castle, they find none other than Bowser himself. 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 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 Princess Peach 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 and his kids 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 and his children. Bowser Jr., and Larry were not crushed by Bowser's Castle. [5]

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 would zoom in and out as players move farther away or closer to each other. However, there is a limit, and players who are far behind would lose a life. When a player loses a life, they would reappear inside a bubble. The player can shake the Wii Remote to move the bubble closer to the surviving players. The time runs out to zero and then the “Time’s Up!” banner falls at the top of the screen, but the banner tilts. They can then burst that bubble to free them and allow them to resume playing the game. However, if everyone has lost all their life's, or if someone loses a life and everyone else is in a bubble, then all players have to restart the level or from the midway point if the players had reached it.

? Blocks usually create one item for each player, but only if the player still has remaining lives. For example, a block can produce four Mushrooms when four players are playing, but it would only produce three if one player had lost all of their lives. If more than one player is playing, and that all players where in their starting form, when someone hits a ? Block it would contain mainly Super Mushroom, but there is usually one helpful item in that ? block like a Fire Flower or Ice Flower.

A player can place them self in a bubble by pressing the A Button button on the Wii Remote or the Nunchuk C Button button if a player is using the Wii Remote and Nunchuk. The player inside the bubble cannot be harmed by anything. The player inside the bubble can shake the Wii Remote to bring themself 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. If all the players are in a bubble, they would then have to restart the level. All players would have to return to their normal form, but the players do not lose any lives.

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

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. Yoshi can swallow many different objects in the game including hammers thrown by Hammer Bros.(but not the Hammer Bros. themselves), fireballs shot by a player with a Fire Flower or by a Fire Bro., and as well as iceballs shot by a player wielding an Ice Flower or Penguin Suit or by an Ice Bro. Yoshi can then spit these objects out which can be useful for defeating ememies . Yoshi can also carry other players in his mouth and he can also use his Flutter Jump, a move of his first introduced in Super Mario World 2: Yoshi's Island. Yoshi also has the ability to swallow apples throughout the course. When Yoshi eats an apple, a number appears to see how many apples Yoshi has swallowed. If Yoshi eats five apples, the player would gets a reward such as a 1-up or power-up item. Yoshi cannot use his tongue to help characters obtain power-ups, unlike in Super Mario World, because Yoshi keeps the power-up in his mouth. He can however spit it out at another player. Yoshi cannot be harmed by sharp items as long as he lands on them such as Spinys and Piranha Plants

However, if the players reach the end of the level while riding on their Yoshis, they have to leave their mounts behind. Therefore, there are only certain levels in which players can ride Yoshis.

On the map screen, pressing the One Button button (or the B Button button with the Nunchuk) allows the player to go to a screen where items from Toad houses and extra items can be used (like in Super Mario Bros. 3). Unlike New Super Mario Bros. and Super Mario World, the 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 may appear on a player's profile. The first would appears if the player has beaten Bowser for the first time (using any method), the second would appear when if all levels (excepting Warp Cannons/Pipes and Toad Houses) have been beaten, the third would appear if all Star Coins from Worlds 1–8 are obtained, the fourth would appear when all Star Coins in World 9 have been obtained, and the fifth once the player has beaten every level (including Warp Cannons, etc.) and have collected every Star Coin. The stars would 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.

Also premiering in the game is a new feature, the Super Guide. The Super Guide provides players assistance to clear levels. When a 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 only show the player how to beat the level, but would not use short-cuts 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, he or she can not 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. Interestingly, 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[6], that all have a world map just like in New Super Mario Bros. There still are Toad Houses, forts, castles, Warp Cannons, Warp Pipes (in World 2), Beanstalks (in World 7) and horizontal "platform" Pipes (in World 6). Enemies also patrol in the overworld. If the enemies come in contact with the player(s), the player(s) must play an Enemy Course. The player(s) must collect eight Toad balloons to make a chest with a Toad trapped in it appear. If the player(s) saves the Toad, the Toad rewards the player(s) three mushrooms for the item storage. Each Enemy Course is different on each world.

There are 78 courses in the game. Once a level is beaten, the player can return to it for a special mission to rescue a kidnapped Toad[6] and carry him to the level exit. In multiplayer, this special mission is absent.

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[6].

World 9 (Rainbow Path) 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 8 normal worlds.

Worlds

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


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.[8]

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"[9].

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

Grassland Enemies

Underground Enemies

Water Enemies

Desert Enemies

Ice Enemies

Island Enemies

Rainforest Enemies

Mountain Enemies

Sky Enemies

Lava Enemies

Ghost House Enemies

Fortress Enemies

Castle Enemies

Airship Enemies

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


Minigames

Power-Ups

Small-mario.png
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 (Super Mushroom required)
Fire Mario (Fire Flower required)
Ice Mario (new, Ice Flower required)
Artwork of Mini Mario in New Super Mario Bros. Wii
Propeller Mario (new, Propeller Mushroom required)
Penguin Mario (new, Penguin Suit required)
Mini Mario (Mini Mushroom required)
Invincible Mario (Starman required)

Blocks

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

Items and Objects

Item Function Image
Super Mushroom Turns Mario, Luigi, or Yellow Toad and Blue Toad into Super Mario, Super Luigi, or Super Yellow and Blue Toad. File:SuperMushroom.png
1-Up Mushroom Gives Mario or Luigi an extra life. File:NSMBwii 1upshroom.jpg
Coin Collecting every 100 of these gives the player an extra life. In Coin Battle World, they are used to determine the player's position. File:NSMBwii coin.jpg
Fire Flower Turns Mario, Luigi, or Yellow and Blue Toad into Fire Mario, Fire Luigi, or Fire Yellow and Blue Toad. File:Fireflower.jpg
Red Ring Makes 8 Red Coins appear. A sprite of a Red Ring.
Red Coin Collecting all 8 Red Coins that appear after passing through a Red Ring gives the player(s) a Super Mushroom, Fire Flower or 1-Up Mushroom, depending on what power-up the player is currently using. Red shiny coin.png
Blue Coin Just like normal Coins, but appear by hitting a P-Switch. File:Blue coin Wii.png
Super Star Turns Mario, Luigi, Yellow and Blue Toad into Invincible Mario, Invincible Luigi, or Invincible Yellow and Blue Toad. File:Star.PNG
Star Coin 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 File:STARCOIN!.png
Mini Mushroom Turns the player into mini form, or Mini Mario File:MiniMushroom NSMB Wii.png
Propeller Mushroom Turns Mario into Propeller Mario, and gives him a short flight File:Propeller Mushroom.png
Penguin Suit Turns Mario into Penguin Mario, Mario can shoot iceballs and slide on his belly A Penguin Suit
Ice Flower Turns Mario into Ice Mario, that can shoot iceballs. An Ice Flower
Dash Coin An outline of a coin that will become a coin if the player goes through them. File:DASHCOIN.png
Berries A berry that Yoshi eats. When Yoshi eats five berries, he'll make an egg that contains an item. File:Berry Red.png
Barrel A barrel that Mario can pick up and throw at enemies to defeat'em and at coins to collect them. BarrelNSMBW.png
Tilt Lift A lift that the player can tilt when Mario is on it and tilts the Wii Remote. The Tilt Lift from New Super Mario Bros. Wii.
Toad Balloon Items that appear in the enemy course. Mario must collect all of them to clear the course. The ambush icon, from New Super Mario Bros. Wii.
P-Switch Turns Brick Blocks in Coins or vice versa or it causes the revealing of Silver Coins. File:PSwitch.PNG
? Switch Changes or Adds to an area, such as platforms, for a limited time. Qswitch.png
! Switch A switch that will change all the dotted lines into platforms in World 3-4. It will also cause the bridge in the World 8 Castle to fall and drop Bowser in the lava. File:Eventswitch.png
Springboard A trampoline type item that if pressed 2 while on it will cause the player to go high into the air. TrampolineNSMBW.png
Donut Lift A platform that will fall under a players weight if Mario stays there for too long. As Mini Mario, he is light enough so it won't fall. File:Donut Lift.png
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 touched it. If Small Mario touches it, he will transform into Super Mario A midway point
Beanstalk Used as ladder that can lead to Coin Heaven, or a secret place. Comes out of a hidden block or brick block. A vine
Ice Block A block that is created by an enemy that was frozen with an iceball. They can be picked up and thrown like a barrel. IceBlockNSMBW.png
Mario Car A type of Koopa Clown Car that lets the player battle Bowser Jr. File:Hero CarNSMBW.png
Giant Bubble Huge Masses of water that float in the air; acts as if Mario and Co. is in water. File:Oval Bubble.png
Yoshi Egg An egg that Yoshi produces after eating five berries. They contain Power Ups. Each color Yoshi release different color eggs. Yoshi eggYellow Yoshi eggLight Blue Yoshi eggPink Yoshi egg

References to Other Games

  • 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 remixed and used 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: Roy Koopa's Castle has three way corridors, with only one being the correct path. This puzzle mimics the puzzles in World 3-4, World 5-3, World 6-4, World 7-2, and World 8-4. Also, World 2-4 features blowing winds, which are also reminiscent of some levels from Super Mario Bros.: The Lost Levels.
  • 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 game also marks the first appearance of a playable Toad since Super Mario Bros. 2 in the Super Mario series.
  • Super Mario Bros. 3: The Penguin Suit is based on the suits in this game. The Koopaling battle theme is remixed and once again played when fighting against them. The airship theme is remixed and 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 remix 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.
  • Super Mario World: The design on the Fortress-doors leading to the boss is noticeably similar. Yoshis reappear and can be ridden on and a drum beat joins in with the music when they are being ridden, 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 powerup 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. Yoshi's original "REH-uh" sound returns in this game. The Koopa Clown Car comes back, 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 Yoshi's Island, right before Yoshi and Baby Mario entered Baby Bowser's room. During the title screen BGM, the map theme from this game can be heard briefly in the first few seconds of the song. 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.
  • Mario Kart 64: About 30 seconds in the Rainbow Path, a tune remixed 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 remixed, 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).

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.
  • 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. U: This game's sequel; Many elements from this game returns.

Media

Gallery

Template:Morepic

Trading Cards

Main article: New Super Mario Bros. Wii Trading Cards

Names in Other Languages

Template:Foreignname

Trivia

  • This is the first main series game to be released first in PAL regions.
    • It is also Nintendo's first game to be first released in Australia before any other region.
  • This is the first game to introduce the Koopalings into 3-D models and voices, and this is the first game to feature the Koopalings and Bowser Jr. together. This is also the first game where Kamek appears alongside the Koopalings.
  • This is the first Mario platformer game to feature co-op mode and vs. mode at the same time since the Mario Bros. game.
  • Remakes, Super Paper Mario, etc. aside, New Super Mario Bros. Wii is the first sidescrolling Mario title to hit a home console since Super Mario World for the SNES (released 19 years prior).
  • This game's box artwork (along other images) was used for the Nintendo 3DS demo at E3 2010[11] and later reused in the Puzzle Quest game in the StreetPass Mii Plaza application from the same console.
  • The fact that players can push and jump on each other may be derived from the fact that 2 players can do the same in Mario Bros.
  • Oddly Luigi will not take off his hat once he has obtained 99 lives.

See Also

References

External Links

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Template:Mariogames Template:NSMB Wii