New Super Mario Bros. Wii: Difference between revisions
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*''[[Donkey Kong Country Returns]]'': The map screen has level pads that look highly similar to the ones from ''New Super Mario Bros. Wii''. The pads even use the same colors; red for a non-cleared level, and blue for a cleared level. [[Super Kong]] is the equivalent of the Super Guide. During 2 Player mode, if either Donkey Kong or Diddy Kong lose a life and the other one is still alive, the Kong that was defeated floats back inside a [[DK Barrel]] hanging from a balloon, similar to the [[bubble]] system in this game. | *''[[Donkey Kong Country Returns]]'': The map screen has level pads that look highly similar to the ones from ''New Super Mario Bros. Wii''. The pads even use the same colors; red for a non-cleared level, and blue for a cleared level. [[Super Kong]] is the equivalent of the Super Guide. During 2 Player mode, if either Donkey Kong or Diddy Kong lose a life and the other one is still alive, the Kong that was defeated floats back inside a [[DK Barrel]] hanging from a balloon, similar to the [[bubble]] system in this game. | ||
*''[[New Super Mario Bros. Mii]]'': A very similar trial based on ''New Super Mario Bros. Wii''. | *''[[New Super Mario Bros. Mii]]'': A very similar trial based on ''New Super Mario Bros. Wii''. | ||
*''[[Mario & Sonic at the London 2012 Olympic Games (Wii)]]'': [[Dream Rafting]] is based | *''[[Mario & Sonic at the London 2012 Olympic Games (Wii)|Mario & Sonic at the London 2012 Olympic Games]]'' ([[Wii]]): [[Dream Rafting]] is based on World 4, with an arrangement of the beach theme playing during this [[Dream Event]]. | ||
*''[[Super Mario 3D Land]]'': Propeller Boxes are based on the Propeller Blocks in ''New Super Mario Bros. Wii''. Stars can be earned on the files of both games. Super Mario loses his hat when getting the maximum 1,110 lives (while Small Mario receives a hat) similar to how Mario loses his hat after gaining 99 lives. Also, Mario's voice clips are reused including, "Let's-a go!", "Here we go!", "It's-a go time!", and "Let's-a play!". Light blue-, orange-, and fuchsia-rimmed flowers return from [[World 1 (New Super Mario Bros. Wii)|World 1]] of ''New Super Mario Bros. Wii''. | *''[[Super Mario 3D Land]]'': Propeller Boxes are based on the Propeller Blocks in ''New Super Mario Bros. Wii''. Stars can be earned on the files of both games. Super Mario loses his hat when getting the maximum 1,110 lives (while Small Mario receives a hat) similar to how Mario loses his hat after gaining 99 lives. Also, Mario's voice clips are reused including, "Let's-a go!", "Here we go!", "It's-a go time!", and "Let's-a play!". Light blue-, orange-, and fuchsia-rimmed flowers return from [[World 1 (New Super Mario Bros. Wii)|World 1]] of ''New Super Mario Bros. Wii''. | ||
*''[[Mario Party 9]]'': A lot of this game's content originated from ''New Super Mario Bros. Wii''. | *''[[Mario Party 9]]'': A lot of this game's content originated from ''New Super Mario Bros. Wii''. |
Revision as of 20:31, October 28, 2023
- Not to be confused with New Super Mario Bros. Mii.
New Super Mario Bros. Wii | |||||||||||||||
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American box art For alternate box art, see the game's gallery. | |||||||||||||||
Developer | Nintendo EAD | ||||||||||||||
Publisher | Nintendo | ||||||||||||||
Platform(s) | Wii, Wii U, Nvidia Shield (Mainland China only)[1] | ||||||||||||||
Release date | Wii (original release): Template:Release Wii (Nintendo Selects): Template:Release Wii U (digital download): Template:Release Nvidia Shield: Template:Release[?] | ||||||||||||||
Language(s) | English (United Kingdom) English (United States) French (France) French (Canada) German Spanish (Spain) Spanish (Latin America) Italian Japanese Simplified Chinese1 Traditional Chinese Korean 1 - Exclusive to the Nvidia Shield version. | ||||||||||||||
Genre | Platformer | ||||||||||||||
Rating(s) |
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Mode(s) | Single player, cooperative and competitive multiplayer (up to four players) | ||||||||||||||
Input | Wii: Wii Remote (horizontal) Wii Remote and Nunchuk
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New Super Mario Bros. Wii is a side-scrolling 2.5D Super Mario game for the Wii and the twelfth game in the Super Mario series.[2] The game was released in Oceania on November 12, in North America on November 15, in Europe on November 20, and in Japan on December 3, 2009; it is the first main series game to be released first in the Oceanian regions, and the first and currently the only Super Mario platformer to be originally released outside Japan or America. It is a follow-up to the 2006 Nintendo DS game New Super Mario Bros.
In addition to the single-player experience, New Super Mario Bros. Wii also features a multiplayer mode for up to four players. This is the first side-scrolling Super Mario game to feature co-op and vs. modes at the same time, and the first one overall since Mario Bros. It features more items and more enemies than its DS predecessor. It is also the first title to support Nintendo's new Super Guide mode.[3] The game introduces two new power-ups, the Propeller Mushroom and the Penguin Suit, which turn characters into their propeller and penguin forms, respectively.
New Super Mario Bros. Wii is the first 2D platformer Super Mario title to hit a home console since Super Mario World for the SNES (released 19 years prior). To date, the game has sold over 30 million copies worldwide, making it the fourth best-selling Wii game overall and the second best-selling Super Mario game on the system, after Mario Kart Wii.[4] New Super Mario Bros. Wii received two follow-ups in 2012: New Super Mario Bros. 2, a direct sequel to New Super Mario Bros. for the Nintendo 3DS, and New Super Mario Bros. U, a direct sequel to this game as a launch title for the Wii U.
This is the first of two games released outside of Japan and South Korea to feature a different-colored game box, the second being the Wii version of Mario & Sonic at the London 2012 Olympic Games. The box for New Super Mario Bros. Wii is red, as opposed to most other Wii games with a white box.
Story
Mario, Luigi, Yellow Toad, and Blue Toad are celebrating Princess Peach's birthday, when a huge cake slides in. As Peach approaches it, Bowser Jr. (who masterminded the plot to infiltrate via the birthday cake[5]) and the Koopalings jump out. The Koopalings throw the cake on top of Peach, the Bros., and the Toads, trapping Peach inside and leaving the Bros. and Toads stunned briefly. From there, the Koopalings and Bowser Jr. flee out of the castle and load the cake onto their airship while the Bros. and the Toads recover and follow closely. The Toads from the castle soon use a cannon to blast away presents containing Propeller Mushrooms and Penguin Suits so Mario and the others can obtain them, but they explode in the air and spread the items in nine worlds.[6]
Throughout the chase, Mario and co. battle the Koopalings in their fortresses, followed by in their castles. Afterward, Bowser Jr. flies in the airship with Peach stuck in it, though during two occasions, the airship leaves without Bowser Jr., allowing the Mario Bros. and Toads to chase after him. When the gang defeats Bowser Jr. in World 8, Magikoopa appears and takes Peach away, taking her to Bowser's Castle and locking her in a cage.
When Mario and the gang finally get to Bowser's Castle, they find Bowser. One of them has to jump on a ! Switch behind Bowser to defeat him, sending him falling into the lava below. After Mario, Luigi, Yellow Toad, and Blue Toad celebrate their "victory", they see "Princess Peach" crying in a cage, until they find out it actually turns out to be Magikoopa disguised as her. Magikoopa then powers Bowser up, making him giant. 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, and the real Princess Peach in a cage above them. They push it, and Bowser falls through the floor in final defeat as the princess is released from her cage. As Mario and Peach venture out, they see Luigi, Yellow Toad, and Blue Toad arrive in their hot air balloons. Luigi lets Mario and Peach into his balloon but is accidentally left behind. Yellow Toad and Blue Toad then offer Luigi a ride in their balloon. As they sail off, Peach asks Mario if she told him about the secret world. If the player beats the level again, Peach will ask Mario to tell her about his adventure again.
In a post-credits scene, Larry Koopa is seen exhausted and limping toward Bowser's Castle following his defeat in World 1. As he collapses and passes out, Bowser Jr. walks up to him, gestures him to get up, and shows him the rest of the Koopalings trying to push Bowser, who is back to normal, right side up. They finally succeed and celebrate, but the castle begins to fall on top of them before Bowser is heard moaning in pain as the screen cuts to black.
Gameplay features
The gameplay of the game is mostly based on its DS predecessor. The story mode of the game can be played in either single-player mode or multiplayer cooperative mode. Players can be freely added and removed in between levels on the world map. The camera pans as players move, and it zooms in and out depending on their distance to one another. However, there is a limit, and players who are far behind lose a life.
After players clear World 1-3 for the first time, a Toad runs up and tells the heroes that Bowser Jr. ordered his minions to stuff Toads they capture into ? Blocks. If the level was cleared in single-player mode, a Goomba then appears and carries the Toad to a ? Block in World 1-1, where the player must carry him to the goal. Toads can be rescued only in single-player mode.
When a player loses a life in multiplayer, they reappear inside a bubble. The player inside the bubble can shake the Wii Remote to bring themselves closer to the other players that are currently not in a bubble. Bubbles can burst only when a player not in a bubble comes in contact with the bubble or throws a fireball, ice ball, shell, or frozen enemy at the bubble. A player can place themselves in a bubble purposefully without losing a life by pressing the button on the Wii Remote or the button on the Nunchuk if it is connected. The player inside the bubble cannot be harmed by anything and retains their previous form. However, if everyone has lost all their lives, or if someone loses a life and everyone else is in a bubble, then all players have to restart the level from the beginning or the midway point if the players touched it on a prior attempt. The players in bubbles return to their normal forms but do not lose any lives.
When one player grabs the pole at the end of the level, the timer stops and the other players would have three seconds to grab the pole before the level ends. If they do not make it in time, the level still ends; however, there is no penalty to the players left behind other than the lost opportunity for points or a 1-Up by grabbing the pole.
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, certain actions can be performed, such as changing the direction of a light or tilting special 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 determine 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 ( with the Nunchuk) and shaking the Wii Remote near the object.
It is possible to ride on Yoshi as well. In addition to his usual ability to consume most enemies, he can retain many different objects in the game in his mouth, including hammers, fireballs, ice balls, shells, Toads, power-ups, and other players. Yoshi can also use his Flutter Jump, a move first introduced in Super Mario World 2: Yoshi's Island. Similar to in Super Mario World, Yoshi can eat five apples in a course to produce an egg with a power-up or 1-Up. Yoshi cannot be harmed by sharp objects and enemies such as Spinies and Piranha Plants as long as he lands on them. Yoshi(s) brought to the end of the course must be abandoned, and therefore there are only certain levels in which players can ride Yoshis.
Enemy Courses return from Super Mario Bros. 3, as well as Toad Houses; items obtained are stored in an inventory that can be accessed with the button ( button with the Nunchuk) on the map screen. Unlike in New Super Mario Bros. and Super Mario World, there is no spare item box, so players cannot activate items during levels. Pressing on the map allows the player to go to any previously visited world.
Up to five stars can appear on a player's profile. The first appears after the player has beaten Bowser for the first time (using any method), the second appears when all levels in the first eight worlds (except Warp Cannons/Pipes and Toad Houses) have been beaten, the third appears if all Star Coins from Worlds 1 to 8 are obtained, the fourth appears when all Star Coins in World 9 have been obtained, and the fifth appears once the player has beaten every level (including Warp Cannons, etc.) and has collected every Star Coin. The stars shine if the Super Guide block did not appear at all during the game, even if it is not used when it appears.
Super Guide
- Main article: Super Guide
Debuting in this game, the Super Guide provides players assistance to clear levels. When the player has failed to pass a level at least eight times in single player, a green box appears at the start of the level or at the checkpoint. When the player hits the green box, the level restarts in autopilot mode: A computer-controlled Luigi plays the level on his own. The Super Guide shows the player how to beat the level, but it does not use shortcuts, take damage, or reveal secrets. While the Super Guide is running, the player can press the button on the Wii Remote at any time to take control back; the game starts exactly where the Super Guide left off. Once the player has taken control back, they cannot turn it back on in the middle of the level. Even when the Super Guide assistance is used, the level is still considered complete, though it is now marked red, and any stars on the profile do not shine. If the player takes over, they continue to play as Luigi rather than Mario. Losing a life as Luigi allows the player to control Mario again, without losing a life.
Free-for-all
Free-for-all is a multiplayer-only mode that is selectable from the game's main menu. Every course from the main game is selectable in this mode, although the worlds have to be beaten once in the main game in order to play them in Free-for-all. This mode is very similar to the main game, but there are no midway points, and on the end of a level, the number of points each character got is seen. However, unlike in Coin Battle, the character does not say a "happy" phrase after winning, and the number of times each player won is also not seen. Additionally, if all of the players manage to get to the pole, the level is marked on the level-selection menu with a gold frame, and the words "TEAM FINISH!" is seen for about a second. If not all players manage to reach the pole, it is marked with a silver frame and the word "CLEAR!" is seen instead.
- Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
German | Freier Modus[?] | Free Mode | |
Italian | Modalità libera[?] | Free Mode | |
Spanish (NOA) | Modo Conquista[?] | Conquest Mode | |
Spanish (NOE) | Modo Libre[?] | Free Mode |
Controls
When playing on a Wii or Wii U, the game requires a Wii Remote by itself horizontally or attached to the Nunchuk. The controller for the Nvidia Shield TV has a more conventional layout and lacks the same motion-sensing capabilities of the Wii Remote. To compensate, actions that originally involved shaking the Wii Remote are performed by pressing the trigger or bumper buttons.
Action(s) | Input(s) | |||
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Horizontal Wii Remote | Wii Remote + Nunchuk | Nvidia Shield controller | ||
Level controls | ||||
Move, swim with penguin suit, up enters doors, down ducks or enters warp pipes | ||||
Spin Jump, fly with propeller mushroom | Shake | Shake | or | |
Jump, swim | ||||
Dash, carry shells, throw fireballs or iceballs | ||||
Triple jump | when making contact with the ground while moving (repeat twice) |
when making contact with the ground while moving (repeat twice) |
when making contact with the ground while moving (repeat twice) | |
Wall jump | against a wall | against a wall | against a wall | |
Ground pound | in the air | down in the air | down in the air | |
Pick up players and frozen enemies | Hold and shake | Hold and shake | Hold and either or | |
Enter bubble in multiplayer | ||||
Tilt platforms | Tlt left and right | Tlt left and right | and | |
World Map controls | ||||
Navigate | ||||
Confirm command, select level | ||||
Cancel command, activate item menu | ||||
Look around on map screen | ||||
Display HOME menu | ||||
Display pause menu | ||||
Open World Select |
Levels
The game has nine worlds with a world map similar to the one in New Super Mario Bros. There still are Toad Houses, towers, castles, Warp Cannons, Warp Pipes (in World 2 and World 6), vines (in World 7), and horizontal "platform" Pipes (in World 6). Enemies also patrol the map screen. If the enemies come in contact with players, they must play an Enemy Course. Players must collect eight Toad balloons to make a chest with a Toad trapped in it appear. If the Toad is saved, three Super Mushrooms are rewarded. Each Enemy Course is different in each world. The layout of the worlds (either horizontally or vertically) alternates among the worlds, with the odd-numbered worlds, Worlds 1, 3, 5, and 7, all going in a horizontal left-to-right direction, and the even-numbered worlds, Worlds 2, 4, 6, and 8, all going in a vertical down-to-up direction.
There are 77 courses in the main game, 14 of which have secret exits, bringing the total number of exits to 91. Kidnapped Toads are sometimes hidden in previously beaten levels in single-player mode. If the Toad is carried to the level exit without being damaged, Mario is rewarded with three 1-Ups. However, only one 1-Up is rewarded to Mario if the Toad took damage before reaching the goal. Additionally, when Toad is saved, the "Course Clear" theme from Super Mario Bros. is played instead of the normal one, fireworks go off, and a Toad House opens at the starting point of the world. The type of house that appears depends on the last digit in the level timer when Toad and/or Mario touch(es) the pole. If the Toad is damaged twice, it is defeated, and Mario cannot bring it to the goal anymore.
Captured Toads appear only in the following levels:
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. The Free for All mode has players competing for a high score, while the Coin Battle mode has them competing for the most collected coins in the level.
World 9 is unlocked after completing the game. There are eight stages in that world, and each stage is unlocked by collecting all the Star Coins in each of the preceding eight worlds.
Worlds
The world names originate from the game's Prima guide.
World | Description | Levels | |||||
---|---|---|---|---|---|---|---|
Princess Peach's Kingdom |
The basic grassland world. Many first worlds have a similar, grassy layout. The boss in this world is Larry Koopa and the enemy course has Goombas. The cannon blasts the player to World 5. | World 1-Peach's Castle | World 1-1 | World 1-2 | World 1-3 | ||
World 1-Tower | World 1-4 | World 1-5 | World 1-6 | ||||
World 1-Castle | |||||||
Desert World |
The desert world, similar to World 2 of Super Mario Bros. 3. The boss in this world is Roy Koopa and the enemy course has Spinies. The cannon blasts the player to World 5. | World 2-1 | World 2-2 | World 2-3 | World 2-Tower | ||
World 2-4 | World 2-5 | World 2-6 | World 2-Castle | ||||
Frozen World |
The ice world composed of snowy grounds and a frozen lake. The boss in this world is Lemmy Koopa and the enemy course has Ice Bros. This world also introduces the first Ghost House. The cannon blasts to World 6. | World 3-1 | World 3-2 | World 3-3 | World 3-Ghost House | ||
World 3-Tower | World 3-4 | World 3-5 | World 3-Castle | ||||
Water World |
The island/ocean world. It mostly has beach-like levels, but some of the levels are underwater. The boss in this world is Wendy O. Koopa and the enemy course has Porcupuffers. Afterwards, the player fights Bowser Jr. on an airship. The cannon blasts the player to World 6. | World 4-1 | World 4-2 | World 4-3 | World 4-Tower | ||
World 4-4 | World 4-Ghost House | World 4-5 | World 4-Castle | ||||
World 4-Airship | |||||||
Jungle World |
The forest world composed of plants and purple poisonous swamps. The boss in this world is Iggy Koopa and the enemy course has Stalking Piranha Plants. The cannon blasts the player to World 8. | World 5-1 | World 5-2 | World 5-3 | World 5-Tower | ||
World 5-4 | World 5-Ghost House | World 5-5 | World 5-Castle | ||||
Rock World |
The rocky mountain world. The boss in this world is Morton Koopa Jr. and the enemy course has Bullet Bills. Afterwards, the player fights Bowser Jr. on an airship again. The cannon blasts the player to World 8. | World 6-1 | World 6-2 | World 6-3 | World 6-4 | ||
World 6-Tower | World 6-5 | World 6-6 | World 6-Castle | ||||
World 6-Airship | |||||||
Cloud World |
The sky world. The boss in this world is Ludwig von Koopa and the enemy course has Lakitus. | World 7-1 | World 7-2 | World 7-3 | World 7-Tower | ||
World 7-Ghost House | World 7-4 | World 7-5 | World 7-6 | ||||
World 7-Castle | |||||||
Bowser's World |
A volcanic world, with a tower, an airship, and Bowser's Castle. The bosses in this world are Magikoopa, Bowser Jr., and Bowser, and the enemy course has Lava Bubbles. | World 8-1 | World 8-2 | World 8-3 | World 8-Tower | ||
World 8-4 | World 8-5 | World 8-6 | World 8-7 | ||||
World 8-Airship | World 8-Bowser's Castle | ||||||
World 9 |
The bonus world with all the themes incorporated together. | World 9-1 | World 9-2 | World 9-3 | World 9-4 | ||
World 9-5 | World 9-6 | World 9-7 | World 9-8 | ||||
World Coin |
The multiplayer-only world where there are only five stages (found in the Recommended Courses tab on the level-select menu) available alongside the rest of the levels in the game, with each level containing large numbers of coins for players to collect. | World Coin-1 | World Coin-2 | World Coin-3 | World Coin-4 | ||
World Coin-5 |
Characters
Playable characters
Image | Name | Description |
---|---|---|
Mario | Mario returns from his appearance in New Super Mario Bros. as the game's main protagonist, with his goal being to save Princess Peach from Bowser's clutches. He is the default playable character, and is the only playable character in story mode. | |
Luigi | Luigi, Mario's brother, also returns from his appearance in New Super Mario Bros. as a playable character in this game, however, he can played only in multiplayer and Super Guide. | |
Yellow Toad/Blue Toad | Toads make their second playable role in the Super Mario series (the first being Toad in Super Mario Bros. 2) as two separate playable characters in this game, Yellow Toad and Blue Toad, who are exclusive to multiplayer. |
Supporting protagonists and allies
Image | Name | Description |
---|---|---|
Yoshis | A species of dinosaur-like creatures that make their return to the Super Mario series in this game, and allow Mario and company to ride on them in a couple of levels. They can eat most things such as enemies and fruits, and can Flutter Jump. Green Yoshi is the default Yoshi color in single player, while Yellow, Light Blue, and Pink Yoshi are exclusive to multiplayer. | |
Princess Peach | Princess Peach retains her role from New Super Mario Bros. as being the damsel in distress. | |
Toads | Allies that replace Toadsworth in this game and help the main protagonists throughout the story mode by hosting minigames in Toad Houses for players to collect extra lives and power-ups. They can also be rescued in levels and Enemy Courses for the same rewards. | |
Jumbo Ray | Harmless, large green variants of mantas that can leap and fly, allowing players to stand on them. |
Main antagonists
Image | Name | Description |
---|---|---|
Koopalings | The Koopalings return to the Super Mario series as the main antagonists in this game. They are fought in all of the Tower and Castle levels, with their magic wands being their main way of attack, and utilizing obstacles. | |
Bowser Jr. | Bowser Jr. returns from his appearance in New Super Mario Bros., this time as a secondary antagonist in this game. Instead of fighting on his own, he uses his Koopa Clown Car in battles. He is the boss of Airship levels. | |
Magikoopa | Magikoopa appears as a secondary antagonist in this game. He mainly assists the villains in the beginning of their fights by using his magic wand to either transform the arena, or to enlarge obstacles and enemies. He is the boss of World 8. | |
Bowser | Bowser, like his son, returns from his appearance in New Super Mario Bros. as the main antagonist and final boss in this game. He is the second boss fought in World 8 and the final boss. |
Enemies and obstacles
Bosses
This game is the first game to feature the Koopalings in their new 3D models. This is also the only 2D Super Mario game to have both tower and castle bosses be a Koopaling.
Boss | Place(s) fought | How to defeat |
---|---|---|
Larry Koopa |
World 1-Tower World 1-Castle |
The player needs to jump on Larry three times while dodging his magic blasts. In the second fight, he is on rising platforms that make it harder to gauge jumping. |
Roy Koopa |
World 2-Tower World 2-Castle |
The player needs to jump on Roy three times while jumping to avoid getting stunned. In the second fight, he hides in pipes. |
Lemmy Koopa |
World 3-Tower World 3-Castle |
The player needs to dodge Lemmy's balls and jump on him three times in both fights. In the second fight, the ball he is on is bigger, so the player has to jump higher. |
Wendy O. Koopa |
World 4-Tower World 4-Castle |
The player needs to jump on Wendy three times while avoiding rings, and in the second fight she should be avoided when the water is up. |
Iggy Koopa and Big Chain Chomp |
World 5-Tower World 5-Castle |
The player needs to jump on Iggy three times while dodging his fast magic blasts. The second fight is very different—a Big Chain Chomp pulls Iggy on a chariot. |
Morton Koopa Jr. |
World 6-Tower World 6-Castle |
The player needs to jump on Morton three times while dodging the pillars and jumping to avoid getting stunned. In the next fight, Morton causes columns to rise up using a Ground Pound, and the player instantly loses a life if it flattens them. |
Ludwig von Koopa |
World 7-Tower World 7-Castle |
The player should jump on Ludwig three times when he comes down from his flight. In the next fight, there are elevators, making the fight more convoluted. Ludwig is very skilled, using homing magic blasts and multiple magic blasts at the same time. |
Magikoopa |
World 8-Tower | The player needs to jump on Magikoopa three times while dodging many enemies and magic blasts. |
Bowser Jr. |
World 4-Airship World 6-Airship World 8-Airship |
The player needs to jump on Bowser Jr. in his Junior Clown Car three times in the first fight by flying up to him. In the second fight, the player can bump Bowser Jr. into electricity to defeat him. In the third and final fight, he uses the regular Koopa Clown Car, and bombs must be sent up three times. |
Bowser |
World 8-Bowser's Castle | The player needs to jump on the ! button to drop Bowser into the lava. When Bowser is huge, the lava must be drained to defeat him, by moving through the platforms and pressing the last button. |
Enemy Courses
Enemy | Place fought |
---|---|
Goombas |
World 1 |
Spinies |
World 2 |
Ice Bros. |
World 3 |
Porcupuffer |
World 4 |
Stalking Piranha Plants |
World 5 |
Bullet Bills |
World 6 |
Lakitu |
World 7 |
Lava Bubbles |
World 8 |
New enemies
Image | Name | Description | First appearance | Last appearance |
---|---|---|---|---|
Big Fuzzy | A large Fuzzy that acts similarly to its smaller counterpart. | World 7-3 | World 9-8 | |
Big Urchin | A gigantic Urchin that can be defeated only with a Star. | World 4-1 | World 4-3 | |
Bramball | An enemy that moves around in a set pattern and is mostly covered in spikes, with the head being the only safe part to jump on. It can be forced to move if jumped into from below. | World 5-3 | ||
Bulber | An enemy that illuminates a dark area and swims in a set pattern. | World 8-4 | ||
Cooligan | An enemy that slides on ice and slows down when hit. It first appears in World 3-1. | World 3-1 | World 9-5 | |
Eep Cheep | A Cheep Cheep that lives in a school with other Eep Cheeps and swims away when the player comes near it. It only appears in World 1-4. | World 1-4 | ||
Foo | An enemy that creates fog in order to obscure the player's view. | World 7-5 | ||
Ghost Block | A ? Block that floats and charges at the player, breaking if it hits a floor or a platform. | World 7-Ghost House | ||
Ghost Vase | A stand that glows purple and throws itself at the player. It first appears in World 3-Ghost House. | World 3-Ghost House | World 4-Ghost House | |
Hammer Pendulum | Hammer-like platforms that swing back and forth on a 180-degree arc. | World 8-6 | ||
Heavy Para-Beetle | A Para-Beetle that descends when used as a platform. | World 7-6 | ||
Hefty Goomba | A large Goomba that is the middling size of a Goomba, being smaller than a Giant Goomba but bigger than a regular Goomba. This enemy splits into two Goombas when jumped on. It first appears as an Enemy Course enemy in World 1. | World 1 Enemy Course | World 8-2 | |
Huckit Crab | A crab that throws sand balls on loop. These balls can be jumped on and used as a temporary platform. | World 4-3 | ||
Ice Bro | An enemy that throws ice balls at the ground, which can freeze the player and even other enemies. It first appears in World 3-2. | World 3-2 | World 3 Enemy Course | |
Jellybeam | An enemy that illuminates a dark cave. | World 8-4 | ||
King Bill (World 9-3) | An enemy that homes in on the player’s vertical position and continues forward once it reaches the designated height. | World 9-3 | ||
King Bill (World 9-8) | A nearly invincible enemy that charges forward, taking up most of the screen. | World 9-8 | ||
Prickly Goomba | A Goomba that hides inside a spiked chestnut shell until it is hit with a fireball, which is when it turns into a regular Goomba. | World 9-7 | ||
River Piranha Plant | A stationary Piranha Plant that blows a green spiked ball up and down, similar to a Ptooie. | World 5-1 | ||
Scaredy Rat | An enemy that walks around in a group. When one of the rats is jumped on, the rest panic and run around. | World 4-Ghost House | ||
Stalking Piranha Plant | A Piranha Plant that walks around and stretches up and down on a regular basis. | World 5-1 | World 6-3 | |
Stone Spike | A Spike that throws stone rocks downwards. | World 6-1 | World 8-4 |
Returning enemies
Image | Name | Description | First appearance | Last appearance |
---|---|---|---|---|
Amp | Electric balls that shock Mario upon contact. | World 3-Tower | ||
Ball 'N' Chain | A large spiked ball on a chain that cannot be defeated. | World 3-Tower | World 4-Castle | |
Banzai Bill | Large Bullet Bills that fly straight forward. | World 7-Tower | World 7-4 | |
Banzai Bill Cannon | Cannons that shoot Banzai Bills. | World 7-4 | ||
Big Boo | Bigger variants of Boos that have the same behavior. | World 3-Ghost House | World 7-Ghost House | |
Big Dry Bones | Large variants of Dry Bones that appear in castle levels. | World 6-Castle | World 7-Castle | |
Big Thwomp | Large Thwomps that can break through stone tiles. | World 1-Castle | ||
Big Wiggler | Large variants of Wigglers. | World 5-2 | ||
Bill Blaster | Cannons that shoot Bullet Bills. | World 3-2 | World 9-3 | |
Bill Blaster Turret | Stacks of Bill Blasters that rotate and shoot Bullet Bills. | World 6-1 | ||
Blooper | Underwater enemies that move in an erratic pattern and follow Mario. | World 4-4 | World 8-4 | |
Blooper Baby | Small Bloopers that follow Blooper Nannies. | World 4-4 | ||
Blooper Nanny | Bloopers that have Blooper Babies swimming in a trail behind them. | World 4-4 | ||
Bob-omb | Bombs that ignite if they are jumped on or have a fireball thrown at them, then explode shortly after. | World 3-Castle | World 9-4 | |
Boo | Ghosts that follow Mario when his back is turned, but hide their face when he looks at them. | World 3-Ghost House | World 7-Ghost House | |
Boomerang Bro | Hammer Bro relatives that use boomerangs, which return to them after being thrown. | World 2-1 | ||
Broozer | Boxing ghoul-like monster. Can break bricks and other blocks that are normally indestructible. Mario can defeat it by jumping on it three times, or hitting him with a fireball. Similar to Chargin' Chuck in Super Mario World. | World 7-Ghost House | ||
Bullet Bill | Bullets that fly straight forward and are shot from Bill Blasters and Bill Blaster Turrets. | World 3-2 | World 7-4 | |
Burner | Constant streams of fire that rotate and are found on airships. | World 4-Airship | ||
Buzzy Beetle | Shelled enemies that can be kicked or thrown after being jumped on, and can walk on ceilings. | World 6-3 | World 8-Tower | |
Cannon | Cannons that shoot cannonballs or Bob-ombs. Four-way Cannons can shoot up to 2-3 cannonballs at a time. Giant cannons shoot giant cannonballs. | World 4-Airship | World 8-Airship | |
Cannonball | Heavy metal spheres launched by cannons. | World 8-Airship | ||
Chain Chomp | Enemies tied to posts that lunge at players. If their post is ground pounded, they are set free. | World 7-2 | ||
Cheep Cheep | Fish that are found swimming aimlessly in underwater levels. | World 1-4 | World 8-4 | |
Cheep-Chomp | Large fish that attempt to eat Mario. | World 4-4 | World 9-2 | |
Circling Boo Buddies | Boos flying in a circle formation. | World 5-Ghost House | ||
Circus ball | Bouncing balls summoned by Lemmy Koopa in his boss battles. Some are found in World 3-Castle outside of the boss battle. | World 3-Tower | World 3-Castle | |
Clampy | Clams that open and close their mouths. | World 1-4 | World 4-1 | |
Climbing Koopa | Koopa Troopas that climb on both sides of fences. | World 4-Castle | ||
Crowber | Birds that swoop towards Mario. | World 7-Ghost House | World 8-5 | |
Deep-Cheep | Fish that chase Mario as they swim. | World 1-4 | World 8-4 | |
Dry Bones | Skeleton Koopa Troopas that collapse when attacked, but later rebuild themselves. | World 1-Tower | World 8-Bowser's Castle | |
Fire Bar | A series of fireballs that spins in a circular motion. | World 8-Tower | World 8-Bowser's Castle | |
Fire Bro | Hammer Bro relatives that throw fireballs. | World 2-3 | World 9-7 | |
Fire Snake | Flames that jump in a high arc. | World 2-3 | ||
Fish Bone | Skeletal fish that charge towards Mario. | World 4-Castle | World 5-Ghost House | |
Flame Chomp | Black spheres that spit fireballs at Mario. They explode after they're out of fireballs. | World 2-6 | World 9-6 | |
Fuzzy | Enemies that follow tracks and hurt Mario upon contact. | World 7-3 | World 9-8 | |
Giant cannonball | Large variants of cannonballs launched by large cannons. | World 8-Airship | ||
Giant Goomba | Large variants of Goombas. They split into two Hefty Goombas once stomped on. | World 1 Enemy Course | ||
Giant Spiked Ball | Large Spiked Balls that can break through stone tiles. | World 8-2 | ||
Goomba | Common enemies that can be defeated by jumping on them. | World 1-1 | World 9-8 | |
Hammer Bro | Enemies that throw hammers and jump. | World 1-3 | ||
Huge Icicle | Large Icicles that fall and act as platforms. | World 3-3 | World 3-Castle | |
Icicle | Icicles that fall when the player gets close underneath. | World 3-3 | World 3-Castle | |
Koopa Paratroopa | Winged Koopa Troopas that either jump in high arcs or fly up and down in the air. | World 1-4 | World 8-Tower | |
Koopa Troopa | Turtle enemies that go into their shells when attacked, then can be picked up or thrown. Green Koopa Troopas walk off ledges, while Red Koopa Troopas turn around. | World 1-1 | World 9-5 | |
Lakitu | Enemies that throw Spiny Eggs. If Mario defeats a Lakitu, he can ride on its cloud until it disappears. | World 2-5 | World 7 Enemy Course | |
Lava Bubble | Fireballs that jump out of lava. | World 2-Castle | World 8-Bowser's Castle | |
Magic spell | Magic projectiles launched by the Koopalings (except Wendy and Lemmy) and Magikoopa. Some are rarely summoned offscreen in World 2-Tower (purple) and World 5-Castle (green). | World 1-Tower | World 8-Tower | |
Mechakoopa | A mechanical version of Bowser. After stomping it, Mario can pick it up and use it as a weapon. | World 4-Airship | World 8-Airship | |
Mega Cheep-Cheep | Big Cheep Cheeps that are found in underwater levels. | World 1-4 | World 6-6 | |
Mega Deep-Cheep | Big Deep-Cheeps that chase after Mario. | World 1-4 | ||
Mini Goomba | Small Goombas that weigh Mario down until he either attacks or walks for a few seconds. | World 5-4 | World 7-5 | |
Missile Bill | Bullet Bills that target Mario. | World 9-3 | ||
Monty Mole | A mole that pops out of mountains and the ground and gives chase. | World 6-4 | World 8-Tower | |
Muncher | An invincible black plant. | World 9-7 | ||
Para-Beetle | Para-Beetles are winged Buzzy Beetles. However, Mario can hop on their back for a ride, unlike with other winged foes. | World 7-6 | ||
Parabomb | Parachuting Bob-ombs that are sometimes shot out of cannons. | World 8-5 | ||
Paragoomba | Winged Goombas that hop as they walk. | World 7-5 | World 8-2 | |
Piranha Flower | Large Venus Fire Traps that shoot big fireballs. | World 2-3 | ||
Piranha Plant | Plants that move in and out of Warp Pipes and some grounded. | World 1-2 | World 9-7 | |
Pokey | Cactus enemies that appear in desert levels and move slowly. | World 2-5 | ||
Porcupuffer | Fish that jump out of the water and follow Mario. | World 4 Enemy Course | World 9-2 | |
Rocky Wrench | Monty Moles that pop out of its hole in an airship throw wrenches. | World 6-Airship | ||
Skewer | Spiked Pillars that move up and down. Giant skewers appear in World 6-Tower and World 7-Castle | World 4-Castle (regular) World 6-Tower (giant) |
World 7-Castle (regular) World 7-Castle (giant) | |
Sledge Bro | Hammer Bro variants that stun Mario after they jump. | World 6-2 | World 7-Castle | |
Spike | Green turtles which pull spiked balls out of their mouths and throw them directly downwards from the ledges on which they stand | World 2-2 | ||
Spike Top | Buzzy Beetle variants that have spikes on their shells, preventing them from being jumped on. | World 2-3 | ||
Spiked ball | Spike balls that appear in fortress and castle levels. | World 2-2 | World 8-2 | |
Spiny | Enemies that hatch from Spiny Eggs and cannot be jumped on. | World 2-2 | World 8-Tower | |
Spiny Cheep Cheep | Fast-swimming fish that chase Mario. | World 1-4 | World 8-4 | |
Super Piranha Plant | Large variants of Piranha Plant. | World 2-5 | World 6-3 | |
Swoop | Bats that hang onto the ceiling, then swoop towards Mario. | World 5-2 | World 6-6 | |
Thwomp | Large rocks that fall when Mario gets close. | World 1-Castle | World 8-Tower | |
Urchin | Stationary enemies that appear in underwater levels. | World 1-4 | World 4-3 | |
Venus Fire Trap | Piranha Plants that aim at Mario and shoot fireballs. | World 1-3 | World 9-7 | |
Volcanic debris | Rocks that fall slowly and break upon hitting either the ground or a block. | World 8-1 | World 8-2 | |
Wiggler | Caterpillars that move faster after being jumped on. | World 5-2 |
Obstacles
Image | Name | Description | First appearance | Last appearance |
---|---|---|---|---|
Cloud[7] | Dense clouds that obscure the player's view and hide objects. They can be temporarily blown away through various means, such as Spin Jumping. Clouds generated by Foos appear slightly different from normal clouds and dissipate naturally. | World 1-1 | World 9-8 | |
Cog | Gear-like platforms that the player must go under to pass. If they remain under one, they are squished and lose a life. | World 1-Castle | ||
Current | Currents that push the player. | World 1-4 | World 9-2 | |
Darkness | Blocks the player's view. | World 2-3 | World 8-4 | |
Electric rail | Electrical barriers which shock Mario on contact. | World 6-Airship | ||
Lava | Molten rock that can cause the player to instantly lose a life. | World 1-Castle | World 9-6 | |
Lava Geyser | Lava that rises up from pits. | World 8-1 | World 9-6 | |
Lava tide | Lava that rises up or down. | World 8-6 | World 8-Bowser's Castle | |
Lava swell | Lava that moves up in waves. Super Bowser causes the lava beneath him to rise in waves as he moves. | World 8-3 | World 8-Bowser's Castle | |
Poison | A liquid hazard that can cause the player to instantly lose a life. | World 5-2 | World 5-4 | |
Poison fog | An enormous, red and black cloud that moves to the right very slowly. It instantly causes the player to lose a life. | World 8-1 | ||
Quicksand | Sand that sinks the player. | World 2-2 | World 2-5 | |
Sand Geyser | Sand that rises up from pits. | World 2-1 | World 2-5 | |
Spikes | Pointy obstacles that damage the player. | World 2-Tower | World 6-Castle | |
Water | Large bodies of harmless liquid that the player can swim through. | World 1-4 | World 9-2 | |
Water tide | Water that rises up and down. | World 6-3 | World 6-6 | |
Wind | Gusts that slow the player's speed. | World 2-4 |
Minigames
Transformations
Blocks
Block | Image | Function |
---|---|---|
? Block | Contains a coin or item when hit. | |
Brick | Breaks or contains coins when hit. | |
Empty Block | A block that cannot be broken. When a ? Block is hit, it turns into an Empty Block. | |
Ice Block | A block that is created by an enemy that was frozen with an ice ball. This block can be picked up and thrown like a barrel. | |
Giant Ice Block (new) | A giant variant of an Ice Block that serves as a platform. Some hidden with Bob-ombs can be destroyed. | |
Super Guide Block (new) | Appears after Mario dies eight times in a row in one stage. When this block is hit, Luigi clears the stage for Mario. If the button is pressed, players can take control of Luigi. The block makes a doorbell-like sound when it appears. | |
Jump Block | A block that, when Mario jumps on it, makes him jump higher. | |
POW Block | A block that causes a large tremor on the ground when thrown. | |
Glow Block (new) | A block that can be picked up and shines light in dark areas. | |
Dotted-Line Block | A block that is transparent. A switch is needed to activate the block. | |
Red Block | A block that is activated by a switch. | |
Square cloud (new) | A square cloud that summons a coin-throwing Lakitu when hit. | |
Propeller Block (new) | A block that can be picked up and works like a Propeller Mushroom. | |
Flying ? Block | A type of ? Block that flies in a rhythmic pattern to the music of a stage. Once hit, it becomes an Empty Block. | |
Mega ? Block | A large ? Block that appears only in World 6-5. Acts like a normal block. | |
Coin Block | A block that contains many coins. Looks just like a brick and becomes an Empty Block when used. Pops out five coins when used quickly enough. | |
Roulette Block | A block with various items scrolling on it. Mario can hit it and release the power-up shown. | |
Stretch Block | A block made up of five segments that stretches to act as a bridge in certain levels. | |
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. | |
Ice Snake Block (new) | A slippery type of Snake Block found only in World 3-Castle. When Mario steps on it, it starts to move like a snake. |
Items and objects
Item/object | Image | Function |
---|---|---|
Super Mushroom | Turns Mario into Super Mario. | |
1-Up Mushroom | Gives the player an extra life. | |
Coin | Collecting 100 of these gives the player an extra life. In Coin Courses, they are used to determine the player's position. | |
Fire Flower | Turns Mario into Fire Mario. | |
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. | |
Red Coin | 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 Coin | These coins are just like normal coins, but they appear by hitting a P Switch. | |
Star | Turns Mario into Invincible Mario. | |
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 the player collects all Star Coins, all of the Toad Houses remain open and can be used without them disappearing. In Coin Battle World, they are worth ten coins. Also, if the player collects all the Star Coins in a world, they unlock the respective level in World 9. | |
Mini Mushroom | Turns Mario into Mini Mario. | |
Propeller Mushroom (new) | Turns Mario into Propeller Mario and gives him a short flight. | |
Penguin Suit (new) | Turns Mario into Penguin Mario. Mario can shoot ice balls and slide on his belly, along with having an improved swimming ability. | |
Ice Flower | Turns Mario into Ice Mario. Mario can shoot ice balls to freeze most enemies. | |
Hidden Coin | An outline of a coin that becomes a coin if Mario goes through it. | |
Fruit | A fruit that Yoshi eats. When Yoshi eats five fruits, he makes an egg that contains an item. | |
Barrel | An item that Mario can pick up and throw at enemies to defeat them and at coins to collect them. If another player touches a barrel while it rolls, they lose a life or their power-up. | |
Crate | A wood box Mario can break via a Ground Pound. | |
Frozen Coin | A coin encased in solid ice that can be melted by fire to be collected. | |
Iron Block (new) | An iron box that drops on Conveyor Belts. They are indestructible and causes the player to lose a life if crushed. | |
Toad balloon (new) | An item that appears in an Enemy Course. Mario must collect all of them to clear the course. | |
P Switch | Turns bricks into coins or vice versa, or it causes the revealing of Blue Coins. | |
? Switch | Changes or adds things to an area, such as platforms, for a limited time. | |
! Switch | A switch that changes all the dotted lines into platforms in World 3-4. It causes the bridge in World 8-Bowser's Castle to drop Bowser in the lava. | |
Trampoline | A spring that lets the player jump high into the air. It can be picked up and carried around. | |
Midway point | 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. | |
Vine | Used as a ladder that can lead to Coin Heaven, or a secret place. Comes out of an Invisible Block or brick. | |
Ladder | A climbable object used to get on top of platforms. | |
Remote-Controlled Clown Car (new) | A type of Koopa Clown Car that lets the player battle Bowser Jr. | |
Yoshi egg | An egg that Yoshi comes out of or produces after eating five fruits. They contain power-ups. The different colors released come at random but never the same one after each other. | |
Flower (new) | A common background object that releases a coin when spun next to. Appears with many color variants. | |
Remote-Controlled Fence (new) | A fence that the player can tilt and move left and right in a 180-degree arc by tilting the Wii Remote, depending on its axis of rotation. It reacts only when the fence are activated. | |
Remote-Controlled Light (new) | File:RemoteControlledLightNSMBW.png | A light that the player can tilt and move to see in the dark by tilting the Wii Remote. It reacts only when the fence are activated. |
Chain-Link | Fences that the player can climb. Climbing Koopas can often be found on them. | |
Flip Panel | Fence gates that the player can use to flip to the other side of a Chain-Link by punching. |
Transportation objects
Transportation | Image | Function |
---|---|---|
Warp Pipe | Pipes going through the ground that transport the player to new areas. | |
Small pipe | Mini variants of warp pipes that can be acessed with a Mini Mushroom. | |
Pipe Cannon | Pipes that launch the player to another location or a hard to reach platform | |
Warp Cannon | A special cannon that allows the player to go to a different world. | |
Warp 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. |
Platforms
Platform | Image | Function |
---|---|---|
Mushroom Platform | Mushrooms of many colors that serve as platforms. | |
Stretch Shroom | Mushroom Platforms that contract and extend at constant intervals, pulling anything and any player on the ends of the platforms to the center when they contract. | |
Screwtop Shroom (new) | File:NSMBW SpinKinokoLift.png | A rare Mushroom Platform that only appears in World 1-5. When spun on, it lowers another lift's height. |
Spinning mushroom block (new) | A mushroom block that spins clockwise or counter clockwise. | |
Bouncy Cloud (new) | Cloud platforms that makes the player and enemies bounces very high. | |
Scale Lift | Scale-like platforms that the player lands on one platform, the parallel one rises. It will fall off if they stand on it for too long. | |
Arrow lift (new) | A lift that appear blue when idle but turn red when activated. | |
Limited Lift (new) | A lift that the player can travel with a limited capacity of at least five enemies. It stops once the counter reaches 0. | |
Bolt Lift | A set of nuts that are screwed onto a very long bolt that serve as platforms. The player must continually jump to avoid falling. | |
Screwtop Lift (new) | A lift with a screw that the player can move in a set direction by spinning. | |
Tilt Lift (new) | A lift that the player can tilt by tilting the Wii Remote. It reacts only when a player is standing on it. | |
Remote-Controlled Lift (new) | A lift that the player can tilt and move the lifts left and right by tilting the Wii Remote. It reacts only when the lifts are activated. | |
Remote-Control Platform (new) | A lift that the player can tilt and move on tracks by tilting the Wii Remote. It reacts only when a player is standing on it. | |
Paddle Platform | A paddle wheel-like platforms made of 4 smaller platforms that moves in a wheel on tracks. | |
Palm tree[8][page number needed] | Trees of varying heights that serve as platforms. Some bear fruit. | |
Pendulum Platform (new) | Chained platforms that sway from side to side indefinitely. | |
Ice float (new) | Icy cylindrical platforms that float on water. | |
Spinning platform (new) | Large platforms that spins clockwise or counter clockwise that only appear in World 3-Tower. | |
Metal platform | Platforms that sink in lava when stepped on, then rise back up. | |
Screwtop Platform (new) | Metal platforms that the player can move in a set direction by spinning a nearby screw. | |
Slow falling platform (new) | Bony lifts that are varied of length. It acts like Flimsy Lifts, but it falls slower. | |
Spine Coaster (new) | Rideable creatures made of bone used to aid Mario and company to pass through lava pits. | |
Semisolid Platform | Platforms that the player can jump on top of from below. | |
Conveyor Belt | Moving platforms that carry the player from one place to another without them having to move at all. | |
Turning Floor | Continually moving objects that turn clockwise or counterclockwise, moving anything on them. | |
Rolling log | File:RollingLogNSMBW.png | Cylindrical wooden platforms that, when stood on, roll over. The player must run along them or jump carefully to avoid falling off until they reach their destination on a set path. |
Half-circle rock | Rock platforms that wobble from left to right when the player stands towards one of its edges. | |
Water Ball (new) | A huge mass of water that floats in the air. Acts as if Mario and co. are in water. They are found only in World 7-2, along with Chain Chomps. |
Staff
- Main article: List of New Super Mario Bros. Wii staff
Nintendo Entertainment Analysis and Development developed the game, with the director being Shigeyuki Asuke and the producers being Takashi Tezuka and Hiroyuki Kimura.
Development
As demonstrated by development information for various games, Shigeru Miyamoto had been struggling to add multiplayer to Super Mario games for a long time. He tried to experiment with multiplayer aspects at the start of most of his Super Mario projects, as can be seen in prerelease screenshots of games such as Super Mario 64 DS and New Super Mario Bros.: different multiplayer aspects were evidently intended for both of those games during early stages of development. When the experiments with multiplayer failed to come to fruition, in part due to technical limitations, the developers refocused on what they were used to, single-player; for both of the aforementioned games, multiplayer was put on the back-burner and was only used in in-engine side modes and unrelated minigames. The Wii's hardware allowed Miyamoto to ensure that the game could process all loaded items and enemies at once, and have the camera focus on all players.[9]
New Super Mario Bros. Wii was developed as the flagship title for Super Guide. This feature first surfaced as a June 30, 2008 patent for a "Kind Code" with three demo play modes: Game, in which, when the player gets stuck during standard gameplay, they can view a walkthrough video that appears in the screen's top right corner; Digest, in which the player watches developer gameplay and can join the game at a particular point, but cannot save; and Scene Menu, in which players go directly to specific parts of the game without loading their games or watching the digest.[10] Super Guide uses the Digest mode, and Hint Movies appear to use the Scene Menu mode.
Reception
The former Mario and Luigi voice actor, Charles Martinet originally stated that this game is his favorite Super Mario game of all time. His new favorite Super Mario game is Super Mario Maker.
Reviews | |||
---|---|---|---|
Release | Reviewer, Publication | Score | Comment |
Wii | Ryan Scott, Gamespy | 4.5/5 | "If you have friends who enjoy videogames, this is one to play together. It's made specifically for that -- and yeah, it's got all the painstaking collectibles and supplemental multiplayer challenges you already assumed it did, so you're going to play it for quite a while. And if you just want a serious challenge, play alone and revel in the pure joy of death. Either way, it's a damn fine Mario game. But I bet you already knew that." |
Wii | Nick Chester, Destructoid | 9/10 | "Despite being feeling and looking somewhat familiar (which is definitely a positive in this case), New Super Mario Bros. Wii is one of your safest and best bet on the Wii this year." |
Wii | Oli Welsh, Eurogamer | 9/10 | "Who knew that, locked in the time-honoured traditions of Super Mario Bros., one of the greatest co-op games ever was waiting to get out? Well, Shigeru Miyamoto did. In unleashing it, Nintendo hasn't moved its classic series forward one jot; it hasn't had to. But it has given it a riotous new lease of life." |
Aggregators | |||
Compiler | Platform / Score | ||
Metacritic | 87 | ||
GameRankings | 88.18% |
Sales
New Super Mario Bros. Wii is the 4th best-selling game on the Wii, having sold 30.32 million copies worldwide as of September 30, 2021.[11]
Promotion
- Main article: List of New Super Mario Bros. Wii trading cards
Trading cards were released to promote the game's release. They feature various characters, enemies, items, and levels from the game. Each booster pack contains four regular cards and one each of Tips & Tricks, Standee, Foil, and FunTats. A book published by Alfred Music Publishing titled New Super Mario Bros. Wii: Simplified Piano Solos was released, containing sheet music for seventeen songs from the game.
Arcade adaptation
A Japan only arcade game developed by Capcom was released in 2011 called New Super Mario Bros. Wii Coin World.
Glitches
- Main article: List of New Super Mario Bros. Wii glitches
Infinite coins
The player needs an Ice Flower in World 4-Castle and get to the place with the large flip panel with a Climbing Koopa on it. Mario must stand on the front side, then jump to throw an Ice Ball at the Climbing Koopa. The player must hold the fence again and spin the flip panel as fast as possible. The Climbing Koopa freezes, falls to the ground and drops infinite coins.
Pre-release and unused content
During development, Princess Peach was planned to be a playable character. This idea was scrapped because the Toads better suited Mario's stature and the need for special programming to handle the physics of the dress. The development team wanted the game opening sequence to be more dramatic, causing a dispute between them and Shigeru Miyamoto.
In the game's E3 2009 trailer, it shows an early design of the motion-controlled platforms in World 7-4. They lack they indicator which shows the player in control of the platforms and do not make a sound when they travel on the tracks. The bottom of the platforms are also less round compared to the final design. The tracks feature a simpler design, being completely black with red endpoints instead.
Gallery
- For this subject's image gallery, see Gallery:New Super Mario Bros. Wii.
Propeller Yellow Toad and Luigi
Media
- For a complete list of media for this subject, see List of New Super Mario Bros. Wii media.
Disc channel theme | File info 0:08 |
Title screen theme | File info 0:30 |
Overworld theme | File info 0:30 |
World 7 theme | File info 0:30 |
References to other media
- Donkey Kong: Broozers hit barrels when a player is near, rolling the barrel towards them, similar to Donkey Kong's ability to throw barrels in this game.
- Mario Bros.: The POW Block reappears and has the same design as in Mario Bros. The POW Block can also be carried. The first underground Coin Battle area in World Coin-1 also bears 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 overworld theme is once again used as a cover for the Toad Houses. The underground theme is used as a cover for the volcano underground theme. The ending fanfare is covered when Kamek and Princess Peach are rescued in addition to when Mario and Princess Peach leave Bowser's Castle. 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. World Coin-2 is nearly identical in layout to World 1-1 from this game.
- Super Mario Bros.: The Lost Levels: World 2-4 features wind. The extended version of the ending fanfare can be heard exclusively when Bowser is defeated in multiplayer.
- Super Mario Bros. 3: The Penguin Suit is based on the suits in this game, mainly the Frog Suit. The Koopalings' battle theme is a cover and once again played when fighting against them. The Airship theme is a cover that plays on the Airships. The design on the Fortresses are based on the Fortress sprite in this game. Jellybeams resemble the in-game sprites of Jelectros. Stalking Piranha Plants resemble Ptooies whose behavior is largely given to River Piranha Plants. The Enemy Courses are similar to the levels when fighting against a Hammer Bro, Fire Bro, Boomerang Bro, or Sledge Bro and even use a cover of the song. Also, reserved power-ups can be 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, like in Super Mario Bros. 3. For example, Lemmy Koopa is in charge of the ice-themed world in both games, and Wendy O. Koopa is in charge of the water-themed world in both games. In addition, Power-up Panels is likely based on a card-matching minigame in this game. Artwork of Mario holding a Green Shell resembles promotional artwork of Raccoon Mario holding a Green Koopa Troopa from this game. Artwork of a Spike throwing a spiked ball resembles its promotional artwork from this game.
- Super Nintendo Entertainment System: On the cover of the game disc (the side opposite with the part that reads the console), Mario, Luigi, Blue Toad, and Yellow Toad are positioned in the same way that the buttons on the European and Japanese SNES controller are.
- Super Mario World: The design on the Fortress-doors leading to the boss is noticeably similar. Yoshis reappear, along with the sound heard when mounting onto Yoshi and the drumbeat that is added to the music, similar to this game. Parts of the castle BGM can be heard in the castle levels. The sound effect that plays when the invincibility wears off is taken from the Switch Block when the activation is going to stop, as well as the sound that plays when the Super Star power-up runs out. The World 9 is similar to the Star World and the Special Zone. 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. Almost the entirety of World 7-Castle can be skipped by finding the secret exit in World 7-Tower World 7-Fortress and completing World 7-6, like how the Back Door can be accessed by finding the secret exit in Valley of Bowser 2 and completing Valley Fortress. The Koopa Clown Car returns. World 4-Castle, whose boss is Wendy O. Koopa, features Skewers, much like #6 Wendy's Castle. River Piranha Plants resemble Jumping Piranha Plants. Jumbo Rays don ovalic goggles like Blurps and Dolphins. King Bills are shortened in length like the Banzai Bills from this game. Some members of Circling Boo Buddies make the same facial expressions as Boos in this game. Boos also circle around Ghost Houses like in this game. Artwork of Mario jumping with a Green Yoshi resembles this game's box art. Artwork of Blue Toad riding a Pink Yoshi resembles promotional artwork of Yoshi eating a berry from this game. Artwork of Bowser resembles his promotional artwork from this game.
- Donkey Kong Country: The animal buddy mechanics used in this game, are used on the Yoshis; players can only use Yoshi in certain levels, and they ditch him after clearing the level.
- Super Mario World 2: Yoshi's Island: Just before the main boss of the world, Kamek appears and flies all over the room, using his magic on the room and boss. Fake walls reappear. The room Kamek's battle takes place in is similar to the final room of King Bowser's Castle, containing autoscrolling blocks that can be transformed by Magic spells. Kamek turns Bowser into a giant for the final battle. Bubbles reappear to protect players from harm, as they did for Baby Mario. Darkness also makes a reappearance in several levels. The introduction to the castle boss theme is a shortened cover of the introduction to the boss theme from this game. Bowser Jr.'s final battle involves a floor that can be Ground Pounded to produce shockwaves, like the floor involved in Baby Bowser's initial fight.
- Super Mario 64: "Inside the Castle Walls" is played inside 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. In the same vein, winning a Toad House mini-game plays an arrangement of the course clear fanfare. The fanfares for clearing a tower, castle, or airship are rearrangements of the "Koopa Clear" fanfare. When the player goes into a Warp Cannon or aims a cannon in 1-up Blast, cannon sounds from this game are heard. In both games, Chain Chomps are freed by Ground Pounding their posts three times. One Chain Chomp in World 7-2 may be freed to destroy a brick wall and uncover a Star Coin, which is reminiscent of how the Chain Chomp in Bob-omb Battlefield must be freed to uncover a jailed Power Star.
- Mario Kart 64: About 30 seconds in the Rainbow Path, a cover from the Rainbow Road theme can be heard.
- Super Mario Sunshine: When Iggy is hit during his second battle, the Big Chain Chomp pulling his carriage becomes enraged and glows red like the Chain Chomp in Pianta Village.
- Mario Party 7: Luigi's artwork on the back of the Japanese cover art next to the Super Guide description is based on one of his artwork from this game.
- New Super Mario Bros.: New Super Mario Bros. Wii is a follow-up to this game. Most of the songs are covers of songs from this game, such as the overworld theme (and subsequently the snow theme), course clear theme, athletic theme, P Switch theme, tower and castle boss clear themes (and subsequently the airship clear theme), and multiplayer results theme. The introduction to the airship boss theme is a rendition of the introduction to Bowser Jr.'s battle theme from this game. The melody that plays during the intros to both games' desert themes are the same. A portion of the melody that plays 22 seconds into this game's volcano theme is reused in the outside volcano theme. The tower themes in both games are very similar. Certain renditions of older tracks in this game, like the underground theme from Super Mario Bros. are covered. The Mini Mushroom returns. Some text in New Super Mario Bros. Wii's instruction manual is reused from its instruction manual (for example, the Blunders and Game Over section in New Super Mario Bros.'s manual is reused in New Super Mario Bros. Wii's manual, except the word "whacked" is replaced with "clobbered"). Various pieces of promotional artwork are reused as are all eight world themes from this game. Vibrant-purple Poison returns in forest levels.
- Yoshi's Island DS: Kamek turns Bowser into a giant for the final battle.
- Super Mario Galaxy: During the Staff Roll, an outtake of a Princess Peach voiceover states that she will wait for Mario at the night of the Star Festival, but she is interrupted by Bowser. The 1-up sound effect from this game plays when the player gets a 1-up in New Super Mario Bros. Wii, but only from the speakers of the Wii Remote. In World 9, multicolor star-shaped objects fall from the sky, like Star Bits. The Ice Flower returns from this game, but has a different function (in Super Mario Galaxy, Ice Mario can walk on liquid and in New Super Mario Bros. Wii, he can throw ice balls). The Midair Spin, a move similar to the Spin, is introduced. Some of the voice clips from this game are borrowed. Clampys make a reappearance.
- Mario Kart Wii: The character's icons are reused in the character selection screen.
References in later media
- Super Mario Galaxy 2: The Checkpoint Flag appears in this game and it plays a similar role. The Cosmic Guide and the Tip Network are similar to the Super Guide and to the videos of the Peach's Castle. The function of the world maps are similar to those from this game. Bowser Jr.'s defeat voice clip is recycled.
- Nintendo 3DS: This game's box artwork was used for the Nintendo 3DS demo at E3 2010.[12]
- Donkey Kong Country Returns: The map screen has level pads that look highly similar to the ones from New Super Mario Bros. Wii. The pads even use the same colors; red for a non-cleared level, and blue for a cleared level. Super Kong is the equivalent of the Super Guide. During 2 Player mode, if either Donkey Kong or Diddy Kong lose a life and the other one is still alive, the Kong that was defeated floats back inside a DK Barrel hanging from a balloon, similar to the bubble system in this game.
- New Super Mario Bros. Mii: A very similar trial based on New Super Mario Bros. Wii.
- Mario & Sonic at the London 2012 Olympic Games (Wii): Dream Rafting is based on World 4, with an arrangement of the beach theme playing during this Dream Event.
- Super Mario 3D Land: Propeller Boxes are based on the Propeller Blocks in New Super Mario Bros. Wii. Stars can be earned on the files of both games. Super Mario loses his hat when getting the maximum 1,110 lives (while Small Mario receives a hat) similar to how Mario loses his hat after gaining 99 lives. Also, Mario's voice clips are reused including, "Let's-a go!", "Here we go!", "It's-a go time!", and "Let's-a play!". Light blue-, orange-, and fuchsia-rimmed flowers return from World 1 of New Super Mario Bros. Wii.
- Mario Party 9: A lot of this game's content originated from New Super Mario Bros. Wii.
- StreetPass Mii Plaza: One of the Puzzle Swap panels in the StreetPass Mii Plaza app for the Nintendo 3DS is New Super Mario Bros. Wii.
- New Super Mario Bros. 2: This game is a follow-up to New Super Mario Bros. Wii. The level settings, most assets, and music are reused in this game. With the music slightly altered with added "bah" vocals to the overworld and athletic themes, as well as vocal riffs "bah" included in the Tower, Castle and Ghost House themes. Stars can be earned on the file in both games.
- New Super Mario Bros. U: This game is a sequel to New Super Mario Bros. Wii; many elements from this game return, such as Yellow Toad and Blue Toad, and the Propeller Mushrooms and Penguin Suits.
- Yoshi's New Island: Bowser's model is very similar to the one used in this game.
- Mario Kart 8 / Mario Kart 8 Deluxe: One of the planes in Sunshine Airport has a logo for Propeller Toad Transport with an insignia of a Propeller Mushroom.
- Super Smash Bros. for Nintendo 3DS / Wii U: Various voice clips of the Koopalings are recycled in these games. Propeller Mario, Penguin Mario, and Big Urchin appear as trophies in the Wii U version.
- Mario Party 10: Jumbo Rays and Foos appear, the former in the minigames Bouncy Brawl and Bubble Squabble, and the latter in the minigame Foo Me Once, respectively. Kamek's artwork is reused in box art. Some voice clips are recycled in this game.
- Puzzle & Dragons: Super Mario Bros. Edition: The world and course designs are heavily similar to those of New Super Mario Bros. Wii. Ice Mario and Penguin Mario appear in this game as Leaders.
- Mario Tennis: Ultra Smash: Bowser Jr. uses his Junior Clown Car in the game.
- Super Mario Maker: The fanfare for completing the easy 100 Mario Challenge in the New Super Mario Bros. U style is the fanfare that plays when rescuing Kamek in disguise.
- Mario & Sonic at the Rio 2016 Olympic Games: Dry Bowser's theme is an arrangement of the final boss music from New Super Mario Bros. Wii. Larry and Wendy's themes are arrangements of the castle boss theme, and the ground theme appears as an arrangement.
- Mario Party: Star Rush: The castle and underwater themes appear as songs in the Rhythm Recital mode for this game, but the latter appears under New Super Mario Bros. U's name.
- Mario + Rabbids Kingdom Battle: Some voices are recycled.
- Mario Tennis Aces: Some of Bowser Jr.'s voice clips are recycled.
- Super Smash Bros. Ultimate: Bowser (Fighter Spirit), Peach (Fighter Spirit) Big Urchin, and Mechakoopa appear as spirits, using their artwork from New Super Mario Bros. Wii. The Koopalings' voice clips are recycled once again.
- Super Mario Maker 2: Toadette's cage in Meowser Showdown! resembles Princess Peach's cage. Roy and Ludwig's behaviors are similar to those from their castle battles. The Koopalings' icons in the parts menu are taken directly from their New Super Mario Bros. Wii artwork.
- Mario Kart Tour: Penguin Luigi, Penguin Yellow Toad and Penguin Mario appear as playable characters.
- Paper Mario: The Origami King: Yellow Toad's victory line and some of Bowser Jr.'s voices are recycled.
- Super Nintendo World: A remix of the desert theme is played in the desert section of Yoshi's Adventure. The jungle section of the same ride is modeled after World 5 of this game. The flowering bushes in the jungle section are also based on those found in World 4 of this game.[13]
- Mario Strikers: Battle League: Some of Bowser Jr.'s voice clips are recycled.
- The Super Mario Bros. Movie: The hills and Mushroom Platforms surrounding Peach's Castle resemble those from New Super Mario Bros. Wii. Two Bramballs appear in the scene where Mario meets Toad for the first time. Kamek dresses as Princess Peach during Bowser's practice of his proposal to her. Ice Peach also makes an appearance. The Ghost House theme is arranged in "The Darklands". A portion of the tower theme can be heard in the tracks "Imprisoned", "An Indecent Proposal", and "Grapple in the Big Apple". A portion of the title theme is arranged in "Welcome to the Mushroom Kingdom".
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | New スーパーマリオブラザーズ Wii[?] Nyū Sūpā Mario Burazāzu Wii |
New Super Mario Bros. Wii | |
Chinese (simplified) | New 超级马力欧兄弟 Wii[14] New Chāojí Mǎlìōu Xiōngdì Wii |
New Super Mario Bros. Wii | |
Chinese (traditional) | 新 超級瑪利歐兄弟 Wii[?] Xīn Chāojí Mǎlìōu Xiōngdì Wii |
New Super Mario Bros. Wii | |
French | New Super Mario Bros. Wii[?] | - | |
German | New Super Mario Bros. Wii[?] | - | |
Italian | New Super Mario Bros. Wii[?] | - | |
Korean | 뉴 슈퍼 마리오브라더스 Wii[?] Nyu Syuper Mario Beuradeoseu Wii |
New Super Mario Bros. Wii | |
Spanish | New Super Mario Bros. Wii[?] | - |
Trivia
- The save data reads "A 4-player Mario adventure!" in the British English version of the game.
References
- ^ Cite error: Invalid
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- ^ Kazuya Sakai (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan) (ed.). Encyclopedia Super Mario Bros. Milwaulkie: Dark Horse Books, 2018. ISBN: 978-4-09-106569-8
- ^ Super Guide information at Kotaku.com
- ^ IR Information : Sales Data - Top Selling Software Sales Units - Wii Software (nintendo.co.jp)
- ^ nintendo.co.jp - New Super Mario Bros. Wii character page (Click on the blue circle with the arrow to reach the Koopaling page and click on the pictures to see the short bio of each of the Koopalings). Translation (Retrieved November 13, 2011)
- ^ Famitsu's Scans
- ^ [1]
- ^ New Super Mario Bros. Wii Prima Strategy Guide
- ^ Klepek, Patrick. (June 2, 2009). "New Super Mario Bros. Achieves Shigeru Miyamoto's Dream: Multiplayer - G4tv.com". G4TV. Retrieved June 2, 2009. (Archived October 17, 2012 21:05:06 UTC via Internet Archive: Wayback Machine.)
- ^ Kotaku - Nintendo Patent Reveals Potential Paradigm Shift in Design - Wii
- ^ Nintendo (November 4, 2021) Top Selling Title Sales Unites. Nintendo Japan. Retrieved November 8, 2021. Archived from the original on November 8, 2021.
- ^ Nintendo Fuser. (June 15, 2010). Nintendo 3DS - First Hands On. YouTube.
- ^ Universal Parks News Today (February 4, 2021). Yoshi's Adventure FULL RIDE & Queue Tour - Super Nintendo World. YouTube. Retrieved September 16, 2023.
- ^ http://shield.nvidia.cn/games/geforce-now/new-super-mario-bros
External links
- Oceanian Website for New Super Mario Bros. Wii
- American Website for New Super Mario Bros. Wii
- European Website for New Super Mario Bros. Wii
- Japanese Website for New Super Mario Bros. Wii
- Taiwanese Website for New Super Mario Bros. Wii
- Hong Kong Website for New Super Mario Bros. Wii
- Chinese Website for New Super Mario Bros. Wii (From Nvidia)
- North American manual (EN/FR/ES)