New Super Mario Bros. U: Difference between revisions
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|align=center|[[Larry's Torpedo Castle]] | |align=center|[[Larry's Torpedo Castle]] | ||
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==Obstacles== | |||
===New=== | |||
{|border=1 cellpadding=3 style=border-collapse:collapse;width:100% | |||
|-style=background:#ccc | |||
!width=5%|Enemy | |||
!width=40%|Description | |||
!width=10%|First appearance | |||
!width=10%|Last appearance | |||
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|align=center|[[File:BowserAmp.png|100px]]<br>[[Bowser Stunner]]s | |||
|align=center|An electric statue that resembles [[Bowser]]'s head and carries electrical currents. | |||
|colspan="2"align=center|[[Red-Hot Elevator Ride]] | |||
==Items and objects== | ==Items and objects== |
Revision as of 21:05, May 12, 2024
- This article is about the 2012 Wii U game. For the Nintendo Switch port of this game, see New Super Mario Bros. U Deluxe. For the microgame from WarioWare: Get It Together!, see New Super Mario Bros. U (microgame).
New Super Mario Bros. U | |||||||||||
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![]() North American box cover For alternate box art, see the game's gallery. | |||||||||||
Developer | Nintendo EAD | ||||||||||
Publisher | Nintendo | ||||||||||
Platform(s) | Wii U | ||||||||||
Release date | Template:Release[?] | ||||||||||
Language(s) | English (United Kingdom) English (United States) French (France) French (Canada) German Spanish (Spain) Spanish (Latin America) Italian Dutch Portuguese (Portugal) Russian Japanese | ||||||||||
Genre | Platformer | ||||||||||
Rating(s) |
| ||||||||||
Mode(s) | Single-player Multiplayer | ||||||||||
Input | Wii U: ![]() |
New Super Mario Bros. U is a 2012 side-scrolling 2.5D platforming game, and a launch title for the Wii U. It is the sixteenth entry in the Super Mario series[1] and the fourth New Super Mario Bros. game. As a sequel to New Super Mario Bros. Wii, the game is a follow-up to New Super Mario Bros. 2. It is the first Super Mario series game to be released as a launch title for a home console since Super Mario 64. An expansion pack for this game was later released in mid-2013, titled New Super Luigi U.
Based upon the New Super Mario Bros. Mii tech demo shown at E3 2011, the game uses new, more detailed background styles and models and introduces the Flying Squirrel power-up, acquired by Mario and his friends from an item called the Super Acorn, as well as utilizing the Wii U GamePad in Boost Mode.
The game was originally purchasable at the Nintendo eShop, requiring 2301.7 MB (approx. 2.25 GB) to be downloaded, but with the retail release of New Super Mario Bros. U + New Super Luigi U, it is no longer possible to purchase New Super Mario Bros. U as a standalone game in regions outside of Japan.
A port titled New Super Mario Bros. U Deluxe was released for the Nintendo Switch in January 2019, and once again contains both New Super Mario Bros. U and New Super Luigi U.
Story
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Mario, Luigi, Yellow Toad, and Blue Toad are with Princess Peach in Peach's Castle dining together. Bowser and the Koopalings suddenly arrive in their Airships, with the former sporting a Mecha Hand that smashes and launches the brothers and the Toads away from the castle. Mario and his friends crash into the Acorn Tree, launching Super Acorns through the area. They then tumble out of the tree, passing by a Bubble Baby Yoshi and Balloon Baby Yoshi, and they then look into the horizon to see Bowser beginning a siege on Princess Peach's Castle, setting the Mario Bros. and the Toads to go on a new adventure and to save Princess Peach.
As the game progresses, the view occasionally shifts to Peach's Castle, showing the flags being replaced by Bowser's flags (after Tilted Tunnel), and the castle being surrounded by a thin tornado-like cloud that is made thicker by Magikoopa's magic (after Stoneslide Tower), entirely obscuring the castle (after Giant Skewer Tower or Freezing-Rain Tower). Mario, Luigi, Yellow Toad, and Blue Toad also encounter Bowser's forces, including the Koopalings, Boom Boom, Magikoopa, and Bowser Jr., who occasionally attacks the heroes with his father's airship. All of them are defeated, and Bowser Jr. causes the airship to crash after making the mechanical hand punch through it. After reaching Peach's Castle and defeating Bowser, the group moves onward, but Bowser Jr. appears and urges Magikoopa to spread his magic across the area. After heading to the castle exterior, Mario and the others see Peach in a tower. Before they can save her, she is locked inside the tower and Bowser appears, now at a giant size, alongside Bowser Jr. Eventually, Bowser is defeated and Bowser Jr., embarrassed, flees. The character that defeated Bowser gets to Peach and bows down to her, and is then kissed by her, to their shock and delight, as the clouds surrounding the castle disappear, restoring it to its former state.
Outside the castle, the Koopalings and Bowser Jr. are fleeing on the airship as Bowser, who has returned to his normal size, recovers. Noticing the escaping airship, he climbs up onto one of the castle towers and leaps onto the ship, but his weight causes it to plummet into a hill nearby; they then fly away hanging onto Bowser Jr.'s Junior Clown Car while Mario and Blue Toad watch. They then turn back to the others, who are celebrating their victory, with Mario delivering a final victory pose.
Gameplay features
New Super Mario Bros. U is a platform game which plays very similarly to that of past New Super Mario Bros. games, especially New Super Mario Bros. Wii, with the return of the 4-player multiplayer functioning identically to the Wii game, while most of the elements and design found in the game make heavy reference to Super Mario World. Many other gameplay elements from the Wii game, such as the Super Guide, Enemy Courses, and the bubble function, also return. In certain modes, players can play as their Miis, including the first player, who can also choose whoever to play as. Power-ups, like the Fire Flower, Ice Flower, Penguin Suit, Propeller Mushroom, and the Mini Mushroom return. The game also features a new power-up, the Super Acorn, which gives Mario and co. a Flying Squirrel form, which lets them glide and grab on to walls.
New Super Mario Bros. U features two main controller options: single player using the Wii U GamePad, and single-player or multiplayer using Wii Remotes and/or Wii U Pro Controllers; the player can switch controllers at any point between the GamePad and a Wii Remote or Pro Controller by pausing the game, either in a level or on the world map, and selecting the "Change Controller" option. The game supports up to five simultaneous players, with up to four being able to play as the characters with a Wii Remote or Wii U Pro Controller, and are able to drop in and out at any point while in a stage by pressing on the GamePad and selecting a character, or on the map by pausing and selecting "Number of Players". Another player is able to use the Wii U GamePad in what is known as Boost Mode. In Boost Mode, the GamePad player can assist the other players by placing blocks for them to stand on and stunning enemies. Boost Mode can be used at any point when playing with one of the other controllers; when playing with just the GamePad, it supports Off-TV Play.
After clearing Layer-Cake Desert-1, an enemy called Nabbit appears and steals an item from a Toad House connecting that level, heading back to Acorn Plains-1. When the player enters a stage with Nabbit, the objective is to race him to the goal, trying to catch him before he can get away. If the player succeeds in catching Nabbit, they are rewarded with a P-Acorn. Replacing the Toad saving in New Super Mario Bros. Wii, Nabbit only appears in one stage in the first seven worlds.
The first update to the game added Miiverse support. With Miiverse functionality enabled, players can read each others' posts on the world map by viewing the map; when not viewing the map a Miiverse post is indicated by a red balloon, generally near a stage, and can be hidden by pressing ; when on the World Map while using Boost Mode, the GamePad player can scroll across the map on the GamePad screen and view Miiverse posts. At certain times throughout gameplay, such as when the player dies several times or reaches the end of a course in a specific way (collecting all the Star Coins, clearing in a certain amount of time, clearing without taking damage, etc.), they are given a prompt to post a message to Miiverse. Players can also see Miiverse posts after they die in a stage. Miiverse settings can be changed at any point on the world map by selecting the pencil and envelope icon on the bottom right of the pause menu.
The sound is in stereo, with no support for 5.1 surround.
Controls
Like New Super Mario Bros. Wii, the Wii Remote is the primary controller for the game, allowing players to shake the controller to perform a Spin Jump, dismount Yoshi, and pick up objects. However, players can also play the game normally with the Wii U GamePad (single-player only) or the Wii U Pro Controller (after the 1.3.0 update). In the case of the Wii U Pro Controller, actions that require motion control on the Wii Remote and Wii U GamePad are replaced with button pressing, as the Wii U Pro Controller lacks motion controls.
Unlike New Super Mario Bros. Wii, this game lacks Nunchuk support.
Stages
Action(s) | Wii U GamePad | Wii U Pro Controller | Wii Remote |
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Move, swim (Baby Yoshi) | ![]() |
![]() | |
Jump, swim, glide (hold), wall jump, Flutter Jump (Yoshi; hold), double/triple jump (press right upon landing) | Option 1: ![]() ![]() Option 2: ![]() ![]() |
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Run, carry objects (hold); shoot fireballs/iceballs, extend tongue (Yoshi) | Option 1: ![]() ![]() Option 2: ![]() ![]() |
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Ground Pound (normal, simultaneous*) | Jump + ![]() |
![]() ![]() | |
Crouch, slide (on slopes) | ![]() |
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Climb (on fences, ladders, poles) | ![]() |
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Bubble* | N/A | ![]() |
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Enter door/Warp Pipe | Door: ![]() Pipe: ![]() |
Door: ![]() Pipe: ![]() | |
Spin Jump, Baby Yoshi abilities, dismount Yoshi, Flying Squirrel jump, spin underwater (Baby Yoshi) | ![]() ![]() ![]() ![]() |
![]() ![]() |
![]() |
Grab other players*/frozen enemies | Run + ![]() ![]() ![]() ![]() (release run button to throw) |
Run + ![]() ![]() (release run button to throw) |
![]() ![]() (release ![]() |
Tilt Tilt Lifts | Tilt GamePad | Alternate between pressing ![]() ![]() |
Tilt Wii Remote |
Pause | ![]() | ||
Boost Mode* | ![]() |
N/A |
* Multiplayer only.
Action(s) | Wii U GamePad/Pro Controller | Wii Remote |
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Move, select option | ![]() |
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Open inventory | ![]() |
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View map | ![]() |
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Pause | ![]() | |
Zoom in/out (map view) | ![]() ![]() | |
Confirm, hide/show Miiverse posts (map view) | ![]() |
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Back | ![]() |
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Worlds
Unlike the previous New Super Mario Bros. titles, where worlds are separated like in Super Mario Bros. 3, New Super Mario Bros. U has a contiguous world map, similar to Super Mario World. Like New Super Mario Bros. Wii, the worlds include Toad Houses and Enemy Courses, though only red and green Toad Houses return. Also returning are Towers, Castles, and Ghost House-related levels. The music changes instruments throughout the world map similar to Yoshi's Island.
This is the first 2D Super Mario game to use completely unique names for each of its levels, and the second after Super Mario World to name its greater areas in-game. Both games use food and beverages as the theme for their world names.
Other areas
Template:Color-link | Template:Color-link | |
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A small island between Acorn Plains and Sparkling Waters that houses a Purple Toad House, where the player can check several records. It is unlocked alongside Superstar Road. | A multiplayer-exclusive world found in Coin Battle, similar to World Coin from New Super Mario Bros. Wii. | |
# | Difficulty | |
Template:World-link | ★ | |
Template:World-link | ★ | |
Template:World-link | ★★ | |
Template:World-link | ★★★ | |
Template:World-link | ★★★ | |
Template:World-link | ★★★★ | |
Template:World-link | ★★★★★ | |
Template:World-link | ★★★★★ |
Yoshis
Green Yoshis make a return, acting like in New Super Mario Bros Wii. Green is the only color available for Yoshis that the players ride on, unlike New Super Mario Bros. Wii. Yoshi now has a meter that tracks how many fruits he eats, instead of showing a number each time he eats one. As usual, eating 5 makes him lay an egg containing an item. Like in New Super Mario Bros. Wii, Yoshi cannot leave the courses that he appears in.
New Super Mario Bros. U also features the return of Baby Yoshis, having been absent from the Super Mario series since their debut in Super Mario World. The game features three differently-colored Baby Yoshis, each one with a special ability. They differ from the adult Green Yoshi in terms of gameplay. Being babies, they cannot be ridden, so characters must carry them throughout the levels. Baby Yoshis also instantly eat almost any enemy that is in front of them. Unlike in Super Mario World, however, Baby Yoshis no longer grow into adults after eating several enemies, instead remaining as babies. Two types of Baby Yoshis found on the overworld can be taken into any course, with the exception of Fortresses, Airships, and Castles.
Baby Yoshi | Description |
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![]() Bubble Baby Yoshi |
Blue Baby Yoshis that blow bubbles from their mouths. Enemies caught in these bubbles will turn into 3 Coins, a power-up or a 1-Up Mushroom. These bubbles can also be used as miniature platforms. They first appear on the Frosted Glacier map area. |
![]() Balloon Baby Yoshi |
Magenta Baby Yoshis that expand like balloons and gently float in the air. These Baby Yoshis are similar to the Blimp Yoshi power-up, found in Super Mario Galaxy 2. They first appear on the Acorn Plains map area. Additionally, up to 4 players can grab on to one Baby Yoshi, by grabbing their legs. This slows the player down though. |
![]() Glowing Baby Yoshi |
Yellow Baby Yoshis that light up dark areas and can stun enemies with their light attack. These Baby Yoshis act similar to the Light Blocks, found in New Super Mario Bros. Wii, and also Bulb Yoshi from Super Mario Galaxy 2. Unlike the other two Baby Yoshis, the Glowing Baby Yoshis are not found on the world map, and are only found in courses such as Perilous Pokey Cave. Instead of following the characters throughout the courses, they give an extra life when reach the end of the levels that they appear in. |
Inventory
The world map inventory, seen in Super Mario Bros. 3 and New Super Mario Bros. Wii, returns in New Super Mario Bros. U, allowing players to store items that can be used before entering a level. Unlike the other inventories, this is limited to ten items only. If more items come in, the player will have to discard items from the inventory until they have ten. Players can gain items into their inventory by playing Red Toad House minigames, collecting items on the world map itself, completing an Enemy Course, catching Nabbit, or finishing a level with the final two digits of the time matching.
Extra modes
In addition to the main adventure, New Super Mario Bros. U features three additional bonus modes to play. The first of these is Challenge Mode, in which players must complete a given objective on a given stage, some within a specific time limit. In most cases, after the player completes a challenge, they are ranked with a medal depending on how well they did. There are five types of challenges: Time Attack, Coin Collection, 1-Up Rally, Special, and Boost Mode.
Another mode is Boost Rush Mode, where players have to reach the end of two or three selected stages in the lowest possible time, similar to the Coin Rush mode featured in New Super Mario Bros. 2. Unlike Coin Rush, the stages scroll automatically, meaning the player has to keep up with the stage, which speeds up every time they collect coins.
Coin Battle from New Super Mario Bros. Wii is also available. However, in this version of the mode, players can be grouped into teams against each other or play free-for-all, rather than just the latter. The Wii U GamePad can also be used for Coin Edit, in which the GamePad is used to customize the coin placement in the Coin Battle-exclusive courses.
Unlike in the main game, player 1 can choose any character in these modes.
Characters
Playable
Luigi (multiplayer only)
Yellow Toad (multiplayer only)
Blue Toad (multiplayer only)
Mii (Coin Battle, Boost Rush, and Challenge Mode only)
Bosses
Tower bosses
Boss | Description |
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![]() Boom Boom |
The tower boss from Acorn Plains to the first tower of Rock-Candy Mines. He does not change in the first battle. However, following his first defeat, Magikoopa gives him special abilities. In Layer-Cake Desert, Magikoopa will grant him the ability to spin jump. In Frosted Glacier and Sparkling Waters, Magikoopa will grant him the ability to jump, similar to Super Mario Bros. 3. In Soda Jungle, Magikoopa will make him larger. In Rock-Candy Mines, Magikoopa will transform his arms into wings, similar to Super Mario Bros. 3. |
![]() Boss Sumo Bro |
Boss Sumo Bro was a regular Sumo Bro until Magikoopa made him grow in size. He is normally immune to attacks from the top due to the spike on his head, but he will jump between platforms which the player can hit from the bottom. Knocking him off a platform makes him vulnerable to jump attacks. He is fought on Screwtop Tower. |
![]() Magikoopa |
Magikoopa is fought on Slide Lift Tower and teleports most of the time when Mario gets too close. However, when he stops to attack Mario, he is left vulnerable to Mario's jumping. He also casts spells on Boom Boom, Boss Sumo Bro, and Bowser granting them extra power before their battles, such as causing them to grow in size. |
Castle/airship bosses
Boss | Description |
---|---|
![]() Lemmy Koopa |
Lemmy Koopa is fought on Lemmy's Swingback Castle in Acorn Plains and attempts to throw bombs at Mario. |
![]() Morton Koopa Jr. |
Morton Koopa Jr. is fought on Morton's Compactor Castle in Layer Cake Desert and uses a large hammer that is apparently filled with magic to knock giant Pokey segments in the player's way after shaking the ground by stomping on it. He can knock Pokey segments straight at the player or knock them in high arcs. |
![]() Larry Koopa |
Larry Koopa is fought on Larry's Torpedo Castle in Sparkling Waters and blasts fireballs and use water blasts from the pool below the arena. When Larry is spinning in his shell, the water geysers give his shell a boost upwards, making it a bit tricky to avoid. After two stomps, Larry begins to cast two fireballs in quick succession. |
![]() Wendy O. Koopa |
Wendy O. Koopa is fought on Wendy's Shifting Castle in Frosted Glacier and skates around the arena, shooting out two energy rings that ricochet off of walls and can knock down the icicles at the ceiling of the airship. She also spin jumps from walls. After she is jumped on twice, she will shoot out three rings instead. |
![]() Iggy Koopa |
Iggy Koopa is fought on Iggy's Volcanic Castle in Soda Jungle and uses the four warp pipes to run around the room and on the ceiling to make it trickier for the player to stomp on him as he uses his Magic Wand to shoot three fireballs, with some being his usual green flame, and the other being red skeleton orbs that generate Magmaarghs when they land into the lava below. When Iggy is stomped on, he will dash around the room in his shell using the pipes on the walls, which will switch him to the other side of the room. Unlike the other Koopalings where they spin in their shells and change directions at the edges or walls of the room, Iggy can actually change directions anywhere around the room during his duration in his shell. |
![]() Roy Koopa |
Roy Koopa is fought on Roy's Conveyor Castle in Rock-Candy Mines and shoots Bullet Bills with his cannon and jump between platforms that move around during the fight. Occasionally, he shoots Missile Bills. He can also jump high in the air and ground pound the floor or platform, which makes him fire Bullet Bills on both sides of his blaster. The ground pound can also make the floating platforms appear after he comes out of his shell. |
![]() Ludwig von Koopa |
Ludwig von Koopa is fought on Ludwig's Clockwork Castle in Meringue Clouds and levitates in the air while making two clones of himself, and all three Ludwigs will blast fireballs at Mario before dropping onto the ground. If one of the clones is jumped on, it will simply disappear. There are four ways to find out which is the real one. The one that is the real one fires three fireballs, while the clones fire two. The clones keep their eyes half-open, and tend to assume the real Ludwig's pre-battle idle pose while not levitating. The real Ludwig will also drop to the ground last, after the clones, as well as laugh while dropping. Finally, Mario always looks at the real Ludwig if he can see him directly, just as he does with the other bosses. When the fight starts off, after shooting their fireballs, the clones disappear before landing. After the first stomp, the clones do not disappear. After the second stomp, not only do all three Ludwigs shoot faster, but swap positions, though the real Ludwig still shoots three fireballs. |
![]() Bowser Jr. |
Bowser Jr. is fought on airships. In Soda Jungle's The Mighty Cannonship, Bowser Jr. uses his Junior Clown Car as a submarine underwater, in which the player must guide the Targeting Teds that Bowser Jr. shoots into his submarine. With every hit, he summons three Torpedo Teds from the left and right or from the ceiling and the floor. In Meringue Clouds' Boarding the Airship, Bowser Jr.'s boss battle involves him in his Clown Car equipped with boxing gloves, which he uses to destroy the blocks the player is standing on. Bowser Jr. periodically throws Bob-ombs, which the player can use against him. However, in Peach's Castle's The Final Battle, he cannot be defeated. |
![]() Bowser |
Bowser is fought in The Final Battle in Peach's Castle. The first part of his battle is similar to Super Mario Bros., where the player has to get to the other side and press the switch; alternatively, shooting several fireballs also works. This causes the axe to fall and make the bridge collapse, making Bowser fall. The gate then opens and Mario moves on. When Mario reaches the top of the castle, Peach is being held up in the tower. After this, Bowser Jr. shows up in his Junior Clown Car, and Bowser hops on top of the castle while he is huge. Bowser Jr. also fights the player. In order to defeat them, the player must jump on Bowser Jr., causing him to fall out of his Junior Clown Car. This allows the player to jump in and hover over Bowser to harm him. Like the Koopalings, he curls into his shell and spins around when hit. He is defeated after being hit three times by the Clown Car. |
Supporting
Transformations
(starting form) |
( ![]() |
(New, ![]() |
( ![]() |
( ![]() |
( ![]() |
( ![]() |
(New, ![]() |
( ![]() |
( ![]() |
Enemies and obstacles
New
Enemy | Description | First appearance | Last appearance |
---|---|---|---|
![]() Bowser Stunners |
An electric statue that resembles Bowser's head and carries electrical currents. | Red-Hot Elevator Ride | |
![]() ![]() Dragoneel |
A dragon-like eel that attacks Mario by chasing him. Shorter, purple ones also exist that move slower, but make sharper turns. | Dragoneel's Undersea Grotto (red/purple) | |
![]() Fliprus |
A walrus-like creature that throws snowballs that can be jumped on. | Fliprus Lake | |
![]() Goomba (balloon) |
Goombas with balloons on them that float down the stage. | Skyward Stalk | |
![]() Goombrat |
A Goomba that resembles a persimmon and turns at ledges. | Mushroom Heights | |
![]() Grrrol |
A sub-species of Thwomp that roll on the ground. | Stoneslide Tower | Grinding-Stone Tower |
![]() Huge Fire Bar |
A larger version of a Fire Bar. | Slide Lift Tower | Fire Bar Cliffs |
![]() Mecha Cheep |
Robotic Cheep Cheeps that are immune to fireballs. | The Mighty Cannonship | |
![]() Mecha Hand |
A large mechanical hand modeled after Bowser's own hand that attempts to crush the players while they are on board. | The Mighty Cannonship | Boarding the Airship |
![]() Mega Grrrol |
A bigger Grrrol that rolls around. | Grinding-Stone Tower | |
![]() Nabbit |
A purple rabbit that steals items from the map and must be defeated to retrieve the items. | Acorn Plains Way | Seesaw Shrooms |
![]() Piranha Pod |
A projectile thrown by a Lakitu that turns into a Piranha Plant. | Blooming Lakitus | |
![]() Targeting Ted |
Red Torpedo Teds that home into their target, much like Missile Bills. | The Mighty Cannonship | |
![]() Torpedo Base |
Red torpedo tubes that fire Targeting Teds instead of Torpedo Teds. | The Mighty Cannonship | |
![]() Waddlewing |
Orange flying-squirrel enemies that glide through stages. | Acorn Plains Way | Land of Flying Blocks |
Returning
It has been requested that at least one image be uploaded for this section. Remove this notice only after the image(s) have been added. Specifics: giant cannon
Enemies with an asterisk (*) are enemies that first appeared in New Super Mario Bros. Wii. The only two enemies that do not reappear are the Ghost Vase and the Bull's-Eye Bomber Bill.
Image | Name | Description | First appearance | Last appearance |
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Amp | Electric balls that shock Mario upon contact. | Snake Block Tower | Ludwig's Clockwork Castle |
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Bomber Bill | Large Bullet Bills that fly straight forward. | Scaling the Mountainside | |
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Banzai Bill Cannon | Cannons that shoot Banzai Bills. | ||
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Big Amp | Larger variants of Amps. | Snake Block Tower | |
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Big Boo | Bigger variants of Boos that have the same behavior. | Swaying Ghost House | Spinning Spirit House |
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Big Buzzy Beetle | Bigger variants of Buzzy Beetles. | Rising Tides of Lava | |
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Big Cheep Cheep | Large variants of Cheep Cheeps that are found in underwater levels. | Tropical Refresher | |
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Big Dry Bones | Large variants of Dry Bones that appear in castle levels. | Stoneslide Tower | Ludwig's Clockwork Castle |
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Big Fuzzy* | Large variants of Fuzzies. | Spine-Tingling Spine Coaster | |
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Big Goomba | Large variants of Goombas. They split into two Hefty Goombas once stomped on. | Jungle of the Giants | |
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Big Koopa Troopa | Large variants of Koopa Troopas. | Jungle of the Giants | |
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Big Piranha Plant | Large variants of Piranha Plants. | Mushroom Heights | A Quick Dip in the Sky |
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Big Pokey | Large variants of Pokeys. | Morton's Compactor Castle | |
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Big Thwomp | Large Thwomps that can break through stone tiles. | Wendy's Shifting Castle | |
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Big Urchin* | A gigantic Urchin that can be defeated only with a Star. | Tropical Refresher | Urchin Shoals |
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Big Wiggler | Large variants of Wigglers. | Wiggler Stampede | |
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Bill Blaster | Cannons that shoot Bullet Bills. | Scaling the Mountainside | Switchback Hill |
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Bill Blaster Turret | Stacks of Bill Blasters that rotate and shoot Bullet Bills. | Switchback Hill | |
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Blooper | Underwater enemies that move in an erratic pattern and follow Mario. | Blooper's Secret Lair | Tropical Refresher |
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Blooper Baby | Small Bloopers that follow Blooper Nannies. | Blooper's Secret Lair | |
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Blooper Nanny | Bloopers that have Blooper Babies swimming in a trail behind them. | Blooper's Secret Lair | |
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Bob-omb | Bombs that ignite if they are jumped on or have a fireball thrown at them, then explode shortly after. | Light Blocks, Dark Tower | The Final Battle |
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Bony Beetle | Skeleton variants of Buzzy Beetles that walk around and suddenly stop to stick out their spikes. | Grinding-Stone Tower | Pendulum Castle |
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Boo | Ghosts that follow Mario when his back is turned, but hide their face when he looks at them. | Haunted Shipwreck | Spinning Spirit House |
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Boomerang Bro | Hammer Bros. that use boomerangs, which return to them after being thrown. | Bouncy Cloud Boomerangs | |
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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. | Bramball Woods | |
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Broozer | A walking, boxing Boo. 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. | Which-Way Labyrinth | Spinning Spirit House |
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Bulber* | An enemy that illuminates a dark area and swims in a set pattern. | Deepsea Ruins | |
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Bullet Bill | Bullets that fly straight forward and are shot from Bill Blasters and Bill Blaster Turrets. | Scaling the Mountainside | Switchback Hill |
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Burner | Constant streams of fire that rotate and are found on airships. | Larry's Torpedo Castle | Boarding the Airship |
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Buzzy Beetle | Shelled enemies that can be kicked or thrown after being jumped on, and can walk on ceilings. | Tilted Tunnel | Fire Bar Cliffs |
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Cannon | Cannons that shoot cannonballs or Bob-ombs. | The Mighty Cannonship | |
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Cannonball | Heavy metal spheres launched by cannons. | The Mighty Cannonship | |
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Chain Chomp | Enemies tied to posts that lunge at Mario. If Mario ground pounds their post, they are set free. | Waddlewing's Nest | |
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Cheep Cheep | Fish that are found swimming aimlessly in underwater levels. | Waterspout Beach | Swim for Your Life! |
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Cheep Chomp | Large fish that attempt to eat Mario. | Swim for Your Life! | |
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Circling Boo Buddies | Boos flying in a circle formation. | Haunted Shipwreck | Spinning Platforms of Doom |
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Clampy | Clams that open and close their mouths. | Waterspout Beach | |
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Cooligan* | An enemy that slides on ice and slows down when hit. | Cooligan Fields | |
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Dry Bones | Skeleton Koopa Troopas that collapse when attacked, but later rebuild themselves. | Crushing-Cogs Tower | Ludwig's Clockwork Castle |
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Eep Cheep* | A Cheep Cheep that lives in a school with other Eep Cheeps and swims away when the player comes near it. | Dragoneel's Undersea Grotto | |
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Fire Bar | A series of fireballs that spins in a circular motion. | Screwtop Tower | Slide Lift Tower |
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Fire Bro | Hammer Bros. that throw fireballs. | Fire Snake Cavern | Ludwig's Clockwork Castle |
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Fire Piranha Plant | Piranha Plants that aim at Mario and shoot fireballs. | Yoshi Hill | Prickly Goombas! |
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Fire Snake | Flames that jump in a high arc. | Fire Snake Cavern | |
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Fish Bone | Skeletal fish that charge towards Mario. | Haunted Shipwreck | Deepsea Ruins |
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Flame Chomp | Black spheres that spit fireballs at Mario. They explode after they're out of fireballs. | Rising Tides of Lava | |
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Foo* | An enemy that creates fog in order to obscure the player's view. | Snaking above Mist Valley | |
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Frost Piranha | A Piranha Plant that can shoot ice balls from its mouth, like Fire Piranha Plants. | Fuzzy Clifftop | |
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Fuzzy | Enemies that follow tracks and hurt Mario upon contact. | Fuzzy Clifftop | A Quick Dip in the Sky |
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Ghost Block* | A ? Block that floats and charges at the player, breaking if it hits a floor or a platform. | Haunted Shipwreck | Spinning Spirit House |
Giant cannon | Horizontal, pipe-sized cannons shoot giant cannonballs. | The Mighty Cannonship | ||
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Giant cannonball | Large variants of cannonballs launched by giant cannons. | The Mighty Cannonship | |
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Goomba | Common enemies that can be defeated by jumping on them. | Acorn Plains Way | Follow That Shell! |
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Hammer Bro | Enemies that throw hammers and jump. | Rise of the Piranha Plants | |
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Hammer Pendulum* | Hammer-like platforms that swing back and forth on a 180-degree arc. | Hammerswing Caverns | |
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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. | Jungle of the Giants | |
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Heavy Para-Beetle* | A Para-Beetle that descends when used as a platform. | Flight of the Para-Beetles | |
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Huckit Crab* | A crab that throws sand balls on loop. These balls can be jumped on and used as a temporary platform. | Waterspout Beach | |
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Huge Icicle* | Large Icicles that fall and act as platforms. | Freezing-Rain Tower | Icicle Caverns |
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Ice Bro* | An enemy that throws ice balls at the ground, which can freeze the player and even other enemies. | Icicle Caverns | |
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Icicle | Icicles that fall when the player gets close underneath. | Freezing-Rain Tower | Wendy's Shifting Castle |
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Jellybeam* | An enemy that illuminates a dark cave. | Deepsea Ruins | |
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King Bill* | A nearly invincible enemy that charges forward, taking up most of the screen. | Flight of the Para-Beetles | |
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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. | Acorn Plains Way | Follow That Shell! |
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Lakitu | Enemies that throw Spiny Eggs. If Mario defeats a Lakitu, he can ride on its cloud until it disappears. | Blooming Lakitus | Lakitu! Lakitu! Lakitu! |
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Lava Bubble | Fireballs that jump out of lava. | Lemmy's Swingback Castle | The Final Battle |
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Magmaargh | Lava monsters that attacks by moving towards the players in a wave-like movement | Iggy's Volcanic Castle | |
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Magmaw | Lava monsters that lunges at the player and dips back into the lava. | Magma-River Cruise | |
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Mechakoopa | A mechanical Koopa. After stomping it, Mario can pick it up and use it as a weapon. | The Mighty Cannonship | |
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Meteor | Rocks that fall slowly and break upon hitting either the ground or a block. | Meteor Moat | Firefall Cliffs |
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Mini Goomba | Small Goombas that weigh Mario down until he either attacks or walks for a few seconds. | Slide Lift Tower | Magma-River Cruise |
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Missile Bill | Bullet Bills that target Mario. | Roy's Conveyor Castle | |
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Monty Mole | A mole that pops out of mountains and the ground and gives chase. | Yoshi Hill | Magma-River Cruise |
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Muncher | An invincible black plant. | Spinning-Star Sky | Thrilling Spine Coaster |
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Para-Beetle | Para-Beetles are winged Buzzy Beetles. However, Mario can hop on their back for a ride, unlike with other winged foes. | Flight of the Para-Beetles | |
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Parabomb | Parachuting Bob-ombs that are sometimes shot out of cannons. | Red-Hot Elevator Ride | |
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Paragoomba | Winged Goombas that hop as they walk. | Seesaw Shrooms | |
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Paratroopa | Winged Koopa Troopas that either jump in high arcs or fly up and down in the air. | Stone-Eye Zone | Hammerswing Caverns |
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Piranha Plant | Plants that move in and out of Warp Pipes and some grounded. | Acorn Plains Way | Spinning Platforms of Doom |
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Pokey | Living cacti that appear in desert levels and move slowly. | Perilous Pokey Cave | |
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Porcupuffer | Fish that jump out of the water and follow Mario. | Porcupuffer Falls | |
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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. | Prickly Goombas! | |
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River Piranha Plant* | A stationary Piranha Plant that blows a green spiked ball up and down, similar to a Ptooie. | Fliprus Lake | Seesaw Bridge |
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Rocky Wrench | Monty Moles that pop out of its hole in an airship throw wrenches. | Boarding the Airship | |
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Scaredy Rat* | An enemy that walks around in a group. When one of the rats is jumped on, the rest panic and run around. | Which-Way Labyrinth | |
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Skewer | Spiked Pillars that move up and down. | Giant Skewer Tower | |
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Sledge Bro | Hammer Bro variants that stun Mario after they jump. | Ludwig's Clockwork Castle | |
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Spike | Green turtles which pull spiked balls out of their mouths and throw them directly downwards from the ledges on which they stand | Spike's Spouting Sands | |
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Spike Top | Buzzy Beetle variants that have spikes on their shells, preventing them from being jumped on. | Stoneslide Tower | Rising Tides of Lava |
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Spiked ball | Spike balls that appear in fortress and castle levels. | Spike's Spouting Sands | |
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Spinner | A large spiked ball on a chain that cannot be defeated. | Snake Block Tower (regular) Pendulum Castle (large) |
Pendulum Castle (regular/large) |
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Spiny | Enemies that hatch from Spiny Eggs and cannot be jumped on. | Seesaw Shrooms | Lakitu! Lakitu! Lakitu! |
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Spiny Cheep Cheep | Fast-swimming fish that chase Mario. | Tropical Refresher | Swim for Your Life! |
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Stalking Piranha Plant* | A Piranha Plant that walks around and stretches up and down on a regular basis. | Bramball Woods | Walking Piranha Plants! |
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Stone Spike* | A Spike that throws stone rocks downwards. | Dry Desert Mushrooms | |
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Sumo Bro | Giant Koopas that stomp the ground and create electric waves in two directions. | Screwtop Tower | |
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Swoop | Bats that hang onto the ceiling, then swoop towards Mario. | Perilous Pokey Cave | Shifting-Floor Cave |
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Thwimp | A tiny Thwomp that hops around. | Wendy's Shifting Castle | |
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Thwomp | Large rocks that fall when Mario gets close. | Wendy's Shifting Castle | |
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Torpedo Ted | A slow-moving torpedo that flies in one direction. | Larry's Torpedo Castle | The Mighty Cannonship |
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Torpedo tube | An indestructable box that fires Torpedo Teds. | Larry's Torpedo Castle | The Mighty Cannonship |
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Urchin | Stationary enemies that appear in underwater levels. | Tropical Refresher | Swim for Your Life! |
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Wiggler | Caterpillars that move faster after being jumped on. | Seesaw Bridge | Wiggler Stampede |
Obstacles
Image | Enemy | Description | First appearance | Last appearance |
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Cog | Gear-like platforms that the player must go under to pass. If they remain under one, they are squished and lose a life. | Crushing-Cogs Tower | |
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Current | Currents that push the player. | Blooper's Secret Lair | Swim for Your Life! |
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Dark | Blocks the player's view. | Perilous Pokey Cave | Thrilling Spine Coaster |
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Lava | Molten rock that can cause the player to instantly lose a life. | Lemmy's Swingback Castle | The Final Battle |
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Lava Geyser | Lava that rises up from pits. | Meteor Moat | |
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Lava swell | Lava that moves up in waves. | Iggy's Volcanic Castle | |
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Poison | A liquid hazard that can cause the player to instantly lose a life. | Bridge over Poisoned Waters | Spinning Platforms of Doom |
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Quicksand | Sand that sinks the player. | Stone-Eye Zone | Blooming Lakitus |
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Rising lava | Lava that rises up. | Rising Tides of Lava | |
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Sand Geyser | Sand that rises up from pits. | Stone-Eye Zone | Spike's Spouting Sands |
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Water | Large bodies of harmless liquid that the player(s) can swim through. | Blooper's Secret Lair | Swim for Your Life! |
File:NSMBU Above the Cheep Cheep Seas Screenshot.jpg | Water Geyser | Water that rises up from pits. | Waterspout Beach | Larry's Torpedo Castle |
Obstacles
New
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An electric statue that resembles Bowser's head and carries electrical currents. | Red-Hot Elevator Ride
Items and objects
Blocks
Transportation objects
Climbable objects
Platforms
ReceptionNew Super Mario Bros. U has received generally positive reviews. The game currently maintains an 84 average on both Metacritic[2] and GameRankings.[3] GameXplain gave the single-player and multi-player modes 4 stars out of 5,[4] IGN gave it a score of 9.1 out of 10,[5] EGM[6] gave a score of 9/10, Joystiq gave it 4.5 stars out of 5,[7] Polygon[8] and Destructoid[9] gave the same score of 8.5/10, VentureBeat[10] gave it a score of 83/100 (83%), Games Radar gave it 4 stars out of 5,[11] and Gamespot gave a score of 8.5.[12] The game has been praised for its balanced gameplay and challenge mode, with IGN's Rich George describing it as "the best thing to come to Mario's world since 3D", while criticizing it as not pushing the Wii U's visuals and audio potential. He also stated, "though it doesn't necessarily redefine Nintendo's iconic hero, it still manages to capture the sense of carefree adventure that many of us felt as kids." He also criticized the game's "weak graphics and audio, plus the return of the irritating chaotic, bouncy multiplayer mode." He praised the progressing difficulty in the game and the additional difficulty of Challenge Mode.
SalesAs of March 31, 2014, New Super Mario Bros. U is the 3rd best-selling game for the Wii U, having sold about 4.16 million copies worldwide. As of September 30, 2021, it had sold 5.82 million copies worldwide.[13] Updates1.1.0
Release date: November 18, 2012 Released at launch, the first update adds the game's Miiverse functionality. 1.2.0
Release date: March 15, 2013[14] The second update causes any Miiverse posts made in-game to be posted to a separate "Game Posts" community rather than the standard community. 1.3.0
Release date: June 20, 2013[15] The third game update adds the ability for the game to receive the New Super Luigi U downloadable content and puts a prompt in-game to go to the Nintendo eShop to download it. The update also adds support for the Wii U Pro Controller. New Super Luigi U
In July 2013, as part of the Year of Luigi celebration, a large-scale expansion pack titled New Super Luigi U was released as downloadable content for New Super Mario Bros. U on the Nintendo eShop, and was later released as a standalone title at retail. The pack contains 82 new courses in place of the original ones, featuring Luigi as the main character in the place of Mario, who does not appear at all within the game. The game features the same multiplayer, with the option of playing as Yellow Toad, Blue Toad, or Nabbit (who cannot power-up like the other characters, but is impervious to enemy damage). The game features similar physics to that of Luigi's style of gameplay in Super Mario Bros.: The Lost Levels, in that the characters run faster and jump higher, but stop slower. The levels have also been designed to be more challenging, with each one being shorter and featuring a 100 second time limit. The Mario & Luigi Deluxe Set Wii U bundle released in November 2013 includes with it both games put onto one disc, titled New Super Mario Bros. U + New Super Luigi U. In addition to being a compilation of both games, this release includes several bonus videos. With the discontinuation of digital purchases for Wii U in March 2023, it is no longer possible to buy New Super Luigi U as DLC for New Super Mario Bros. U, though it can still be downloaded by those who purchased it when it was available. DevelopmentAs stated above, New Super Mario Bros. U was based upon the New Super Mario Bros. Mii Wii U experience demo shown off at E3 2011.[16] A translation of a Spanish online magazine revealed that the new title was in development and would be revealed at E3 2012,[17] with the game fully revealed to be New Super Mario Bros. U during the E3 trailer.[18] New Super Mario Bros. U began development soon after the completion of New Super Mario Bros. Wii, using pre-existing elements from the Wii game, as development equipment for the Wii U did not exist at the time.[19] The game's singular, interconnected world map was inspired by the one seen in Super Mario World; Masataka Takemoto desired to take the map from that game and use the Wii U in order to recreate and expand upon the concept.[20] The map being seamless also had a role in Miiverse integration, as with the setup of the map it was possible to display comments across each of the levels.[21] The concept of drop-in play with one player on the Gamepad placing blocks was brought up early in development. When the Wii U Gamepad was brought up during development, the team began to conceptualize ways to use it, talking specifically about the drop-in play. Wanting to make a feature with "controls that you can understand right away with no explanation," the concept of using the GamePad to place blocks the other players can jump on went through.[19] Challenge Mode was based upon the idea of setting a self-challenge in the previous games, as well as the challenge site for New Super Mario Bros. Wii. Because of ideas like this, the developers decided to put the Challenge Mode into the game from the beginning. The challenges were created with all types of skill levels in mind.[22] Boost Rush Mode was based on the Free-for-All Mode featured in New Super Mario Bros. Wii, in that they wanted a similar mode for playing the main game stages in short bursts. The developers tried connecting courses together and playing them through, but found it uneventful; they then added the concept of collecting coins resulting in the screen scrolling faster, and found it to fit a Super Mario-style of gameplay.[20] Pre-release and unused contentMiis were originally going to be playable in the game's Story Mode. In the final game, Mii playability is restricted to the bonus modes. Additionally, Boost Mode was also originally titled "Assist Play". The Acorn Plains map as seen in the E3 showcase for the game is also very different from the version seen in final game. Gallery
Media
GlitchesBy entering a Warp Pipe or door in any stage exactly when the timer hits zero, the player does not die, and they can explore the level indefinitely. Staff
New Super Mario Bros. U was produced by Takashi Tezuka and Hiroyuki Kimura, with Masataka Takemoto as the director and Tsutomu Kaneshige and Shinichi Ikeamtsu as the general coordinators. Satoru Iwata was the executive producer, with the general producer being Shigeru Miyamoto. Masanobu Sato was the lead designer, and Shiro Mouri was the programming director. The music was composed by Shiho Fujii and Mahito Yokota, with Koji Kondo as sound adviser. References to other games
References in later games
Names in other languages
Trivia
External links
References
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