User:Nintendo101/flowerpot: Difference between revisions
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|style="background:white"|[[File:NSMB Asset Sprite Hanging Vine.png|100x100px]] | |style="background:white"|[[File:NSMB Asset Sprite Hanging Vine.png|100x100px]] | ||
|Vine (hanging) | |Vine (hanging) | ||
|align=left|TBW | |align=left|TBW | ||
|- | |- | ||
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|[[Bumper (Super Mario series)|Bumper]] | |[[Bumper (Super Mario series)|Bumper]] | ||
|align=left|Giant bubbles that bounce the player away. | |align=left|Giant bubbles that bounce the player away. | ||
|- | |||
|style="background:white"|[[File:DoorNSMB.png]] | |||
|[[Warp Door|Door]] | |||
|align=left|Takes Mario or Luigi to another room. | |||
|- | |- | ||
|style="background:white"|[[File:NsmbFlipper.png]] | |style="background:white"|[[File:NsmbFlipper.png]] |
Revision as of 21:06, September 18, 2024
NSMB
Playable characters from NSMB
Image | Name | Description |
---|---|---|
Mario | Mario retains his conventional role in the Super Mario series as the game's main protagonist in his adventure to once again rescue Princess Peach from the clutches of Bowser and his son Bowser Jr. He is the default playable character in the Story Mode. | |
Luigi | Luigi, Mario's brother, returns to the Super Mario series as a playable character. The method to play as Luigi is not revealed until the game's completion, but he can be played as at any time by pressing and holding + + on the file selection screen. |
Non-playable characters from NSMB
Image | Name | Description |
---|---|---|
Princess Peach | The damsel in distress, who was kidnapped by Bowser Jr. | |
Toads | TBW | |
Toadsworth | An ally who appears in Toad Houses. | |
Dorrie | A large plesiosaur-like creature that the player can ride over poisoned water. | |
Giant Wiggler | A giant Wiggler made up of many segments that the player can ride over pits. |
Enemies from NSMB
The enemies listed in this table match those in the Super Mario Bros. Encyclopedia.[1] The default order they are listed derives from the official guidebook[2] with adjustments that ensure enemies are listed next to their immediate relatives. Some listed enemies – namely Super Piranha Plant, Mega Cheep-Cheep, Mega Deep-Cheep, and Big Whomp – are lumped with their smaller counterparts in the guidebook, but are recognized as distinct in the encyclopedia. The leaping Cheep-Cheep variant named トビプク (Tobipuku) in the guide is lumped with its underwater counterpart in the encyclopedia and this is followed suit here. The blue-shelled Koopa Troopa is not listed in either source.
Image | Name | Description | Levels | Pts. | New | |
---|---|---|---|---|---|---|
First | Last | |||||
Goomba | Simplest enemy. Brown mushroom-like creature with feet. Can be defeated with anything. | World 1-1 | World 8-6 | 200 | — | |
Paragoomba | This Goomba has wings. One stomp makes it lose its wings, and turns it into a Goomba. It can also be defeated with a fireball. | World 2-4 | 200 | — | ||
Mini Goomba | This small Goomba works the same as its bigger cousins. Only appears in Mini Pipes, and is the only enemy Mini Mario can defeat them with one stomp. Other versions of Mario can defeat them by just touching them. | World 3-A | World 8-4 | 200 | — | |
Koopa Troopa (Green) | A basic form of Koopa. The green-shelled Koopa Troopas walk into bottomless pits. By stomping on it, it retreats into its shell. The shell can slide when kicked, and can also be used to defeat enemies or destroy bricks. | World 1-1 | World 8-7 | 200 | — | |
Koopa Troopa (Red) | The red-shelled Koopa Troopa turns around when its reaches the edge of a platform. | World 1-1 | World 8-7 | 200 | — | |
Koopa Troopa (Blue) | Ground pounding a Blue Koopa makes Mario gain his Shell power. | Ice | 200 | — | ||
Koopa Paratroopa (Green) | This Koopa Troopa has wings. It either flies back and forth or bounces all around. One stomp makes it lose its wings, and turns it into a Koopa Troopa. It can also be defeated by a fireball. | World 1-4 | World 8-7 | 200 | — | |
Koopa Paratroopa (Red) | TBW | World 2-A | World 8-7 | 200 | — | |
Climbing Koopa (Green) | TBW | World 3-Tower | 200 | — | ||
Climbing Koopa (Red) | TBW | World 3-Tower | 200 | — | ||
Lakitu | Throws Spiny Eggs and has his own cloud. One stomp and it is defeated, and the cloud disappears. If defeated with a shell or fireball, the cloud stays, so Mario can take to the skies in it for a while. | World 2-2 | World 6-A | 1000 | — | |
Spiny Egg | Spike balls thrown by Lakitus, turning into Spinies upon landing. When a Spiny touches water, its turns back into a Spiny Egg, only returning to normal once the water recedes. Lakithunder's Spiny Eggs instead bounce around the arena. | World 2-1 | World 7-Castle | 200 | — | |
Spiny | These hatch from Spiny Eggs. Any stomp, even the Ground Pound, harms Mario. Also found on ceilings, and comes down when Mario passes, but can collide with other moving Spinies and knock each other out. If a Spiny falls upside down from a ceiling, they behave similarly to Koopa Troopas and Buzzy Beetles. Fireballs and the Super Star can defeat them. | World 2-1 | World 8-6 | 200 | — | |
Buzzy Beetle | Just like Koopa Troopas, it retreats into its shell once stomped on. One difference is that it is not affected by fireballs. | World 5-C | World 6-Tower | 200 | — | |
Spike Top | Buzzy Beetles with spikes on their shells which walk on walls. Hitting the block they are on defeats them. | World 5-2 | World 8-Tower | 200 | — | |
Dry Bones | One stomp, and it falls apart. It can reassemble, however. Invincible to fireballs. | World 1-Tower | World 8-Bowser's Castle | 200 | — | |
Super Dry Bones | A big Dry Bones. Requires a Ground Pound to cause it to fall apart. | World 5-Castle | World 6-Tower | 200 | Template:Chart icon | |
Hammer Bro | Koopa with headgear that throws hammers. It can be defeated by a stomp or fireball or hitting a block from below. | World 2-4 | World 8 | 1000 | — | |
Fire Bro | A variation of the Hammer Bro that throws fireballs. A fireball or stomp or hitting a block from below defeats it. | World 8-7 | 1000 | — | ||
Boomerang Bro | A variation of the Hammer Bro that throws boomerangs. Stomp, fireball, hitting a block from below or invincibility defeats it. | World 2-5 | World 8-7 | 1000 | — | |
Sledge Bro | A large Hammer Bro that carries sledgehammers. When Mario does not jump, he can stun him. It can be defeated with a stomp, a fireball or a block from below. | World 8-7 | 1000 | — | ||
Pokey | A cactus with a flower and face. Its segments can be destroyed with fireballs, and defeated when hit in the head. | World 2-1 | 200 | — | ||
Piranha Plant | This plant comes out of pipes, but is also found on the ground trying to bite Mario. Throw fireballs or avoid it. | World 1-2 | World 7-A | 200 | — | |
Super Piranha Plant | A big Piranha Plant. It requires three fireballs to defeat, and gives up eight coins if killed with fireballs. | World 2-3 | World 6-B | 200 | — | |
Venus Fire Trap | A Piranha Plant that spits fireballs. Defeated with fireballs. | World 2-6 | World 6-3 | 200 | — | |
Blockhopper | Imitates 1-3 bricks and a ? Block, stacked on each other. When Mario approaches, it comes to life and hops around. Easily distinguished by the fact that the ? does not turn. Mario can defeat it by ground pounding all the blocks down to the ? Block. | World 2-5 | 200 | Template:Chart icon | ||
Cheep-Cheep | A swimming fish. It sometimes hops on land. On land it is defeated with a stomp, but underwater it must be hit with a fireball. | World 1-A | World 8-3 | 200 | — | |
Mega Cheep-Cheep | A bigger Cheep-Cheep that acts the same as the small form, Defeated with Fire Mario's fireballs. | World 3-1 | 200 | — | ||
Deep-Cheep | A green Cheep-Cheep that follows Mario when it sees him. Use a fireball to defeat it. | World 6-5 | 200 | Template:Chart icon | ||
Mega Deep-Cheep | A bigger Deep-Cheep that acts the same as the small form. Defeated with Fire Mario's fireballs. | World 6-5 | 200 | Template:Chart icon | ||
Cheep-Chomp | A big, purple Cheep-Cheep. Approaches Mario to attempt to chomp him down. | World 3-1 | 200 | — | ||
Spike Bass | A brown giant fish, with spikes all over. It jumps for some time, similar to Boss Bass. It can be defeated with a fireball, a Koopa Shell, a Starman, and a Mega Mushroom, but returns after a few seconds. | World 2-A | World 3-C | 200 | Template:Chart icon | |
Skeeter | This bug skates on water and deploys bombs. One stomp or fireball defeats it, and its bombs can be obliterated with fireballs. | World 3-A | World 8-2 | 200 | Template:Chart icon | |
Sushi | Long sharks that are defeated by fireballs. They only appear in 1-A. | World 1-A | 200 | — | ||
Blooper | Swims in an irregular manner. Can be defeated by fireballs or invincibility. | World 3-3 | 200 | — | ||
Blooper Nanny | Swims in an irregular manner, as Blooper Babies swim after it. Can be beat with a fireball or invincibility. | World 3-3 | 200 | — | ||
Unagi | An eel that lives in gaps, and tries to bite Mario. Occasionally, they can be found swimming back and forth. They can be defeated with a Mega Mushroom or Starman. | World 4-3 | World 8-3 | 200 | — | |
Mega Unagi | A bigger Unagi. Cannot be defeated, but can be swam through with a Mega Mushroom or Starman (except through the face, in which case Mario gets knocked back instead). In World 8-3, one chases Mario at the second half of the level. | World 4-3 | World 8-3 | Template:Chart icon | Template:Chart icon | |
Whomp | Attempts to crush Mario when he gets close. Before it gets up, players should execute a Ground Pound on it, causing it to drop four coins. | World 3-Castle | 200 | — | ||
Big Whomp | Larger versions of normal Whomps that walk around instead of standing in the background. When they fall on the ground, the player can ground pound them to defeat them. | World 3-Castle | 200 | Template:Chart icon | ||
Thwomp | Tries to crush Mario when he gets close. It is defeated with a Blue Shell, Starman or a Mega Mushroom. | World 4-Castle | World 8-Bowser's Castle | 200 | — | |
Super Thwomp | A big Thwomp. The only other difference is that Super Thwomp can crush through bricks and used blocks and stair blocks. | World 4-Castle | World 8-Bowser's Castle | 200 | — | |
Flame Chomp | Spits a fireball that follows Mario, causing its tail, made of fireballs, to decrease in length. It self-destructs when it does not have any fireballs left, which can hurt Mario. Can be defeated with a stomp or a fireball. | World 7-1 | 200 | — | ||
Podoboo | Lava balls that jump out of lava. | World 1-Castle | World 8-Bowser's Castle | Template:Chart icon | — | |
Fire Snake | An eyed flame with a tail of smaller flames. It can hop on blocks and follow Mario. | World 2-5 | 200 | — | ||
Boo | Facing it stops it. Looking away from it causes it to pursue Mario. It is vulnerable to Starmen and Blue Shells. | World 3-Ghost House | World 8-1 | 200 | — | |
Balloon Boo | Approaches Mario if his back is turned. When looked at, it stops to inhale air to grow. Shrinks to the normal size of a Boo when it attacks. A Starman, Blue Shell or Mega Mushroom can defeat Balloon Boos. | World 4-Ghost House | 200 | Template:Chart icon | ||
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 it with a fireball. | World 5-Ghost House | World 5-C | 200 | Template:Chart icon | |
Splunkin | Walking Jack-o'-lantern enemies. One stomp causes it to become angry and speed up; a second stomp destroys it. A fireball also defeats it. | World 3-Ghost House | World 8-1 | 200 | Template:Chart icon | |
Swoop | This bat hangs on ceilings. Flies at Mario when he approaches. Fireballs or a stomp defeats it. | World 2-3 | World 5-2 | 200 | — | |
Moneybags | A hopping pest that at first looks like a coin. Stomp on it or hit it with a Fire Ball to get coins, and if it is jumped on or hit enough times, Mario gets a 1-Up Mushroom. | World 5-2 | World 6-3 | 200 | — | |
Crowber | Swoops at high speeds at Mario. It is defeated with any attack. | World 8-1 | 200 | Template:Chart icon | ||
Bob-omb | Legged bombs with eyes. Stomping/shooting on a Bob-omb makes it explode after a certain time. | World 4-5 | World 7-5 | 200 | — | |
Kab-omb | A Bob-omb that lights and explodes when touched by volcanic debris or one of Fire Mario's fireballs. It can be defeated by stomping it. | World 8-8 | 200 | Template:Chart icon | ||
Scuttlebug | This spider appears from upwards via its web. One stomp or fireball drops it off its string and defeats it. Also, some can detach from their strings and walk along the ground in World 8-4. | World 4-1 | World 8-4 | 200 | — | |
Squiggler | A tiny Wiggler that comes out of pipes and crawls on walls. A stomp on the head defeats it, but only a ground pound gives up points. | World 7-A | 200 | Template:Chart icon | ||
Wiggler | Normally just walks slowly, but becomes angry and red when stomped on. Can only be defeated with a shell, Starman or Mega Mushroom. | World 4-4 | World 7-3 | 200 | — | |
Amp | An electric enemy. Can be destroyed with a Mega Mushroom or Starman. | World 3-Tower | World 7-Castle | 200 | — | |
Chain Chomp | It attacks Mario by moving its head and lunging. Mario must ground pound the post it is tied to three times to free it. | World 6-6 | 200 | — | ||
Bullet Bill | It is launched by Bill Blasters and Bill Blaster Turrets. Mario must stomp on it to defeat it. | World 2-Castle | World 8-1 | 200 | — | |
Banzai Bill | An enormous Bullet Bill. Mario can jump on a Banzai Bill to defeat it, just like Bullet Bills. | World 7-5 | World 8-1 | 200 | — | |
Snailicorn | Creature with a snail's shell, a horn, and feet. Invincible to stomps, but can be pushed off cliffs. | World 5-3 | World 5-B | 200 | Template:Chart icon | |
Snow Spike | The normal Spike does not appear, but this one does. Instead of Spiked Balls, it throws Snowballs. It can be defeated by a stomp or fireballs. | World 5-1 | 200 | Template:Chart icon |
Obstacles from NSMB
Image | Name | Description | Levels | |
---|---|---|---|---|
First | Last | |||
Ball 'N' Chain | Spiked Ball attached to a chain on a block. It spins around and cannot be destroyed. | World 7-Castle | World 7-Castle | |
Banzai Bill Cannon | Giant launchers that shoot unending Banzai Bills. | World 7-5 | World 8-1 | |
Bill Blaster | Fires endless amounts of Bullet Bills from either side. Can be destroyed with a Mega Mushroom. | World 2-Castle | World 8-1 | |
Bill Blaster Turret | Stacked Bill Blasters that rotate between firings. Can be destroyed with a Mega Mushroom. | World 6-1 | World 7-5 | |
Burner | A rocket engine that blows long flames for several seconds before a break. They are indestructible. There are also shorter ones that never stop. | World 7-Castle | World 8-Bowser's Castle | |
Fire Bar | A long stick of fireballs rotating around a block. The amount of fireballs vary, and there can be two bars in one block. | World 6-4 | World 8-Bowser's Castle | |
Giant Spiked Ball | Larger versions of Spiked Balls that destroy blocks, enemies, and even smaller Spiked Balls. Can only be destroyed with Mega Mario. | World 2-Castle | World 5-Tower | |
Lava | Molten rock that causes the player to instantly lose a life if touched. | World 1-Castle | World 8-Bowser's Castle | |
Moving rock | Stone platforms that move in set patterns and come in various sizes with some containing spikes. They can either help or hinder the player. Often found in towers. | TBD | TBD | |
Poison | A liquid hazard that causes the player to instantly lose a life if touched, similar to lava. | World 4-1 | World 6-3 | |
Quicksand | Sand that sinks the player if they fall in. Jumping repeatedly is required to escape. | World 2-1 | World 6-A | |
Skewer | Giant spiked pillars that shoot out at high speeds before retracting. | World 3-Castle | World 6-Tower | |
Snow | Deep snow that causes the player to sink, reducing jump height. | World 5-1 | World 5-1 | |
Snow branch | Snow that hangs on branches and falls once the player passes underneath. It traps them for a moment if it lands on them, and makes them vulnerable to enemies. | World 5-1 | World 5-1 | |
Spike Ball | Ball with spikes that rolls along the floor, destroying almost everything in its way. They can be destroyed by Mega Mario, or their larger counterpart Giant Spiked Ball. | World 2-Castle | World 8-Tower | |
Spike Trap | Pointy obstacles that damage the player if touched. | World 1-Tower | World 8-Bowser's Castle | |
Volcanic debris | Lava rocks shot from a volcano. Can be destroyed with a Starman or Mega Mushroom. | World 8-8 | World 8-8 | |
Whirlpool | A swirling vortex of water that can sink the player to the pit. | World 6-5 | World 6-5 |
Bosses from NSMB
Image | Name | Description | Levels | |
---|---|---|---|---|
First | Last | |||
Bowser Jr. | Bowser Jr. is fought in all towers and in World 8-Bowser's Castle. Mario needs to jump on him three times. When he has his bandanna on his face, he hides in his shell when he gets close to Mario, so he needs to jump on the Green Shells he throws and throw them back at him, then jump on him, three times. A ground pound counts as two hits, or Mario can defeat him with nine fireballs, which do not stun him like jumping on him does. | World 1-Tower | World 8-Bowser's Castle | |
Bowser | Mario needs to jump on the skull switch to send him falling down beneath the bridge into the lava. | World 1-Castle | World 8-Bowser's Castle | |
Mummipokey | Mario needs to jump on this Pokey three times to go to World 3 or ground pound him three times with Mini Mario to go to World 4. | World 2-Castle | ||
Cheepskipper | Mario needs to jump on him three times when he jumps out of the water, while dodging his Cheep-Cheeps. | World 3-Castle | ||
Mega Goomba | Mario should hit the switch in hole in the middle, and ride up the platforms so he can ground pound the Mega Goomba three times. | World 4-Castle | ||
Petey Piranha | Mario should run around so that Petey tries to squish Mario. If he moves out of the way in time, Petey should slip and land on his back. Mario should then jump on Petey three times to go to World 6 or ground pound him three times with Mini Mario to get to World 7. | World 5-Castle | ||
Monty Tank | Mario should crouch in the corner, then jump on the Monty Mole's head when he stops firing Bullet Bills. Each time he is hit, his tank gets higher. | World 6-Castle | ||
Lakithunder | Mario should jump on him three times when he swoops down. | World 7-Castle | ||
Dry Bowser | Mario needs to jump on the skull switch to send him falling down beneath the bridge. | World 8-Castle |
Items from NSMB
These are collectibles, pickups, and health-restoring objects.
Image | Name | Description |
---|---|---|
Coin | Collecting 100 of these give Mario or Luigi an extra life. In Mario Vs. Luigi mode, collecting 8 coins gives Mario or Luigi an item. | |
Hidden Coin | An outline of a coin that becomes a coin once Mario or Luigi passes through it. | |
Red Coin | Collecting all 8 Red Coins that appear after passing through a Red Ring gives Mario a Super Mushroom, Fire Flower or 1-Up Mushroom, depending on what power-up Mario or Luigi is currently using. | |
Blue Coin | Just like normal Coins, but appear by hitting a P Switch. | |
Star Coin | Three of these are located in every course in hard-to-reach or hidden areas. They are used to remove Star Coin Signs and purchase different touch screen background skins. | |
1-Up Mushroom | Gives Mario or Luigi an extra life. | |
Koopa Shell | TBW | |
Buzzy Shell | TBW | |
Springboard | Bounces the player high into the air when jumped on. | |
Key | TBW | |
Big Star | A set number of these must be collected to win in Mario Vs. Luigi mode. |
Power-ups from NSMB
Power-up | Form | Description | |
---|---|---|---|
Template:Chart icon | Template:Chart icon | ||
N/A | Mario |
Luigi |
TBW |
Super Mushroom |
Super Mario |
Super Luigi |
Turns Small Mario or Small Luigi into Super Mario or Super Luigi, respectively. |
Fire Flower |
Fire Mario |
Fire Luigi |
Turns Mario or Luigi into Fire Mario or Fire Luigi, respectively. |
Starman |
Invincible Mario |
Invincible Luigi |
Turns Mario or Luigi into Invincible Mario or Invincible Luigi. |
Mega Mushroom |
Mega Mario |
Mega Luigi |
Turns Mario or Luigi into Mega Mario or Mega Luigi, respectively. |
Mini Mushroom |
Mini Mario |
Mini Luigi |
Turns Mario or Luigi into Mini Mario or Mini Luigi, respectively. |
Blue Shell |
Shell Mario |
Shell Luigi |
Turns Mario or Luigi into Shell Mario or Shell Luigi, respectively. |
Objects from NSMB
Image | Name | Description |
---|---|---|
Blocks and containers | ||
? Block | Gives Mario or Luigi a coin or an item. (inc. Coin Block and Hidden Block) | |
? Block (silk) | TBW | |
Brick | When broken, this block releases a coin or an item. | |
Donut Block | Falls if stood on too long. | |
Dotted-Line Block | TBW | |
Face block | Becomes a taller stack every time they are hit. | |
Flying ? Block | ? Blocks that fly around levels and give a coin or an item. | |
Red Winged ? Block | The red ones fly between levels on the map and give better items when hit. | |
Roulette Block | Gives a random item to Mario or Luigi. | |
Snake Block | Travels along winding paths, but do not move anything on top of them directly. It falls quickly when it reaches its destination. | |
Spiked ? Block | Gives the player a coin or an item when hit. The block spins, alternating between the spiked side and the safe side. The spiked side can damage the player. | |
Spin Block | Lets Mario or Luigi perform a high, gliding Spin Jump. | |
Stone Block | Can only be destroyed by Big Thwomps, Bob-ombs, Mega Mario, or Mega Luigi. | |
Trigger objects | ||
! Switch | Turns Dotted-Line Blocks into solid Red Blocks when pushed. | |
? Switch | Changes something in the level when pushed. | |
Manhole | A lid that prevents access. The only way to enter is to Ground-Pound. | |
P Switch | Switches the positions of coins and bricks and spawns Blue Coins. | |
Red Ring | Makes 8 Red Coins appear for a limited time. | |
Red-and-yellow block[3] | TBW | |
Skull switch | Immediately defeats Bowser when pressed. | |
Pipes | ||
Cork[4] | TBW | |
Jet Pipe | Currents that push the player. | |
Pipe | Can often be entered to warp elsewhere. (inc. Pipe Cannon) | |
Small pipe | Can only be entered by Mini Mario and Mini Luigi. | |
Climbabale objects | ||
Chain-Link | A large fence that can be climbed on. Climbing Koopas can often be found climbing on them. | |
Cliff | TBW | |
Flip Panel | Sections of Chain-Links that can be punched to flip to the other side. | |
Flip Panel (big) | TBW | |
Pole | A climbable, yellow striped pole with a red base. Only one pole appears in the game, located in World 3-Castle near a group of Whomps. | |
Pole[5] (moving) | Yellow, striped ropes that move in a continuous pattern on Tracks. They can be grabbed by the player and swung back and forth with momentum. | |
Rope | TBW | |
Rope (strung) | TBW | |
Rope (untied) | TBW | |
Vine | Can be climbed, sometimes leading to bonuses. (inc. Vine Block) | |
Vine (hanging) | TBW | |
Platforms | ||
Barrel | TBW | |
Bell-shaped contraption[6] | Golden blocks in the shape of an "n" that activate once the player wall jumps. | |
Conveyor Belt | Quickly moves anything on them. | |
Crumbling ledge | TBW | |
Drawbridge[7] | Two yellow platforms that opens and closes. | |
Flatbed Ferry | TBW | |
Floating platform[8] | TBW | |
Floor (Mario Bros.) | TBW | |
Gelatin | Encapsulates terrain and coins. Can be ground-pounded. | |
Green platform[9] | TBW | |
Hanging platform | TBW | |
Haunted Lift | TBW | |
Haunted Stairs | TBW | |
Hinged device[10] | A striped platform that flips the player to the other side of a wall when stepped on. | |
Lift | Floating, moving platforms. (inc. Flatbed Ferry) | |
Log | TBW | |
Moving Mushroom | TBW | |
Mushroom Platform | TBW | |
Mushroom Trampoline | TBW | |
Paddle wheel | A paddle wheel-like device made of four small Lifts that move in a wheel on tracks. | |
Paddle wheel (big) | TBW | |
Rippling Floor | Ground that moves in waves. | |
Rolling log | TBW | |
Rotating platform[6] | Platforms that rotate in a 90 degree axis. It comes in three different shapes: a triangle, a square, and a rectangle. | |
Sand Dune | TBW | |
Scale Lift | TBW | |
Seesaw | A long platform that tilts left or right depending on where the player walks. | |
Seesaw Shroom | TBW | |
Sinking and Rising Mushrooms | Mushroom Platforms that act as elevators. | |
Stretch Shroom | TBW | |
Swing | TBW | |
Unstable mushroom | TBW | |
Other objects | ||
Bumper | Giant bubbles that bounce the player away. | |
Door | Takes Mario or Luigi to another room. | |
Flipper | Wooden gates with red arrows, indicating which way they open to. | |
Goal Pole | A flag post bearing a black flag with a white skull emblem. Must be touched by the player to complete the level. Only appears in levels with no bosses. | |
Goal Pole (secret) | Similar to Goal Poles, but are well hidden, and act as secret exits for some levels. Instead of bearing black flags, secret Goal Poles' flags are red. | |
Midway point | Marks each stage's checkpoint. | |
Phantom Hand | Harmless, floating hands that point to secrets. | |
Tornado | TBW |
NSMBW
Playable characters from NSMBW
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 and 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. |
Yoshis from NSMBW
Name | Description | |
---|---|---|
Template:Chart icon | Template:Chart icon | |
Template:Chart icon | Template:Chart icon | |
Yoshi |
Yellow Yoshi |
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.
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. |
Light Blue Yoshi |
Pink Yoshi |
Non-playable characters from NSMBW
Name | Description | Locations |
---|---|---|
Princess Peach |
Princess Peach retains her role from New Super Mario Bros. as being the damsel in distress. She was celebrating her birthday when Bowser Jr. and the Koopalings suddenly emerge from a birthday cake and kidnap her, forcing Mario and company to rescue her. | TBD |
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. | TBD |
Jumbo Ray |
Harmless, large green variants of mantas that fly through the air in large arcs, allowing players to stand on them as long as they remain on-screen. | TBD |
Enemies from NSMBW
The enemies listed in this table match those in the Super Mario Bros. Encyclopedia[11] and Mario Portal Game Archive.[12] The default order they are listed derives from their occurrence in-game with adjustments to ensure enemies are listed next to their immediate relatives. The Mega Deep-Cheep is lumped with its smaller counterpart in both sources, but it is recognized as distinct in the original New Super Mario Bros. and this is followed suit here.
The displayed English names appear in the Prima Games guidebook,[13] the EnterPlay trading cards, and officially-licensed sources published before New Super Mario Bros. Wii. Several localization choices made are deviated from here: Fishbones are referred to as "Wet Bones" in the guidebook, Sledge Bros are erroneously referred to as "Sumo Bros," and all large-bodied Bullet Bills are referred to as "King Bills." Mechakoopas are referred to as "Windup Koopas" in the guidebook but are recognized under their original name on their trading card and this is followed in paratexts for succeeding games. Several enemies wholly new to the franchise did not have names published at the time of the game's release and are incorporated here in retrospect. These are Hefty Goomba, Scaredy Rat, Bull's-Eye Banzai, and Big Fuzzy.
Name | Description | Levels | Pts. | New | |
---|---|---|---|---|---|
First | Last | ||||
Goomba |
Common enemies that walk in a single direction, turning when they encounter an obstacle. They can be defeated with a single stomp. | World 1-1 | World 9-8 | 200 | — |
Paragoomba |
Winged Goombas that hop as they walk and are capable of turning around to pursue the player. They turn into regular Goombas when stomped. | World 7-5 | World 8-2 | 200 | — |
Hefty Goomba |
A large, slow-moving 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. | World 1-Toad Balloon | World 8-2 | 200 | Template:Chart icon |
Giant Goomba |
Large, slow-moving Goombas that split into two Hefty Goombas once stomped on. | World 1-Toad Balloon | 200 | — | |
Mini Goomba |
Small Goombas that attach themselves to the player, weighing them down until they either perform a Spin Jump or walk for a few seconds. They hop about erratically and can turn to pursue the player. | World 5-4 | World 7-5 | 200 | — |
Prickly Goomba |
A Goomba that hides inside a spiked chestnut shell until it is hit with a fireball, upon which it jumps out and turns into a regular Goomba. | World 9-7 | 200 | Template:Chart icon | |
Koopa Troopa (Green) |
Turtle enemies that that walk in a single direction, turning when they encounter an obstacle. They temporarily retreat into their shells when stomped, which can then be kicked, picked up, or thrown. Green Koopa Troopas walk off ledges. | World 1-1 | World 9-5 | 200 | — |
Koopa Troopa (Red) |
Red Koopa Troopas turn around. | World 1-1 | World 9-5 | 200 | — |
Koopa Paratroopa (Green) |
Winged Koopa Troopas that either jump forward in high arcs or fly up and down or side to side in the air. They turn into regular Koopa Troopas when stomped. | World 1-4 | World 9-3 | 200 | — |
Koopa Paratroopa (Red) |
TBW | World 1-4 | World 9-2 | 200 | — |
Climbing Koopa |
Koopa Troopas that move either horizontally or vertically along fences, climbing to the other side once they reach an edge. They can be defeated by punching them from the opposite side of the fence they are climbing. | World 4-Castle | 200 | — | |
Dry Bones |
Skeletal Koopa Troopas that briefly collapse when attacked before reassembling themselves. They turn at ledges, like Red Koopa Troopas. | World 1-Tower | World 8-Bowser's Castle | 200 | — |
Big Dry Bones |
Large variants of Dry Bones that are momentarily stunned when jumped on. They can be forced to collapse with a Ground Pound. | World 6-Castle | World 7-Castle | 200 | — |
Hammer Bro |
Enemies that throw hammers in arcs at the player and periodically jump between platforms. | World 1-3 | 1000 | — | |
Boomerang Bro |
Hammer Bro relatives that use damaging boomerangs, which return to them after being thrown. | World 2-1 | 1000 | — | |
Fire Bro |
Hammer Bro relatives that throw fireballs which bounce along the ground. | World 2-3 | World 9-7 | 1000 | — |
Ice Bro |
Hammer Bro relatives that throws ice balls at the ground, which can freeze the player and even other enemies. | World 3-2 | World 3-Toad Balloon | 1000 | Template:Chart icon |
Sledge Bro |
Hammer Bro relatives that throw large hammers in arcs. They can also stun the player by generating earthquakes when they jump. | World 6-2 | World 7-Castle | 200 | — |
Lakitu |
Cloud-riding enemies that throw Spiny Eggs at the player, stopping when there are four Spinies on-screen at once. If a player defeats a Lakitu, they can ride on its cloud until it disappears. Lakitus contained within square clouds throw coins for a short period of time before moving off screen. | World 2-5 | World 7-Toad Balloon | 1000 | — |
Spiny Egg |
TBW | World 2-5 | World 7-Toad Balloon | 200 | — |
Spiny |
Turtles with spiny shells that prevent the player from jumping on them. Some hatch from Spiny Eggs thrown by Lakitus. Like Buzzy Beetles, some are also found walking on ceilings and can drop down to attack the player when approached. These upside-down individuals can be stomped and used like other shells. | World 2-2 | World 8-Tower | 200 | — |
Spike Top |
Buzzy Beetle variants that have spikes on their shells, preventing them from being jumped on. They can slowly climb around blocks and rock formations. | World 2-3 | 200 | — | |
Buzzy Beetle |
Shelled enemies that can be kicked, picked up, or thrown after being jumped on, and are impervious to fireballs. Some walk on ceilings and drop down to attack the player when approached. | World 6-3 | World 8-Tower | 200 | — |
Para-Beetle |
A winged Buzzy Beetle that ascends when used as a platform and descends back to its original position when not ridden. They appear flying at various speeds. Jumping on eight Heavy Para-Beetles or Para-Beetles consecutively without touching the ground will cause a 1-Up Mushroom to fall from the sky. | World 7-6 | Template:Chart icon | — | |
Heavy Para-Beetle |
A Para-Beetle that descends when used as a platform and ascends back to its original position when not ridden. Jumping on eight Heavy Para-Beetles or Para-Beetles consecutively without touching the ground will cause a 1-Up Mushroom to fall from the sky. | World 7-6 | Template:Chart icon | Template:Chart icon | |
Spike |
Stationary green turtles that periodically pull spiked balls out of their mouths to throw at the player, which roll downwards from the ledges upon which they stand. | World 2-2 | 200 | — | |
Stone Spike |
A stationary Spike that throws stone rocks downwards periodically. | World 6-1 | World 8-4 | 200 | Template:Chart icon |
Piranha Plant |
Plants that either move in and out of Warp Pipes or lunge at the player from the ground. Warp-Pipe-dwelling Piranha Plant do not emerge if the player is nearby. | World 1-2 | World 9-7 | 200 | — |
Super Piranha Plant |
Large variants of Piranha Plant that lunge at the player from the ground. | World 2-5 | World 6-3 | 200 | — |
Venus Fire Trap |
Piranha Plants that aim at the player and shoot a single fireball. Some move in and out of Warp Pipes like normal Piranha Plants and hide when the player is nearby while others are grounded. A single Warp-Pipe-dwelling Venus Fire Trap in World 9-7 has the ability to shoot three fireballs in a row. | World 1-3 | World 9-7 | 200 | — |
Piranha Flower |
Large Venus Fire Traps that shoot big fireballs. | World 2-3 | 200 | — | |
Stalking Piranha Plant |
A Piranha Plant that paces back and forth and stretches its neck upward periodically. | World 5-1 | World 6-3 | 200 | Template:Chart icon |
River Piranha Plant |
A stationary, aquatic Piranha Plant that blows a green spiked seed up and down. They cannot regenerate their spiked ball if it is destroyed. | World 5-1 | 200 | Template:Chart icon | |
Muncher |
An invincible black plant that is exclusively found frozen within ice blocks. They can be thawed by fireballs, including those of other enemies. | World 9-7 | Template:Chart icon | — | |
Cheep Cheep |
Slow-moving fish that are either found swimming endlessly forward or back and forth. In World 4-2, they constantly jump from the water to attack player, leaving them vulnerable to being stomped. | World 1-4 | World 8-4 | 200 | — |
Mega Cheep-Cheep |
Big Cheep Cheeps that are either found swimming endlessly forward or back and forth, like their smaller counterparts. | World 1-4 | World 6-6 | 200 | — |
Deep-Cheep |
Fish that endlessly swim forward in a sine-wave-like pattern. They briefly give chase when approached, though stop once they move past the player. | World 1-4 | World 8-4 | 200 | — |
Mega Deep-Cheep |
Big Deep-Cheeps that retain the chasing behavior of their smaller counterparts. | World 1-4 | 200 | — | |
Eep Cheep |
A Cheep Cheep that swims endlessly forward in a school with other Eep Cheeps and swims out of the way of approaching players. | World 1-4 | 200 | Template:Chart icon | |
Spiny Cheep Cheep |
Fish that are normally found swimming back and forth, but speed up to chase the player when approached. They can only be frozen temporarily, after which they will gain an angry expression. | World 1-4 | World 8-4 | 200 | — |
Cheep-Chomp |
A large fish that, once approached, begins pursuing the player indefinitely, periodically lunging at the player in an attempt to eat them. When defeated, it drops three 1-Up Mushrooms. | World 4-4 | World 9-2 | 200 | — |
Porcupuffer |
An aggressive fish that moves along the surface of water bodies, following the player's horizontal position and occasionally leaping from the water to attack. | World 4-Toad Balloon | World 9-2 | 200 | — |
Wet Bones |
Skeletal fish that swim back and forth, charging towards the player when approached. Their eyes faintly glow in the dark. | World 4-Castle | World 5-Ghost House | 200 | — |
Clampy |
Clams that open and close their mouths, which sometimes contain items. If a Clampy closes its mouth on the player, they take damage. If placed above a solid surface, they will sink. | World 1-4 | World 4-1 | Template:Chart icon | — |
Urchin |
Aquatic enemies that either float motionlessly or move back and forth in the water. They can only be frozen temporarily, after which they will sink, blocking currents they fall on top of. | World 1-4 | World 4-3 | 200 | — |
Big Urchin |
A gigantic Urchin that either floats motionlessly or moves back and forth in the water. It can be defeated only with a Star. | World 4-1 | World 4-3 | 200 | Template:Chart icon |
Thwomp |
Large rocks that fall when the player gets close before returning to their original position. | World 1-Castle | World 8-Tower | 200 | — |
Big Thwomp |
Large Thwomps that can break through stone tiles. | World 1-Castle | 200 | — | |
Fire Snake |
Flames that jump in a high arc, chasing the player across Semisolid Platforms. They temporarily enlarge after every few hops. | World 2-3 | 200 | — | |
Pokey |
Cactus enemies that slide back and forth at varying speeds, becoming slower the taller they get. They are normally defeated when their head segment is destroyed. | World 2-5 | 200 | — | |
Flame Chomp |
Flying black spheres that chase the player. They carry four fireballs in tow, which they periodically spit at the player. Once they run out of fireballs, they begin to glow and pursue the player with increased speed before exploding. | World 2-6 | World 9-6 | 200 | — |
Lava Bubble |
Fireballs that jump out of lava at regular intervals. They are vulnerable to Ice Balls, like other fire-based enemies. | World 2-Castle | World 8-Bowser's Castle | 200 | — |
Cooligan |
A penguin enemy that slides on ice and snow and slows down when stomped, requiring another stomp to defeat. It continues to slide when frozen, allowing it to be used as a moving platform. | World 3-1 | World 9-5 | 200 | Template:Chart icon |
Bullet Bill |
Bullets that fly straight forward, moving out of the way when they make contact with one another. They are shot from Bill Blasters and Bill Blaster Turrets or appear from the edges of the screen. | World 3-2 | World 7-4 | 200 | — |
Missile Bill |
Bullet Bills that target the player after being shot. | World 9-3 | 200 | — | |
Banzai Bill |
Large Bullet Bills that fly straight forward, defeating regular Bullet Bills in their path. They are always found being shot from Banzai Bill Cannons. | World 7-Tower | World 7-4 | 200 | — |
Bull's-Eye Banzai |
Banzai Bills that endlessly rise from the bottom of the screen and home in on the player’s vertical position before continuing forward once they reach the designated height. | World 9-3 | 200 | Template:Chart icon | |
King Bill |
An enormous, invincible Bullet Bill that charges from the edges of the screen, destroying blocks in its path. | World 9-8 | 200 | Template:Chart icon | |
Boo |
Ghosts that follow the player when their back is turned, but hide their faces when they look at them. They can only be defeated with a Star. They normally cannot be seen in the dark, though they produce a glowing trail when pursuing the player. In World 5-Ghost House, some Boos swirl together in circles. These ones do not shield their eyes when faced, and can be defeated with a Drill Spin. | World 3-Ghost House | World 7-Ghost House | 200 | — |
Big Boo |
Large Boos that retain the same behavior and properties as their smaller counterparts. Their large size allows them to obscure objects placed behind them. | World 3-Ghost House | World 7-Ghost House | 200 | — |
Amp |
Stationary, electric balls that shock the player upon contact. | World 3-Tower | 200 | — | |
Bob-omb |
Bombs that ignite if they are jumped on or come into contact with fireballs, then explode shortly after. When ignited, they can be picked up and thrown to defeat other enemies. Some are found being shot from cannons while other are found locked in ice and require nearby explosions to detonate. | World 3-Castle | World 9-4 | 200 | — |
Parabomb |
Parachuting Bob-ombs that descend from the sky, transforming into normal Bob-ombs once they land. | World 8-5 | 200 | — | |
Huckit Crab |
A crab that throws sand balls on loop, jumping backwards every time it does so. These balls can be jumped on and used as a temporary platform. | World 4-3 | 200 | Template:Chart icon | |
Blooper |
Squid-like enemies that move in an erratic pattern and follow the player. They are often found concealed behind foreground elements, emerging once the player draws near. | World 4-4 | World 8-4 | 200 | — |
Blooper Nanny |
Bloopers that have Blooper Babies swimming in a trail behind them. They normally chase the player like an ordinary Blooper, though they will occasionally pause and deploy their Blooper Babies before spawning a new set. | World 4-4 | 200 | — | |
Scaredy Rat |
An enemy that walks forward in a group. When one of the rats is jumped on, the rest panic and run around, calming back down once they encounter a calm rat. | World 4-Ghost House | 200 | Template:Chart icon | |
Mechakoopa |
A mechanical version of Bowser found in Airship levels. After stomping on it, it becomes stunned and can be picked up and thrown to defeat other enemies before it wakes up. | World 4-Airship | World 8-Airship | 200 | — |
Wiggler |
Caterpillars that become agitated and move faster after being jumped on. | World 5-2 | 200 | — | |
Big Wiggler |
Large variants of Wigglers that can traverse poison and defeat enemies they run into. They do not become agitated when stomped and can be bounced off of like a spring. | World 5-2 | Template:Chart icon | — | |
Swoop |
Bats that hang onto the ceiling, then swoop towards the player when approached. In World 6-6 they have eyes that glow in the dark. | World 5-2 | World 6-6 | 200 | — |
Bramball |
A forest enemy that lurches between available platforms. It is mostly covered in spikes, with the head being the only safe part to jump on. It can also be forced to move if jumped into from below. Fast-moving individuals appear at the end of their respective level. | World 5-3 | 200 | Template:Chart icon | |
Monty Mole |
A mole that pops out of the ground and gives chase, bouncing off of other moles they come in contact with. | World 6-4 | World 8-Tower | 200 | — |
Rocky Wrench |
Monty Moles that periodically pop out of holes in Airships to throw damaging wrenches at the player. | World 6-Airship | 200 | — | |
Chain Chomp |
Enemies tied to posts that lunge at players at regular intervals. If their post is ground pounded three times, they are set free and can be used to break through blocks. | World 7-2 | 200 | — | |
Big Chain Chomp |
This Chain Chomp was enlarged by the Magikoopa before the second boss battle with him. It is fastened to a chariot that holds Iggy and is screwed to a track. The Big Chain Chomp lunges at Mario during the boss battle and drags Iggy with it. Hitting Iggy causes the Big Chain Chomp to become enraged and lung at Mario more quickly. Defeating the Koopaling causes the Big Chain Chomp to revert to its original size before disappearing. | World 5-Castle | 200 | — | |
Fuzzy |
Enemies that follow tracks and hurt players upon contact. If they fall off a track, they will twirl in the air. | World 7-3 | World 9-8 | 200 | — |
Big Fuzzy |
A large Fuzzy that follows tracks and hurts players upon contact, like its smaller counterpart. | World 7-3 | World 9-8 | 200 | Template:Chart icon |
Broozer |
A boxing ghoul-like monster that clumsily charges towards the player's horizontal position, breaking through blocks in its path. The player can defeat it by jumping on it three times, or by hitting it with a fireball. It functions similarly to Chargin' Chucks in Super Mario World. | World 7-Ghost House | 200 | — | |
Crowber |
Birds that circle above the player before swooping down to attack and leaving the screen. | World 7-Ghost House | World 8-5 | 200 | — |
Foo |
A cloud enemy that blows temporary fog in order to obscure the player's view. | World 7-5 | 200 | Template:Chart icon | |
Bulber |
An aquatic enemy with a glowing esca that illuminates the dark immediately surrounding it. It swims forward endlessly. | World 8-4 | 200 | Template:Chart icon | |
Jellybeam |
An aquatic enemy that produces a beam of light that illuminates the dark below it. They periodically descend and widen their light beams, speeding up when the player approaches. | World 8-4 | 200 | Template:Chart icon |
Obstacles from NSMBW
Name | Description | Galaxies | |
---|---|---|---|
First | Last | ||
Ball 'n' Chain |
A large spiked ball attached to a rotating chain. | World 3-Tower | World 4-Castle |
Banzai Bill Cannon |
Cannons that shoot Banzai Bills. In World 7-Tower, they are hidden within the Tower's brickwork. | World 7-Tower | World 7-4 |
Bill Blaster |
Cannons that shoot Bullet Bills and become inactive when the player is nearby. Some can extend up and down while others are stationary. | World 3-2 | World 9-3 |
Bill Blaster Turret |
Stacks of Bill Blasters that rotate and shoot Bullet Bills in alternating directions. They continue firing when the player is nearby. | World 6-1 | |
Bowser's Flames |
TBW | TBD | TBD |
Burner |
Mechanical obstacles that shoot streams of fire. Some spew fire constantly and can rotate while others spew fire periodically and are stationary. | World 4-Airship | |
Cannon |
Cannons that shoot projectiles. Bob-ombs come out of rotating ones, while cannonballs are shot out of fixed ones. | World 4-Airship | World 8-Airship |
Electric Current |
Electrical barriers which shock the player or Bowser Jr. upon contact. In order to deal damage to Bowser Jr. during his second boss fight, he must be forced to make contact with the rails. | World 6-Airship | |
Fire Bar |
A series of fireballs that spins in a circular motion around a block. They can vary in length and extend in one or two directions from the center of the block. | World 8-Tower | World 8-Bowser's Castle |
Ghost Block |
A ? Block that, when approached, glows purple, levitates, and charges at the player, breaking if it hits a floor or a platform. Unlike regular ? Blocks, their question marks are not animated. | World 7-Ghost House | |
Ghost Vase |
A stand that, when approached, glows purple and throws itself at the player, breaking if it hits a floor or a platform. | World 3-Ghost House | World 4-Ghost House |
Giant cannon |
Horizontal, pipe-sized cannons shoot giant cannonballs. | World 8-Airship | |
Giant Skewer |
Giant skewers appear in World 6-Tower and World 7-Castle | World 6-Tower | World 7-Castle |
Giant Spiked Ball |
Large spiked balls that roll along the ground. | World 8-2 | |
Huge Icicle |
Large Icicles that fall and act as platforms. If the ground beneath them disappears, they will fall a second time. | World 3-3 | World 3-Castle |
Icicle |
Damaging icicles that appear in frozen levels. Some, which are darker in coloration, are stationary while others, which are lighter in coloration, fall when the player approaches before reforming. | World 3-3 | World 3-Castle |
Lava |
Molten rock that can cause the player to instantly lose a life upon contact. In some levels, lava rises and falls like they tide, making certain portions of the levels accessible for brief periods of time. | World 1-Castle | World 9-6 |
Lava Geyser |
Lava that rises up from pits periodically. Unlike normal lava, it does not cause the player to instantly lose a life upon contact. | World 8-1 | World 9-6 |
Poison |
A liquid hazard that can cause the player to instantly lose a life upon contact. | 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 upon contact. | World 8-1 | |
Quartet-cannon |
Rotating four-way cannons can shoot up to multiple cannonballs at a one, two if facing ordinal and three if facing cardinal. A giant one contains a Warp Pipe that can only be entered when it is pointed upwards. | World 8-Airship | |
Quicksand |
Sand that slows the player down and causes them to sink when entered. Some pits containing quicksand lead the player to secret areas. | World 2-2 | World 2-5 |
Rotating Burner |
TBW | TBD | TBD |
Sandstorm |
TBW | TBD | TBD |
Skewer |
Spiked pillars that periodically extend. | World 4-Castle | World 7-Castle |
Spell |
Magic projectiles shot by the Koopalings (except Wendy and Lemmy) and Magikoopa. Some are rarely summoned offscreen in World 2-Tower (purple) and World 5-Castle (green). Magikoopa's projectiles can transform the sidescrolling blocks in his bossfight into random enemies and objects. | World 1-Tower | World 8-Tower |
Spike Ball |
Spike balls that roll along the ground, destroying blocks and defeating enemies in their path. | World 2-2 | World 8-2 |
Spikes |
Pointy, stationary obstacles that damage the player upon contact. | World 2-Tower | World 6-Castle |
Volcanic debris |
Rocks periodically ejected by volcanoes that slowly rain from the sky and break upon hitting a solid surface. They also destroy blocks they come into contact with. They appear in two sizes. | World 8-1 | World 8-2 |
Bosses from NSMBW
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.
Name | Description | Levels | |
---|---|---|---|
First | Last | ||
The Koopalings | |||
Larry Koopa |
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. | World 1-Tower | World 1-Castle |
Roy Koopa |
The player needs to jump on Roy three times while jumping to avoid getting stunned. In the second fight, he hides in pipes. | World 2-Tower | World 2-Castle |
Lemmy Koopa |
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. | World 3-Tower | World 3-Castle |
Wendy O. Koopa |
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. | World 4-Tower | World 4-Castle |
Iggy Koopa |
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. | World 5-Tower | World 5-Castle |
Morton Koopa Jr. |
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. | World 6-Tower | World 6-Castle |
Ludwig von Koopa |
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. | World 7-Tower | World 7-Castle |
Other | |||
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. | World 4-Airship | World 8-Airship |
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's tower. The player needs to jump on Magikoopa three times while dodging many enemies and magic blasts. | World 8-Airship | |
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, where he is fought in two phases: the first phase is fought in the same manner as the original Super Mario Bros., and the second is a chase where Bowser is turned into a giant by Magikoopa. | World 8-Bowser's Castle |
Items from NSMBW
These are collectibles, pickups, and health-restoring objects.
Name | Description | Name | Description |
---|---|---|---|
Coins |
Common collectibles that are typically found floating in the air or concealed in blocks and are often used to indicate paths. They have a dedicated counter which grants every player, even those without lives, an extra life when it hits one hundred. In Coin Battle, they are used to determine the player's ranking. | Hidden Coins |
An object that becomes a coin if a player touches it. |
Red Coins |
Coins that have the same value as regular coins though are only revealed during the effects of a Red Ring. | Blue Coins |
Coins that have the same value as regular coins though are only revealed during the effects of a P Switch. An offscreen audience will clap for the player if they manage to collect every Blue Coin revealed by a given P Switch. |
Star Coins |
Three Star Coins are located in every course in hard-to-reach or hidden areas. They normally appear golden and appear grayed-out if previously collected. They are used to buy hint movies in World 1-Peach's Castle. If all the Star Coins in a world have been collected, that world's respective level in World 9 becomes unlocked. After every Star Coin has been collected, every Toad House becomes permanently accessible. In Coin Battle, they are worth ten coins. | Toad balloons |
An item exclusively found in Enemy Courses in groups of eight. They must all be collected in order to clear the course, upon which all remaining enemies will vanish and a chest containing a captured Toad will appear. |
Keys |
TBW | 1-Up Mushrooms |
A mushroom that gives players an extra life. Like Super Mushrooms, they slide along the ground once released, turning at walls. They are often hidden within Invisible Blocks or placed in hard-to-reach areas. |
Koopa Shells |
Koopa Troopas temporarily retreat into their shells when stomped, which can then be kicked, picked up, or thrown. | Buzzy Shells |
TBW |
Springboards |
A spring that players automatically bounce off of. If a player jumps the moment they land on a Trampoline, they can gain additional height. It can be picked up and carried around. Trampolines can be thrown further with a running start. | Barrels |
TBW |
POW Blocks |
A block that, after being thrown and hitting the ground, causes a large tremor that defeats grounded enemies and dislodges floating coins and Star Coins. | Propeller Blocks |
A block that can be carried, granting the carrier the abilities of the Propeller Mushroom. Like Glow Blocks, they can be thrown at enemies to defeat them, though they do not slide like carry-able Ice Blocks. |
Glow Blocks |
A block that illuminates the surrounding Dark and can be carried around. They can also be thrown at enemies to defeat them, though they do not slide like carry-able Ice Blocks. Glow Block continue to illuminate their surroundings even when held in a Yoshi's mouth. | Ice blocks |
Ice Blocks can temporarily be created whenever players freeze an enemy with an ice ball. These blocks can be used as sliding weapons when thrown, breaking if they hit a surface with enough speed. |
Yoshi's Eggs |
An egg that is either released from a block, in which case the egg will hatch a Yoshi or Super Mushroom if every player has a Yoshi, or laid by a Yoshi after it eats five fruits, in which case the egg will hatch a 1-Up Mushroom, coins, or a power-up. | Fruits |
A fruit which Yoshis can consume, even without needing to extend their tongues. After a Yoshi eats five fruit, it will lay an egg. Fruit are sometimes found growing on bushes and palm trees in the levels Yoshis appear in. |
Power-ups from NSMBW
Power-up | Form | Description | |
---|---|---|---|
Template:Chart icon | Template:Chart icon | ||
Template:Chart icon | Template:Chart icon | ||
N/A | Small Mario |
Small Luigi |
TBW |
Small Yellow Toad |
Small Blue Toad | ||
Super Mushroom |
Super Mario |
Super Luigi |
A power-up that transforms players into their Super form if they are in their Small or Mini form and otherwise only grants points. They slide along the ground once released, turning at walls. They are typically only released from blocks when a player in their Small or Mini form is present. In Coin Battle, they periodically float into the screen within bubbles. |
Super Yellow Toad |
Super Blue Toad | ||
Fire Flower |
Fire Mario |
Fire Luigi |
A power-up that transforms players into their Fire form. They bob in place once released. |
Fire Yellow Toad |
Fire Blue Toad | ||
Super Star |
Invincible Mario |
Invincible Luigi |
A power-up that transforms players into their Invincible form. They bounce around once released, turning at walls. Certain Stars can only be obtained from ? Blocks if the player is already in their Invincible form; otherwise, these ? Blocks will release coins instead. |
Invincible Yellow Toad |
Invincible Blue Toad | ||
Propeller Mushroom |
Propeller Mario |
Propeller Luigi |
A power-up that transforms players into their Propeller form. Once released, they float towards the right in a sine wave pattern before flying away if uncollected. |
Propeller Yellow Toad |
Propeller Blue Toad | ||
Ice Flower |
Ice Mario |
Ice Luigi |
A power-up that transforms players into their Ice form. They bob in place once released, like Fire Flowers. They are often found in Towers and Castles. |
Ice Yellow Toad |
Ice Blue Toad | ||
Penguin Suit |
Penguin Mario |
Penguin Luigi |
A power-up that transforms players into their Penguin form. They slowly waddle about once released, turning at walls. They are primarily found in the Frozen World and Water World. |
Penguin Yellow Toad |
Penguin Blue Toad | ||
Mini Mushroom |
Mini Mario |
Mini Luigi |
A power-up that transforms players into their Mini form. Like Super Mushrooms, they slide along the ground once released, turning at walls. They are very rare, though they always appear in levels where they are required to collect Star Coins. |
Mini Yellow Toad |
Mini Blue Toad |
Objects from NSMBW
Objects are interactable elements of the environment that cannot be picked up or collected by Mario. For objects that primarily function as obstructions or hazards, see above.
Name | Description | |
---|---|---|
Blocks and containers | ||
? Block |
A block that is guaranteed to hold contents, typically coins or power-up but also occasionally other items and imprisoned Toads. Power-up-containing ? Blocks release as many power-ups as there are players present. (inc. Hidden Block) | |
? Block (floating) |
TBW | |
? Block (railed) |
TBW | |
Block (hint movies) |
A block present in Peach's Castle that, when hit, opens up the hint movie selection window. | |
Brick |
A block that may or may not hold contents. Empty bricks break when hit if the player is at least in their Super form. Bricks with contents behave like ? Blocks, though they will always release a single item regardless of how many players are present. (inc. Coin Block) | |
Crate |
A wood box that can be broken by Ground Pounds, explosions, and thrown objects. They are often used to block paths, though they may contain helpful objects like coins and power-ups. | |
Donut Block |
A semisolid platform that turns orange and begins to shudder if a player stands on it and falls if the player does not move out of the way. After having fallen, the block will shortly respawn in its original position. Players in their Mini form cannot make Donut Blocks fall. | |
Dotted-Line Block |
An intangible block that transforms into a tangible Red Block after activating the Frozen World ! Switch. | |
Flying ? Block |
A ? Block with wings that flies back and forth in a sine wave pattern. Hitting it removes its wings and ability to move, transforming it into a generic Empty Block. | |
Ice Block |
Naturally-occurring Ice Blocks also appear in some levels and usually in clusters. These blocks are slippery platforms. | |
Jump Block |
A block that players automatically bounce off of. If a player jumps the moment they land on a Jump Block, they can gain additional height. Unlike their Note Block predecessors, Jump Blocks never contain coins or items. | |
Roulette Block |
A block that rapidly cycles through various items. When hit, the item currently displayed on the block is released. Like ? Blocks, Roulette Blocks release as many items as there are players present. | |
Stone Block |
A stone block that can only be broken by explosions, enemy attacks, and certain obstacles. They are normally used to guard Star Coins. | |
Stretch Block |
A semisolid platform that periodically alternates between moving vertically in one direction while contracting horizontally into one segment and moving vertically in the other direction while expanding horizontally into five segments. | |
Square cloud |
A square cloud that, when hit, transforms into a coin-throwing Lakitu that temporarily remains on-screen. | |
Super Guide Block |
A block that appears outside World 9 after the player dies eight times in a stage, regardless if they have visited another stage. When hit, Luigi automatically clears the stage. If is pressed, players can control Luigi. The block makes a doorbell-like sound. Once the block appears, save file stars permanently lose their shine. | |
Treasure chest |
TBW | |
Trigger objects | ||
! Switch |
A pair of ! Switches can be found on the Frozen World map; the upper switch transforms all Dotted-Line Blocks into Red Blocks and the lower switch has the opposite effect. Another pair of ! Switches can be found in World 8-Bowser's Castle; the first acts like an axe and causes Bowser and the bridge he is standing on to drop into a pit. | |
? Switch |
A switch with effects that vary between levels. These effects are either permanent or temporary. They may be found hidden in blocks. | |
Big ! Switch |
The second one is much larger and causes Super Bowser to drop into a pit while draining the lava he is standing in. | |
P Switch |
A switch that temporarily transforms empty bricks into coins and vice versa, in addition to revealing Blue Coins. They may be found hidden in blocks. | |
Red Ring |
When a player touches a Red Ring, eight Red Coins temporarily appear. If all eight coins are collected before they disappear, all players in their Small or Super form will receive a power-up, which varies in between levels, while all players in any other form will receive a 1-Up Mushroom. | |
Screwtop |
Metal platforms that the player can move in a set direction by spinning a nearby screw. | |
Pipes | ||
Jet Pipe |
TBW | |
Pipe |
Pipes going through the ground that transport the player to new areas. | |
Pipe (quartet-cannon) |
TBW | |
Pipe Cannon |
Pipes that launch the player to another location or a hard to reach platform. | |
Small pipe |
Mini variants of warp pipes that can be accessed with a Mini Mushroom. | |
Climbable objects | ||
Chain |
TBW | |
Chain-Link |
Double-sided fences that the player can climb on and punch to defeat enemies on the opposite side. Some move along set paths. | |
Cliff |
TBW | |
Fence wheel |
TBW | |
Flip Panel |
Fence gates that rotate when punched, flipping players and Climbing Koopas to the opposite Chain-Link side. | |
Flip Panel (big) |
TBW | |
Ladder |
A rope ladder used to climb atop and descend from bridges. Players get knocked off ladders when they sway in the wind. | |
Pole |
TBW | |
Remote-Controlled Fence |
A fence that the player can tilt left and right in a 180-degree arc by tilting the Wii Remote or by pressing and on the Shield Controller. It only reacts to a single player at a time, who must be holding on to the Remote-Controlled Fence, and is otherwise inactive. | |
Rocky wall |
TBW | |
Rope |
TBW | |
Vine |
Climbable beanstalks that often lead to aerial sub areas. They are concealed within blocks, sometimes Invisible Blocks, which must be hit to make them emerge. They emerge upwards unless the block containing them is Ground Pounded, which causes them to grow downward. Hard Blocks block their growth. | |
Vine (hanging) |
TBW | |
Platforms | ||
Arrow lift |
A lift that appears blue when idle but turns red when activated. | |
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. | |
Bouncy Cloud |
Cloud platforms that make the player and enemies bounce very high. | |
Circus ball |
Bouncing balls that are summoned by Lemmy Koopa in his boss battles or appear as Castle obstacles. They can be bounced off of to reach higher areas. | |
Cog |
TBW | |
Conveyor Belt |
Moving platforms that carry the player from one place to another without them having to move at all. | |
Flatbed Ferry |
TBW | |
Floating barrel |
TBW | |
Half-circle rock |
Rock platforms that wobble from left to right when the player stands towards one of its edges. | |
Hammer Pendulum |
TBW | |
Hanging platform |
TBW | |
Ice platform |
Icy cylindrical platforms that float on water. | |
Ice Snake Block |
A slippery type of Snake Block that follows a set path. Unlike other moving platforms, Ice Snake Blocks begin moving the moment a player steps on one without waiting for other players to catch up. | |
Iron Block |
A heavy box that moves along and drops from Conveyor Belts. They are indestructible and crush players they fall on top of. | |
Large shell |
TBW | |
Lift |
TBW | |
Light Block |
TBW | |
Limited Lift |
A lift that the player can travel with a limited capacity of at least five enemies. It stops once the counter reaches 0. | |
Limited Lift (Remote-Control) |
TBW | |
Paddle Platform |
A paddle wheel-like platforms made of 4 smaller platforms that moves in a wheel on tracks. | |
Palm tree |
Trees of varying heights that serve as platforms. Some bear fruit. | |
Pendulum Platform |
Chained platforms that sway from side to side indefinitely. | |
Raft |
A pair of lamps attached to a raft that the player can tilt to see in the dark by tilting the Wii Remote or by pressing and on the Shield Controller. It only reacts to a single player at a time, who must be standing on the raft, and is otherwise inactive. | |
Remote-Control Platform |
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. | |
File:RollingLogNSMBW.png Rolling log |
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. | |
Rotating square |
A mushroom block that spins clockwise or counter clockwise. | |
Sand Geyser |
Sand that periodically rises up from pits, acting as a temporary platform. Entities that make contact with the sides of a Sand Geyser are forced to the top. | |
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. | |
Screwtop Lift |
A lift with a screw that the player can move in a set direction by spinning. | |
File:NSMBW SpinKinokoLift.png Screwtop Shroom |
A rare Mushroom Platform that only appears in World 1-5. When spun on, it lowers another lift's height. | |
Slow falling platform |
Bony lifts that are varied of length. It acts like Flimsy Lifts, but it falls slower. | |
Spine Coaster |
Rideable creatures made of bone used to aid Mario and company to pass through lava pits. | |
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. | |
Swing |
TBW | |
Switch-type Remote Control Lift |
TBW | |
Tilt Lift |
A lift that the player can tilt by tilting the Wii Remote. It reacts only when a player is standing on it. | |
Turning Floor |
Continually moving objects that turn clockwise or counterclockwise, moving anything on them. | |
Unstable mushroom |
TBW | |
Water Ball |
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. | |
Yellow walkway |
TBW | |
Other objects | ||
False wall |
TBW | |
Flower |
A common environmental object that releases a coin when spun in front of. Six color variants appear thought the game; three appear in both Princess Peach's Kingdom and the Cloud World while the other three appear in the Jungle World. | |
Goal Pole |
TBW | |
Goal Pole (secret) |
TBW | |
Midway point |
A flag that acts like a checkpoint and appears near the middle of most levels outside of World 9. It has Bowser's insignia, but if a player touches it, the insignia is replaced by the player's symbol. If that player is in his Small form, he transforms into his Super form. | |
Mist |
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. | |
Remote-Controlled Clown Car |
A non-sentient variant of the Junior Clown Car that, when ridden, allows players to fly and bump into Bowser Jr. to battle him. Attempting to Spin Jump while riding a Remote-Controlled Clown Car will give the rider a speed boost instead. | |
Rising and Lowering Ceiling |
TBW | |
Trick door |
TBW |
NSMB2
Playable characters from NSMB2
Name | Description |
---|---|
Mario |
The main protagonist who sets out to save Princess Peach. |
Luigi |
The second player in Co-op mode and unlockable for Solo Play by holding + + on the file select screen after clearing World 6-Bowser Castle. |
Non-playable characters from NSMB2
Name | Description | Locations |
---|---|---|
Princess Peach |
The damsel-in-distress, who was kidnapped by Bowser's Koopalings in the Koopa Clown Car. | TBD |
Toads |
Toad appears in Toad Houses and gives Mario items. | TBD |
Enemies from NSMB2
The enemies listed in this table match those in the Super Mario Bros. Encyclopedia.[14] The default order they are listed derives from the official guidebook[15] with adjustments that ensure enemies are listed next to their immediate relatives. The gold variants of listed enemies are lumped with their normal counterparts and the Big Chain Chomp is absent in the guidebook, but they are recognized as distinct in the encyclopedia.
Name | Description | Levels | Pts. | New | |
---|---|---|---|---|---|
First | Last | ||||
Goomba |
Common enemies that can be defeated by jumping on them. | World 1-1 | World Star-1 | 200 | — |
Gold Goomba |
Golden Goombas that give extra coins when stomped. | World 1-4 | World 5-3 | 200 | Template:Chart icon |
Goomba Tower |
Stacks of Goombas that must be defeated individually. | World 1-1 | World 6-2 | 200 | — |
Gold Goomba Tower |
Stacks of Gold Goombas that must be jumped on one by one. | World 1-A | 200 | Template:Chart icon | |
Paragoomba |
Winged Goombas that hop as they walk. | World 2-2 | World Star-1 | 200 | — |
Gold Paragoomba |
Gold Goombas with wings that jump as they walk. | World 2-2 | 200 | Template:Chart icon | |
Mini Goomba |
Small Goombas that weigh Mario down until he either attacks or walks for a few seconds. | World 4-1 | World 6-2 | 200 | — |
Gold Mini Goomba |
Small Gold Goombas that weigh Mario down. | World 4-1 | World 5-3 | 200 | Template:Chart icon |
Bone Goomba |
Goombas with skull helmets, identical to regular Goombas gameplay-wise. | World 1-Tower | World Flower-Castle | 200 | Template:Chart icon |
Koopa Troopa (Green) |
Turtle enemies that go into their shells when attacked, then can be picked up or thrown. Green Koopa Troopas walk off ledges. | World 1-1 | World Star-5 | 200 | — |
Koopa Troopa (Red) |
Red Koopa Troopas turn around. | World 1-1 | World Star-5 | 200 | — |
Gold Koopa |
Koopa Troopas with golden shells. When attacked, they go into their shells, which can be thrown to create coins. | World 1-4 | World Star-5 | 200 | Template:Chart icon |
Koopa Paratroopa (Green) |
Winged Koopa Troopas that either jump in high arcs or fly up and down in the air. | World 1-3 | World Star-1 | 200 | — |
Koopa Paratroopa (Red) |
TBW | World 1-3 | World Star-1 | 200 | — |
Gold Koopa Paratroopa |
Koopa Paratroopas that have a trail of coins following them. | World 1-4 | World 5-A | 200 | Template:Chart icon |
Climbing Koopa |
Koopa Troopas that climb on both sides of fences. | World 5-Tower | World 5-Castle | 200 | — |
Dry Bones |
Skeleton Koopa Troopas that collapse when attacked, but later rebuild themselves. | World 1-Tower | World Star-Castle | 200 | — |
Big Dry Bones |
Larger versions of Dry Bones that appear in castle levels. | World 2-Tower | World 6-Bowser Castle | 200 | — |
Hammer Bro |
Enemies that throw hammers and jump. | World 2-2 | 1000 | — | |
Boomerang Bro |
Hammer Bros that use boomerangs, which return to them after being thrown. | World 2-2 | World Mushroom-Warp Cannon | 1000 | — |
Fire Bro |
Hammer Bros that throw fireballs. | World 6-3 | 1000 | — | |
Gold Bro |
A variant of Hammer Bro that throws coins. | World 2-2 | World 6-3 | 1000 | Template:Chart icon |
Sledge Bro |
Hammer Bro variants that stun Mario after they jump. | World 2-2 | 200 | — | |
Buzzy Beetle |
Shelled enemies that can be kicked or thrown after being jumped on, and can walk on ceilings. | World 2-3 | World 6-1 | 200 | — |
Spike Top |
Buzzy Beetle variants that have spikes on their shells, preventing them from being jumped on. | World 2-3 | World 6-1 | 200 | — |
Lakitu |
Enemies that throw Spiny Eggs. If Mario defeats a Lakitu, he can ride on its cloud until it disappears. | World 5-2 | World Star-5 | 1000 | — |
Gold Lakitu |
Lakitus with yellow shells riding in golden clouds, who throw coins. | World 5-2 | World Star-5 | 1000 | Template:Chart icon |
Spiny |
Enemies that hatch from Spiny Eggs and cannot be jumped on. | World 2-4 | World Star-5 | 200 | — |
Spiny Egg |
Eggs thrown by Lakitu that hatch into Spinies when they hit the ground. | World 5-2 | World Star-5 | 200 | — |
Piranha Plant |
Plants that move in and out of Warp Pipes. | World 1-2 | World 6-2 | 200 | — |
Gold Piranha Plant |
Gold versions of Piranha Plants that come out of pipes. When defeated, their pipe shoots coins into the air. | World 1-A | World 6-2 | 200 | Template:Chart icon |
Big Piranha Plant |
Big Piranha Plants that appear outside of pipes, thrashing towards Mario. | World 1-A | World 5-6 | 200 | — |
Gold Big Piranha Plant |
A larger variant of Gold Piranha Plants. | World 1-A | 200 | Template:Chart icon | |
Fire Piranha Plant |
Piranha Plants that aim at Mario and shoot fireballs. | World 5-6 | World 6-2 | 200 | — |
Big Fire Piranha |
Large Venus Fire Traps that shoot big fireballs. | World 5-6 | 200 | — | |
Bone Piranha Plant |
Skeletal Piranha Plants that are immune to fire. The player can defeat them by attacking them with Raccoon Mario's tail. | World 1-Tower | World 5-Castle | 200 | Template:Chart icon |
Big Bone Piranha Plant |
Larger versions of Bone Piranha Plants. They appear in castles and fortresses and thrash towards Mario. | World Mushroom-Castle | World 5-Castle | 200 | Template:Chart icon |
Cheep Cheep |
Fish that are found swimming aimlessly in underwater levels. | World 1-5 | World 4-5 | 200 | — |
Gold Cheep Cheep |
Gold-colored Cheep Cheeps that jump out of water with coins behind them. | World 3-1 | 200 | Template:Chart icon | |
Big Cheep Cheep |
Big Cheep Cheeps that are found in underwater levels. | World 1-5 | World 3-B | 200 | — |
Deep Cheep |
Fish that chase Mario as they swim. | World Mushroom-2 | 200 | — | |
Big Deep Cheep |
Big Deep Cheeps that chase after Mario. | World Mushroom-2 | World Mushroom-2 | 200 | — |
Spiny Cheep Cheep |
Fast-swimming fish that chase Mario. | World 1-5 | World 3-2 | 200 | — |
Cheep Chomp |
Large fish that attempt to eat Mario. | World 1-5 | World 4-5 | 200 | — |
Porcupuffer |
Fish that jump out of the water and follow Mario. | World Flower-2 | World Star-4 | 200 | — |
Fishbones |
Skeletal fish that charge towards Mario. | World 3-Tower | World Star-6 | 200 | — |
Urchin |
Stationary enemies that appear in underwater levels. | World Mushroom-2 | World 3-A | 200 | — |
Small Urchin |
Stationary underwater enemies that can be defeated with the Fire Flower, Super Leaf, Gold Flower, or Super Star. | World 3-2 | World 3-A | 200 | — |
Blooper |
Underwater enemies that move in an erratic pattern and follow Mario. | World 3-5 | 200 | — | |
Blooper Nanny |
Bloopers that have Blooper Babies swimming in a trail behind them. | World 3-5 | 200 | — | |
Thwomp |
Large rocks that fall when Mario gets close. | World 1-Castle | World Mushroom-Castle | 200 | — |
Big Thwomp |
Large Thwomps that can break through stone tiles. | World 1-Castle | World Mushroom-Castle | 200 | — |
Whomp |
Walking Thwomp variants that fall face-first. | World Mushroom-Castle | World Star-3 | 200 | — |
Big Whomp |
Big Whomps that may reveal objects behind them after they fall. | World Mushroom-Castle | World Star-3 | 200 | — |
Boo |
Ghosts that follow Mario when his back is turned, but hide their face when he looks at them. | World 2-Ghost House | World 6-4 | 200 | — |
Gold Boo |
Boo variants that leave a trail of coins behind as they move. | World Mushroom-Ghost House | World 6-Ghost House | 200 | Template:Chart icon |
Big Boo |
Bigger variants of Boos that have the same behavior. | World Mushroom-Ghost House | World 6-Ghost House | 200 | — |
Gold Big Boo |
Large Boos that go in the opposite direction of Mario, leaving coins behind them. | World Mushroom-Ghost House | World 6-Ghost House | 200 | Template:Chart icon |
Boohemoth |
A gigantic Boo who chases Mario in certain Ghost House levels. | World 2-Ghost House | World Flower-Ghost House | Template:Chart icon | Template:Chart icon |
Peepa |
Ghosts that move in circles and sometimes carry platforms. | World 2-Ghost House | World Star-3 | 200 | — |
Bob-omb |
Bombs that ignite if they are jumped on or have a fireball thrown at them, then explode shortly after. | World 2-B | World 6-2 | 200 | — |
Para-bomb |
Parachuting Bob-ombs that are sometimes shot out of cannons. | World 2-B | World 6-2 | 200 | — |
Pokey |
Cactus enemies that appear in desert levels and move slowly. | World 2-3 | World 2-B | 200 | — |
Fuzzy |
Enemies that follow tracks and hurt Mario upon contact. | World 2-A | World 4-C | 200 | — |
Big Fuzzy |
Larger variants of Fuzzies. | World 4-C | 200 | — | |
Fire Snake |
Flames that jump in a high arc. | World 2-4 | World Star-7 | 200 | — |
Chain Chomp |
Enemies tied to posts that lunge at Mario. If Mario ground pounds their post, they are set free. | World 2-5 | World Mushroom-B | 200 | — |
Big Chain Chomp |
TBW | World 2-Castle | None | — | |
Crowber |
Birds that swoop towards Mario. | World Mushroom-Warp Cannon | World 6-4 | 200 | — |
Bullet Bill |
Bullets that fly straight forward and are shot from Bill Blasters and Bill Blaster Turrets. | World 3-B | World 6-B | 200 | — |
Gold Bullet Bill |
Golden Bullet Bills that leave trails of coins behind them. | World 5-5 | World 6-B | 200 | — |
Banzai Bill |
Large Bullet Bills that fly straight forward. | World 5-5 | World 6-B | 200 | — |
Gold Banzai Bill |
Golden-colored Banzai Bills that fly forward, leaving behind a trail of coins. | World 6-B | 200 | Template:Chart icon | |
Wiggler |
Caterpillars that move faster after being jumped on. | World 3-Warp Cannon | World 3-4 | 200 | — |
Swoop |
Bats that hang onto the ceiling, then swoop towards Mario. | World 5-Ghost House | 200 | — | |
Lava Bubble |
Fireballs that jump out of lava. | World 1-Castle | World Star-7 | 200 | — |
Scuttlebug |
Spiders that hang down from webs and can be defeated by jumping on them. | World 3-3 | World Flower-2 | 200 | — |
Grinder |
Buzzsaws that move along tracks. | World 3-Castle | World Star-Castle | 200 | — |
Amp |
Electric balls that shock Mario upon contact. | World 4-B | World Flower-Warp Cannon | 200 | — |
Flame Chomp |
Black spheres that spit fireballs at Mario. | World 6-B | 200 | — | |
Coin Coffer |
Enemies that cough out coins when attacked. | World Star-1 | World Star-7 | 200 | — |
Obstacles from NSMB2
Bosses from NSMB2
Name | Description | Levels | |
---|---|---|---|
First | Last | ||
The Koopalings | |||
Roy Koopa |
Roy's strategy is charging at the player, eventually ramming into a wall and being temporarily stunned (at which point he is vulnerable), as well as spinning in his shell and casting magic attacks. His room becomes increasingly narrower during battle. He takes three hits to defeat. | World 1-Castle | |
Iggy Koopa |
Like in New Super Mario Bros. Wii, Iggy rides a Big Chain Chomp carriage, which transports him around the arena. Mario has to avoid both the Chain Chomp's lunges and Iggy's magic attacks. He takes three hits to defeat. | World 2-Castle | |
Larry Koopa |
Larry's attacks include jumping and shooting magic balls that bounce diagonally. His room has four shifting walls protuding from the floor and ceiling. He takes three hits to defeat. | World Mushroom-Castle | |
Wendy O. Koopa |
Like in New Super Mario Bros. Wii, Wendy's battle takes place in a flooded room. Mario must wait for the water to be drained so he can stomp Wendy, while avoiding Cheep Cheeps and bouncing magic rings. She takes three hits to defeat. | World 3-Castle | |
Morton Koopa Jr. |
Morton attacks the player with spiked balls he creates from his wand, as well as shell attacks. He takes three hits to defeat. | World 4-Castle | |
Lemmy Koopa |
Lemmy's battle takes place on a conveyor belt. He rides a circus ball and creates miniature ones with his magic, which bounce down the belt and can push Mario off. He takes three hits to defeat. | World Flower-Castle | |
Ludwig von Koopa |
Mario or Luigi must use the five gray Pipe Cannons on the floor to blast against Ludwig, causing him to fall onto the floor, dizzy and vulnerable to attacks. He takes three hits to defeat. | World 5-Castle | |
Other | |||
Reznor |
Reznors originate from Super Mario World and are fought as mini-bosses in every main world, standing on top of Rectangular Coin Blocks above a collapsing bridge. The basic way of defeating them is to hit the blocks under their feet. | World 1-Tower | World 6-Tower |
Bowser |
Mario or Luigi must jump on the ! Switch to send Bowser falling down beneath the bridge into the lava. After that, the Koopalings enlarge him, and Mario or Luigi must go onto the roof and hit a massive ! Switch to defeat him. The latter part does not occur in the Gold Classics Pack. | World 6-Bowser Castle | |
Dry Bowser |
Dry Bowser is fought in much the same way as Bowser, though Dry Bowser moves faster, breathes blue fireballs instead of orange ones, throws bones instead of sledgehammers, and is immune to fireballs, while the platforms in the second phase are also smaller. Mario or Luigi must jump on a ! Switch for Dry Bowser to fall off the bridge into the lava. The Koopalings then enlarge Dry Bowser, and Mario or Luigi must go onto the roof and hit a massive ! Switch to defeat Dry Bowser. | World 6-Castle |
Items from NSMB2
Power-ups from NSMB2
Objects from NSMB2
NSMBU
Playable characters from NSMBU
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 and 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. |
Miis |
TBW |
Yoshis from NSMBU
New Super Mario Bros. U 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.
Name | Description | Locations |
---|---|---|
Yoshi |
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. | Yoshi Hill, (and other levels that do not seem to be explicitly outlined anywhere) |
Balloon Baby Yoshis |
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 onto one Baby Yoshi, by grabbing their legs. This slows the player down though. | Acorn Plains, Sparkling Waters |
Glowing Baby Yoshis |
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. | Fire Snake Cavern, Which-Way Labyrinth |
Bubble Baby Yoshis |
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. | Frosted Glacier, Rock-Candy Mines |
Non-playable characters in NSMBU
Name | Description | Locations |
---|---|---|
Princess Peach |
TBW | The Final Battle |
Toads |
Toads appear throughout the game in Toad Houses, at the end of the level when the player catches Nabbit, and past the end-of-level castles to give Mario a power-up if they complete a stage with the last two digits of the Time Limit being the same. | Toad Houses, Acorn Plains Way, Lemmy's Swingback Castle, Blooming Lakitus, Morton's Compactor Castle, Urchin Shoals, Larry's Torpedo Castle, Prickly Goombas!, Wendy's Shifting Castle, Jungle of the Giants, Iggy's Volcanic Castle, Walking Piranha Plants!, Roy's Conveyor Castle, Seesaw Shrooms, Ludwig's Clockwork Castle, The Final Battle |
Nabbit |
A character that steals items from the map and must be defeated to retrieve the items. | Acorn Plains Way, Blooming Lakitus, Urchin Shoals, Prickly Goombas!, Jungle of the Giants, Walking Piranha Plants!, Seesaw Shrooms |
Enemies in NSMBU
The enemies listed in this table match those in the companion Prima Games guidebook,[16] the Super Mario Bros. Encyclopedia,[17] and Mario Portal Game Archive.[18] The default order they are listed derives from their occurrence in-game with adjustments to ensure enemies are listed next to their immediate relatives. The blue Dragoneel is only recognized in the guidebook[19] and is unmentioned in the other two sources, but it is listed here in recognition of its mechanical and physiological distinctiveness from the red one.
Name | Description | Levels | Pts. | Exc. | New | |
---|---|---|---|---|---|---|
First | Last | |||||
Goomba |
Common enemies that can be defeated by jumping on them. Some Goombas in Skyward Stalk float on balloons. | Acorn Plains Way | Follow That Shell! | 200 | — | — |
Paragoomba |
Winged Goombas that hop as they walk. | Seesaw Shrooms | 200 | Template:Chart icon | — | |
Hefty Goomba |
A large Goomba that is the middling size of a Goomba, being smaller than a Big Goomba but bigger than a regular Goomba. This enemy splits into two Goombas when jumped on. | Jungle of the Giants | 200 | Template:Chart icon | — | |
Big Goomba |
Large variants of Goombas. They split into two Hefty Goombas once stomped on. | Jungle of the Giants | 200 | Template:Chart icon | — | |
Mini Goomba |
Small Goombas that weigh Mario down until he either attacks or walks for a few seconds. | Slide Lift Tower | Magma-River Cruise | 200 | — | — |
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! | 200 | — | — | |
Goombrat |
A Goomba that resembles a persimmon and turns at ledges. | Mushroom Heights | 200 | — | Template:Chart icon | |
Waddlewing |
Orange flying-squirrel enemies that glide through stages. | Acorn Plains Way | Land of Flying Blocks | 200 | — | Template:Chart icon |
Koopa Troopa (Green) |
Turtle enemies that go into their shells when attacked, then can be picked up or thrown. Green Koopa Troopas walk off ledges. | Acorn Plains Way | Follow That Shell! | 200 | — | — |
Koopa Troopa (Red) |
Red Koopa Troopas turn around. | Tilted Tunnel | Follow That Shell! | 200 | — | — |
Koopa Paratroopa (Green) |
Winged Koopa Troopas that either jump in high arcs or fly up and down in the air. | Stone-Eye Zone | Run for It | 200 | — | — |
Koopa Paratroopa (Red) |
TBW | Stone-Eye Zone | Hammerswing Caverns | 200 | — | — |
File:NSMBU Big Green Koopa Troopa.jpg Big Koopa Troopa (Green) |
Large variants of Koopa Troopas. | Jungle of the Giants | 200 | Template:Chart icon | — | |
Big Koopa Troopa (Red) |
TBW | Jungle of the Giants | 200 | — | — | |
Dry Bones |
Skeleton Koopa Troopas that collapse when attacked, but later rebuild themselves. | Crushing-Cogs Tower | Ludwig's Clockwork Castle | 200 | — | — |
Big Dry Bones |
Large variants of Dry Bones that appear in castle levels. | Stoneslide Tower | Ludwig's Clockwork Castle | 200 | — | — |
Buzzy Beetle |
Shelled enemies that can be kicked or thrown after being jumped on, and can walk on ceilings. | Tilted Tunnel | Fire Bar Cliffs | 200 | — | — |
Big Buzzy Beetle |
Bigger variants of Buzzy Beetles. | Rising Tides of Lava | 200 | Template:Chart icon | — | |
Spike Top |
Buzzy Beetle variants that have spikes on their shells, preventing them from being jumped on. | Stoneslide Tower | Rising Tides of Lava | 200 | — | — |
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 | Template:Chart icon | — | — | |
Heavy Para-Beetle |
A Para-Beetle that descends when used as a platform. | Flight of the Para-Beetles | Template:Chart icon | — | — | |
Bony Beetle |
Skeleton variants of Buzzy Beetles that walk around and suddenly stop to stick out their spikes. | Grinding-Stone Tower | Pendulum Castle | 200 | — | — |
Hammer Bro |
Enemies that throw hammers and jump. | Rise of the Piranha Plants | 1000 | — | — | |
Fire Bro |
Hammer Bros that throw fireballs. | Fire Snake Cavern | Ludwig's Clockwork Castle | 1000 | — | — |
Boomerang Bro |
Hammer Bros that use boomerangs, which return to them after being thrown. | Bouncy Cloud Boomerangs | 1000 | — | — | |
Ice Bro |
An enemy that throws ice balls at the ground, which can freeze the player and even other enemies. | Icicle Caverns | 1000 | — | — | |
Sledge Bro |
Hammer Bro variants that stun Mario after they jump. | Ludwig's Clockwork Castle | 1000 | — | — | |
Sumo Bro |
Giant Koopas that stomp the ground and create electric waves in two directions. | Screwtop Tower | 200 | — | — | |
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! | 1000 | — | — |
Spiny |
Enemies that hatch from Spiny Eggs and cannot be jumped on. | Seesaw Shrooms | Lakitu! Lakitu! Lakitu! | 200 | — | — |
Spiny Egg |
TBW | Seesaw Shrooms | Lakitu! Lakitu! Lakitu! | 200 | — | — |
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 | 200 | — | — | |
Stone Spike |
A Spike that throws stone rocks downwards. | Dry Desert Mushrooms | 200 | — | — | |
Piranha Plant |
Plants that move in and out of Warp Pipes and some grounded. | Acorn Plains Way | Spinning Platforms of Doom | 200 | — | — |
Piranha Pod |
A projectile thrown by a Lakitu that turns into a Piranha Plant. | Blooming Lakitus | 200 | — | Template:Chart icon | |
Big Piranha Plant |
Large variants of Piranha Plants. | Mushroom Heights | A Quick Dip in the Sky | 200 | — | — |
Fire Piranha Plant |
Piranha Plants that aim at Mario and shoot fireballs. | Yoshi Hill | Prickly Goombas! | 200 | — | — |
Ice Piranha Plant |
A Piranha Plant that can shoot ice balls from its mouth, like Fire Piranha Plants. | Fuzzy Clifftop | 200 | — | — | |
River Piranha Plant |
A stationary Piranha Plant that blows a green spiked ball up and down, similar to a Ptooie. | Fliprus Lake | Seesaw Bridge | 200 | — | — |
Stalking Piranha Plant |
A Piranha Plant that walks around and stretches up and down on a regular basis. | Bramball Woods | Walking Piranha Plants! | 200 | — | — |
Muncher |
An invincible black plant. | Spinning-Star Sky | Thrilling Spine Coaster | Template:Chart icon | — | — |
Monty Mole |
A mole that pops out of mountains and the ground and gives chase. | Yoshi Hill | Magma-River Cruise | 200 | — | — |
Rocky Wrench |
Monty Moles that pop out of its hole in an airship throw wrenches. | Boarding the Airship | 200 | Template:Chart icon | — | |
Lava Bubble |
Fireballs that jump out of lava. | Lemmy's Swingback Castle | The Final Battle | 200 | — | — |
Pokey |
Living cacti that appear in desert levels and move slowly. | Perilous Pokey Cave | 200 | — | — | |
Big Pokey |
Large variants of Pokeys. | Morton's Compactor Castle | None | — | — | |
Swoop |
Bats that hang onto the ceiling, then swoop towards Mario. | Perilous Pokey Cave | Shifting-Floor Cave | 200 | Template:Chart icon | — |
Fire Snake |
Flames that jump in a high arc. | Fire Snake Cavern | 200 | — | — | |
Grrrol |
Round, Thwomp-like enemies that roll on the ground. | Stoneslide Tower | Grinding-Stone Tower | 200 | — | Template:Chart icon |
Mega Grrrol |
A bigger Grrrol with the same behavior. | Grinding-Stone Tower | 200 | — | Template:Chart icon | |
Huckit Crab |
A crab that throws rocks on loop. These can be jumped on and used as a temporary platform. | Waterspout Beach | 200 | — | — | |
Cheep Cheep |
Fish that are found swimming aimlessly in underwater levels. | Waterspout Beach | Swim for Your Life! | 200 | — | — |
Big Cheep Cheep |
Large variants of Cheep Cheeps that are found in underwater levels. | Tropical Refresher | 200 | — | — | |
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 | 200 | — | — | |
Spiny Cheep Cheep |
Fast-swimming fish that chase Mario. | Tropical Refresher | Swim for Your Life! | 200 | — | — |
Cheep Chomp |
Large fish that attempt to eat Mario. | Swim for Your Life! | 200 | — | — | |
Porcupuffer |
Fish that jump out of the water and follow Mario. | Porcupuffer Falls | 200 | — | — | |
Fish Bone |
Skeletal fish that charge towards Mario. | Haunted Shipwreck | Deepsea Ruins | 200 | — | — |
Clampy |
Clams that open and close their mouths. | Waterspout Beach | Template:Chart icon | Template:Chart icon | — | |
Urchin |
Stationary enemies that appear in underwater levels. | Tropical Refresher | Swim for Your Life! | 200 | — | — |
Big Urchin |
A gigantic Urchin that can be defeated only with a Star. | Tropical Refresher | Urchin Shoals | 200 | — | — |
Dragoneel (Red) |
A long eel that attacks Mario by chasing him. | Dragoneel's Undersea Grotto | 200 | — | Template:Chart icon | |
Dragoneel (Blue) |
Shorter, purple ones also exist that move slower, but make sharper turns. | Dragoneel's Undersea Grotto | 200 | — | Template:Chart icon | |
Blooper |
Underwater enemies that move in an erratic pattern and follow Mario. | Blooper's Secret Lair | Tropical Refresher | 200 | — | — |
Blooper Nanny |
Bloopers that have Blooper Babies swimming in a trail behind them. | Blooper's Secret Lair | 200 | Template:Chart icon | — | |
Bullet Bill |
Bullets that fly straight forward and are shot from Bill Blasters and Bill Blaster Turrets. | Scaling the Mountainside | Switchback Hill | 200 | — | — |
Missile Bill |
Bullet Bills that target Mario. | Roy's Conveyor Castle | 200 | — | — | |
Banzai Bill |
Large Bullet Bills that fly straight forward. | Scaling the Mountainside | 200 | — | — | |
King Bill |
A nearly invincible enemy that charges forward, taking up most of the screen. | Flight of the Para-Beetles | 200 | — | — | |
Torpedo Ted |
A slow-moving torpedo that flies in one direction. | Larry's Torpedo Castle | The Mighty Cannonship | 200 | — | — |
Targeting Ted |
Red Torpedo Teds that home into their target, much like Bull's-Eye Bills. | The Mighty Cannonship | 200 | — | Template:Chart icon | |
Cooligan |
An enemy that slides on ice and slows down when hit. | Cooligan Fields | 200 | — | — | |
Fliprus |
A walrus-like creature that throws snowballs that can be jumped on. | Fliprus Lake | 200 | — | Template:Chart icon | |
Thwomp |
Large rocks that fall when Mario gets close. | Wendy's Shifting Castle | 200 | — | — | |
Big Thwomp |
Large Thwomps that can break through stone tiles. | Wendy's Shifting Castle | 200 | — | — | |
Thwimp |
A tiny Thwomp that hops around. | Wendy's Shifting Castle | 200 | Template:Chart icon | — | |
Mechakoopa |
A mechanical Koopa. After stomping it, Mario can pick it up and use it as a weapon. | The Mighty Cannonship | 200 | — | — | |
Mecha Cheep |
Robotic Cheep Cheeps that are immune to fireballs. | The Mighty Cannonship | 200 | Template:Chart icon | Template:Chart icon | |
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 | 200 | — | — | |
Amp |
Electric balls that shock Mario upon contact. | Snake Block Tower | Ludwig's Clockwork Castle | 200 | Template:Chart icon | — |
Big Amp |
Larger variants of Amps. | Snake Block Tower | 200 | Template:Chart icon | — | |
Boo |
Ghosts that follow Mario when his back is turned, but hide their face when he looks at them. Groups of Boos occur floating in circles in some levels. | Haunted Shipwreck | Spinning Spirit House | 200 | — | — |
Big Boo |
Bigger variants of Boos that have the same behavior. | Swaying Ghost House | Spinning Spirit House | 200 | — | — |
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 | 200 | — | — |
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 | 200 | Template:Chart icon | — | |
Bulber |
An enemy that illuminates a dark area and swims in a set pattern. | Deepsea Ruins | 200 | Template:Chart icon | — | |
Jellybeam |
An enemy that illuminates a dark cave. | Deepsea Ruins | 200 | Template:Chart icon | — | |
Wiggler |
Caterpillars that move faster after being jumped on. | Seesaw Bridge | Wiggler Stampede | 200 | — | — |
Big Wiggler |
Large variants of Wigglers. | Wiggler Stampede | Template:Chart icon | — | — | |
Magmaargh |
Lava monsters that attacks by moving towards the players in a wave-like movement. | Iggy's Volcanic Castle | Template:Chart icon | — | — | |
Magmaw |
Lava monsters that lunges at the player and dips back into the lava. | Magma-River Cruise | Template:Chart icon | — | — | |
Flame Chomp |
Black spheres that spit fireballs at Mario. They explode after they're out of fireballs. | Rising Tides of Lava | 200 | — | — | |
Fuzzy |
Enemies that follow tracks and hurt Mario upon contact. | Fuzzy Clifftop | A Quick Dip in the Sky | 200 | — | — |
Big Fuzzy |
Large variants of Fuzzies. | Spine-Tingling Spine Coaster | 200 | — | — | |
Chain Chomp |
Enemies tied to posts that lunge at Mario. If Mario ground pounds their post, they are set free. | Waddlewing's Nest | 200 | — | — | |
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 | 200 | — | — |
Parabomb |
Parachuting Bob-ombs that are sometimes shot out of cannons. | Red-Hot Elevator Ride | 200 | — | — | |
Foo |
An enemy that creates fog in order to obscure the player's view. | Snaking above Mist Valley | 200 | — | — |
Obstacles from NSMBU
Bosses from NSMBU
Name | Description | Levels | |
---|---|---|---|
First | Last | ||
Tower bosses | |||
Boom Boom |
The tower boss from Crushing-Cogs Tower in Acorn Plains to Grinding-Stone Tower in Rock-Candy Mines. He does not change in the first battle, especially on Crushing-Cogs Tower in Acorn Plains. However, following his first defeat, Magikoopa gives him special abilities. In Stoneslide Tower from Layer-Cake Desert, Magikoopa will grant him the ability to spin jump. In Giant Skewer Tower from Sparkling Waters and Freezing-Rain Tower from Frosted Glacier, Magikoopa will grant him the ability to jump, similar to Super Mario Bros. 3. In Snake Block Tower from Soda Jungle, Magikoopa will make him larger. In Grinding-Stone Tower from Rock-Candy Mines, Magikoopa will transform his arms into wings, similar to Super Mario Bros. 3. | Crushing-Cogs Tower | Grinding-Stone Tower |
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. | 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. | Slide Lift Tower | |
The Koopalings | |||
Lemmy Koopa |
Lemmy Koopa is fought on Lemmy's Swingback Castle in Acorn Plains and attempts to throw bombs at Mario. | Lemmy's Swingback Castle | |
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 Big 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. | Morton's Compactor Castle | |
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. | Larry's Torpedo Castle | |
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. | Wendy's Shifting Castle | |
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. | Iggy's Volcanic Castle | |
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. | Roy's Conveyor Castle | |
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. | Ludwig's Clockwork Castle | |
Other | |||
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. | The Mighty Cannonship | The Final Battle |
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. | The Final Battle |
Items from NSMBU
Power-ups from NSMBU
Objects from NSMBU
NSLU
Playable characters from NSLU
Yoshis from NSLU
Non-playable characters from NSLU
Name | Description | Locations |
---|---|---|
Princess Peach |
TBW | The Final Battle |
Toads |
Toads appear throughout the game in Toad Houses, at the end of the level when the player catches Nabbit, and past the end-of-level castles to give Mario a power-up if they complete a stage with the last two digits of the Time Limit being the same. | Toad Houses, TBD |
Enemies in NSLU
Name | Description | Levels | Pts. | Exc. | New | |
---|---|---|---|---|---|---|
First | Last | |||||
Waddlewing |
Orange flying-squirrel enemies that glide through stages. | Waddlewing Warning! | Flying Squirrel Ovation | 200 | — | — |
Piranha Plant |
Plants that move in and out of Warp Pipes and some grounded. | Waddlewing Warning! | Above the Bouncy Clouds | 200 | — | — |
Piranha Pod |
A projectile thrown by a Lakitu that turns into a Piranha Plant. | Spinning Sandstones | Beanstalk Jungle | 200 | — | — |
Big Piranha Plant |
Large variants of Piranha Plants. | Piranha Heights | Flame Chomp Ferris Wheel | 200 | — | — |
Fire Piranha Plant |
Piranha Plants that aim at Mario and shoot fireballs. | Slippery Rope Ladders | Spine Coaster Stowaways | 200 | — | — |
Big Fire Piranha |
Large variants of Piranha Plants. | Piranhas in the Dark | Rising Piranhas | 200 | Template:Chart icon | — |
Ice Piranha Plant |
A Piranha Plant that can shoot ice balls from its mouth, like Fire Piranha Plants. | Broozers and Barrels | 200 | — | — | |
Stalking Piranha Plant |
A Piranha Plant that walks around and stretches up and down on a regular basis. | Spinning Sandstones | Rising Piranhas | 200 | — | — |
River Piranha Plant |
A stationary Piranha Plant that blows a green spiked ball up and down, similar to a Ptooie. | Spinning Sandstones | Fliprus Floes | 200 | — | — |
Muncher |
An invincible black plant. | Lemmy's Lights-Out Castle | Wiggler Rodeo | Template:Chart icon | — | — |
Koopa Troopa (Red) |
Turtle enemies that go into their shells when attacked, then can be picked up or thrown. Red Koopa Troopas turn around. | Crooked Cavern | Magma Moat | 200 | — | — |
Koopa Troopa (Green) |
Green Koopa Troopas walk off ledges. | Piranha Gardens | Magmaw River Cruise | 200 | — | — |
Koopa Paratroopa (Red) |
TBW | Dancing Blocks, Poison Swamp | 200 | — | — | |
Koopa Paratroopa (Green) |
Winged Koopa Troopas that either jump in high arcs or fly up and down in the air. | Stonecrush Tower | 200 | — | — | |
Big Koopa Troopa |
Large variants of Koopa Troopas. | Giant Swing-Along | 200 | — | — | |
Dry Bones |
Skeleton Koopa Troopas that collapse when attacked, but later rebuild themselves. | Flame-Gear Tower | Stonecrush Tower | 200 | — | — |
Big Dry Bones |
Large variants of Dry Bones that appear in castle levels. | Iggy's Swinging-Chains Castle | 200 | — | — | |
Hammer Bro |
Enemies that throw hammers and jump. | Piranha Gardens | All Aboard! | 1000 | — | — |
Fire Bro |
Hammer Bros that throw fireballs. | Piranhas in the Dark | Magmaw River Cruise | 1000 | — | — |
Boomerang Bro |
Hammer Bros that use boomerangs, which return to them after being thrown. | All Aboard! | Above the Bouncy Clouds | 1000 | — | — |
Ice Bro |
An enemy that throws ice balls at the ground, which can freeze the player and even other enemies. | All Aboard! | Frozen Fuzzies | 1000 | — | — |
Sledge Bro |
Hammer Bro variants that stun Mario after they jump. | All Aboard! | 1000 | — | — | |
Sumo Bro |
Giant Koopas that stomp the ground and create electric waves in two directions. | Sumo Bro Bridge | Sumo Bro's Spinning Tower | 200 | — | — |
Lakitu |
Enemies that throw Spiny Eggs. If Mario defeats a Lakitu, he can ride on its cloud until it disappears. | Spinning Sandstones | Cloudy Capers | 1000 | — | — |
Spiny |
Enemies that hatch from Spiny Eggs and cannot be jumped on. | Cloudy Capers | 200 | — | — | |
Spiny Egg |
TBW | Cloudy Capers | 200 | — | — | |
Bony Beetle |
Skeleton variants of Buzzy Beetles that walk around and suddenly stop to stick out their spikes. | Icicle Tower | Impossible Pendulums | 200 | — | — |
Buzzy Beetle |
Shelled enemies that can be kicked or thrown after being jumped on, and can walk on ceilings. | Ice-Slide Expressway | 200 | — | — | |
Spike Top |
Buzzy Beetle variants that have spikes on their shells, preventing them from being jumped on. | Switch-Lift Express | 200 | — | — | |
Para-Beetle |
Para-Beetles are winged Buzzy Beetles. However, Mario can hop on their back for a ride, unlike with other winged foes. | Para-Beetle Parade | Template:Chart icon | — | — | |
Heavy Para-Beetle |
A Para-Beetle that descends when used as a platform. | Para-Beetle Parade | Template:Chart icon | — | — | |
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 Tumbling Desert | Spike's Seesaws | 200 | — | — |
Stone Spike |
A Spike that throws stone rocks downwards. | Stone Spike Conveyors | 200 | — | — | |
Cheep Cheep |
Fish that are found swimming aimlessly in underwater levels. | Cheep Chomp Chase | Star Coin Deep Dive | 200 | — | — |
Big Cheep Cheep |
Large variants of Cheep Cheeps that are found in underwater levels. | Cheep Chomp Chase | Star Coin Deep Dive | 200 | — | — |
Eep Cheep |
A Cheep Cheep that lives in a school with other Eep Cheeps and swims away when the player comes near it. | Cheep Chomp Chase | 200 | — | — | |
Big Eep Cheep |
Large variants of Cheep Cheeps that are found in underwater levels. | Cheep Chomp Chase | Urchin Reef Romp | 200 | Template:Chart icon | Template:Chart icon |
Deep Cheep |
Large variants of Cheep Cheeps that are found in underwater levels. | Cheep Chomp Chase | 200 | Template:Chart icon | — | |
Big Deep Cheep |
Large variants of Cheep Cheeps that are found in underwater levels. | Cheep Chomp Chase | 200 | Template:Chart icon | — | |
Spiny Cheep Cheep |
Fast-swimming fish that chase Mario. | Haunted Cargo Hold | Star Coin Deep Dive | 200 | — | — |
Cheep Chomp |
Large fish that attempt to eat Mario. | Cheep Chomp Chase | Star Coin Deep Dive | 200 | — | — |
Porcupuffer |
Fish that jump out of the water and follow Mario. | Porcupuffer Cavern | 200 | — | — | |
Fish Bone |
Skeletal fish that charge towards Mario. | Haunted Cargo Hold | Deepsea Stone-Eyes | 200 | — | — |
Monty Mole |
A mole that pops out of mountains and the ground and gives chase. | Rolling Yoshi Hills | Stonecrush Tower | 200 | — | — |
Pokey |
Living cacti that appear in desert levels and move slowly. | Underground Grrrols | 200 | — | — | |
Big Pokey |
Large variants of Pokeys. | Morton's Lava-Block Castle | None | — | — | |
Grrrol |
Round, Thwomp-like enemies that roll on the ground. | Underground Grrrols | Smashing-Stone Tower | 200 | — | — |
Mega Grrrol |
A bigger Grrrol with the same behavior. | Underground Grrrols | Smashing-Stone Tower | 200 | — | — |
Huckit Crab |
A crab that throws rocks on loop. These can be jumped on and used as a temporary platform. | Huckit Beach Resort | Porcupuffer Cavern | 200 | — | — |
Urchin |
Stationary enemies that appear in underwater levels. | Urchin Reef Romp | 200 | — | — | |
Big Urchin |
A gigantic Urchin that can be defeated only with a Star. | Urchin Reef Romp | 200 | — | — | |
Boo |
Ghosts that follow Mario when his back is turned, but hide their face when he looks at them. Groups of Boos occur floating in circles in some levels. | Peek-a-Boo Ghost House | Vanishing Ghost House | 200 | — | — |
Big Boo |
Bigger variants of Boos that have the same behavior. | Peek-a-Boo Ghost House | 200 | — | — | |
Goombrat |
A Goomba that resembles a persimmon and turns at ledges. | Wiggler Rodeo | Hot Cogs | 200 | — | — |
Goomba |
Common enemies that can be defeated by jumping on them. Some Goombas in Skyward Stalk float on balloons. | Stonecrush Tower | Magmaw River Cruise | 200 | — | — |
Mini Goomba |
Small Goombas that weigh Mario down until he either attacks or walks for a few seconds. | Stonecrush Tower | Magmaw River Cruise | 200 | — | — |
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. | Fire and Ice | 200 | — | — | |
Dragoneel (Red) |
A long eel that attacks Mario by chasing him. | Dragoneel Depths | 200 | — | — | |
Dragoneel (Blue) |
Shorter, purple ones also exist that move slower, but make sharper turns. | Dragoneel Depths | 200 | — | — | |
Bullet Bill |
Bullets that fly straight forward and are shot from Bill Blasters and Bill Blaster Turrets. | Larry's Trigger-Happy Castle | Rainbow Skywalk | 200 | — | — |
Missile Bill |
Bullet Bills that target Mario. | Roy's Ironclad Castle | 200 | — | — | |
Banzai Bill |
Large Bullet Bills that fly straight forward. | Larry's Trigger-Happy Castle | Para-Beetle Parade | 200 | — | — |
King Bill |
A nearly invincible enemy that charges forward, taking up most of the screen. | Larry's Trigger-Happy Castle | Para-Beetle Parade | 200 | — | — |
Torpedo Ted |
A slow-moving torpedo that flies in one direction. | Larry's Trigger-Happy Castle | All Aboard! | 200 | — | — |
Targeting Ted |
Red Torpedo Teds that home into their target, much like Bull's-Eye Bills. | Larry's Trigger-Happy Castle | All Aboard! | 200 | — | — |
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 | 200 | — | — |
Cooligan |
An enemy that slides on ice and slows down when hit. | Cooligan Shrooms | 200 | — | — | |
Fliprus |
A walrus-like creature that throws snowballs that can be jumped on. | Fliprus Floes | Hammerswing Hangout | 200 | — | — |
Thwomp |
Large rocks that fall when Mario gets close. | Wendy's Thwomp Castle | 200 | — | — | |
Big Thwomp |
Large Thwomps that can break through stone tiles. | Wendy's Thwomp Castle | 200 | — | — | |
Mechakoopa |
A mechanical Koopa. After stomping it, Mario can pick it up and use it as a weapon. | All Aboard! | 200 | — | — | |
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. | Heart of Bramball Woods | 200 | — | — | |
Big Wiggler |
Large variants of Wigglers. | Wiggler Floodlands | Template:Chart icon | — | — | |
Wiggler |
Caterpillars that move faster after being jumped on. | Wiggler Rodeo | 200 | — | — | |
Magmaargh |
Lava monsters that attacks by moving towards the players in a wave-like movement. | Iggy's Swinging-Chains Castle | Template:Chart icon | — | — | |
Magmaw |
Lava monsters that lunges at the player and dips back into the lava. | Magmaw River Cruise | The Final Battle | Template:Chart icon | — | — |
Fuzzy |
Enemies that follow tracks and hurt Mario upon contact. | Mount Fuzzy | Cloudy Capers | 200 | — | — |
Big Fuzzy |
Large variants of Fuzzies. | Frozen Fuzzies | Spine Coaster Connections | 200 | — | — |
Fire Snake |
Flames that jump in a high arc. | Light-Up-Lift Tower | 200 | — | — | |
Lava Bubble |
Fireballs that jump out of lava. | Roy's Ironclad Castle | Hot Cogs | 200 | — | — |
Chain Chomp |
Enemies tied to posts that lunge at Mario. If Mario ground pounds their post, they are set free. | Wiggler Rodeo | 200 | — | — | |
Flame Chomp |
Black spheres that spit fireballs at Mario. They explode after they're out of fireballs. | Flame Chomp Ferris Wheel | 200 | — | — | |
Foo |
An enemy that creates fog in order to obscure the player's view. | Three-Headed Snake Block | 200 | — | — | |
Bob-omb |
Bombs that ignite if they are jumped on or have a fireball thrown at them, then explode shortly after. | Bowser Jr. Showdown | The Final Battle | 200 | — | — |
Parabomb |
Parachuting Bob-ombs that are sometimes shot out of cannons. | Bowser Jr. Showdown | Current Event | 200 | — | — |
Blooper |
Underwater enemies that move in an erratic pattern and follow Mario. | Star Coin Deep Dive | 200 | — | — |
Obstacles from NSLU
Bosses from NSLU
Name | Description | Levels | |
---|---|---|---|
First | Last | ||
Tower bosses | |||
Boom Boom |
The tower boss from Flame-Gear Tower in Acorn Plains to Grinding-Stone Tower in Rock-Candy Mines. He does not change in the first battle, especially on Crushing-Cogs Tower in Acorn Plains. However, following his first defeat, Magikoopa gives him special abilities. In Stoneslide Tower from Layer-Cake Desert, Magikoopa will grant him the ability to spin jump. In Giant Skewer Tower from Sparkling Waters and Freezing-Rain Tower from Frosted Glacier, Magikoopa will grant him the ability to jump, similar to Super Mario Bros. 3. In Snake Block Tower from Soda Jungle, Magikoopa will make him larger. In Grinding-Stone Tower from Rock-Candy Mines, Magikoopa will transform his arms into wings, similar to Super Mario Bros. 3. | Flame-Gear Tower | Smashing-Stone Tower |
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. | Sumo Bro's Spinning 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. | Stonecrush Tower | |
The Koopalings | |||
Lemmy Koopa |
Lemmy Koopa is fought on Lemmy's Swingback Castle in Acorn Plains and attempts to throw bombs at Mario. | Lemmy's Lights-Out Castle | |
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 Big 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. | Morton's Lava-Block Castle | |
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. | Larry's Trigger-Happy Castle | |
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. | Wendy's Thwomp Castle | |
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. | Iggy's Swinging-Chains Castle | |
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. | Roy's Ironclad Castle | |
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. | Ludwig's Block-Press Castle | |
Other | |||
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. | The Mighty Cannonship | The Final Battle |
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. | The Final Battle |
Items from NSLU
Power-ups from NSLU
Objects from NSLU
References
- ^ Sakai, Kazuya (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan), editors (2015). "New Super Mario Bros." in『スーパーマリオブラザーズ百科: 任天堂公式ガイドブック』. Tokyo: Shogakukan (Japanese). ISBN 4-091065-69-4. Page 114–15.
- ^ Shogakukan editors (2006). 「敵キャラクターリスト」in『ニュー・スーパーマリオブラザーズ: 任天堂公式ガイドブック』. Tokyo: Shogakukan (Japanese). ISBN 4-091063-07-1. Page 14–19.
- ^ p. 109
- ^ Louey
- ^ p. 84
- ^ a b p. 35
- ^ p. 58
- ^ p. 93
- ^ p. 60
- ^ p. 56
- ^ Sakai, Kazuya (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan), editors (2015). "New Super Mario Bros. Wii" in『スーパーマリオブラザーズ百科: 任天堂公式ガイドブック』. Tokyo: Shogakukan (Japanese). ISBN 4-091065-69-4. Page 144–46.
- ^ Nintendo Co., Ltd. (2023). New Super Mario Bros. Wii. Mario Portal Game Archive. Retrieved 14 Aug. 2024.
- ^ Bueno, Fernando (2009). New Super Mario Bros. Wii: PRIMA Official Game Guide. Roseville: Prima Games. ISBN 978-0-3074-6767-6.
- ^ Sakai, Kazuya (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan), editors (2015). "New Super Mario Bros. 2" in『スーパーマリオブラザーズ百科: 任天堂公式ガイドブック』. Tokyo: Shogakukan (Japanese). ISBN 4-091065-69-4. Page 194–15.
- ^ Weekly Famitsu Editorial Department (2012). 「
敵 キャラクター」in『New スーパーマリオブラザーズ2 パーフェクトガイド』. Tokyo: Famitsu (Japanese). ISBN 4-047284-30-0. Page 26–34. - ^ Stratton, Steve (2012). New Super Mario Bros. U: PRIMA Official Game Guide. Roseville: Prima Games. ISBN 978-0-307-89690-2. Page 28–35.
- ^ Sakai, Kazuya (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan), editors (2015). "New Super Mario Bros. U" in『スーパーマリオブラザーズ百科: 任天堂公式ガイドブック』. Tokyo: Shogakukan (Japanese). ISBN 4-091065-69-4. Page 204–19.
- ^ Nintendo Co., Ltd. (2022). New Super Mario Bros. U. Mario Portal Game Archive. Retrieved 28 Aug. 2024.
- ^ Stratton, p. 90.