New Super Mario Bros. Wii: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
m (This is obvious info not needed to be mentioned here.)
Line 149: Line 149:


===Underground Enemies===
===Underground Enemies===
*[[Super Venus Fire Trap]]s
*[[Swooper]]s
*[[Swooper]]s
*[[Buzzy Beetle]]s
*[[Buzzy Beetle]]s
Line 178: Line 179:
*[[Porcu-Puffer]]s
*[[Porcu-Puffer]]s
*[[Urchin]]s
*[[Urchin]]s
*[[Mega Urchin]]s
*[[Clam]]s
*[[Clam]]s
*[[Jellybeam]]s
*[[Jellybeam]]s
Line 203: Line 205:
*[[Heavy Para-Beetle]]s
*[[Heavy Para-Beetle]]s
*[[Fuzzy|Fuzzies]]
*[[Fuzzy|Fuzzies]]
*[[Mega Fuzzy|Mega Fuzzies]]
*[[Foo]]s
*[[Foo]]s


Line 217: Line 220:
*[[Little Mouser]]s
*[[Little Mouser]]s
*[[Ghost Vase]]s
*[[Ghost Vase]]s
*[[Ghost Block]]s
*[[Crowber]]s
*[[Crowber]]s


Line 228: Line 232:
*[[Spiked Ball]]s
*[[Spiked Ball]]s
*[[Pillar]]s
*[[Pillar]]s
*[[Mega Pillar]]s
*[[Firebar]]s
*[[Firebar]]s
*[[Fishbone]]s
*[[Fishbone]]s

Revision as of 21:05, January 31, 2011

Template:Articleabout Template:Infobox New Super Mario Bros. Wii is a sidescrolling Mario game for the Wii, and has been released in Australia on November 12, in America on November 15, and Europe on November 20, 2009. It is the follow-up to New Super Mario Bros., a 2006 game released for the Nintendo DS. In addition to the single-player experience, the game also features a multiplayer mode for up to four players. It features more items, new levels and more enemies than the DS predecessor. It is also the first title to support Nintendo's new Super Guide mode.[1] The game has sold approximately 14,705,000 copies worldwide.[2]

Story

Bowser Jr. and his siblings jumping out of the cake.

It is Princess Peach's birthday and as Mario, Luigi and their friends are celebrating. However, a huge cake reels in. Immediately, Bowser Jr. and the Koopalings pop out and throw the giant cake on top of Peach, trapping her. From there, the villains load her onto their ship while Mario, Luigi, Blue Toad and Yellow Toad follow closely. The Toads from the castle soon use a cannon to blast away the Propeller and Penguin suit towards Mario and the others so they can have access to them.[3]

When Mario and the gang finally get to the final castle, they find none other than Bowser himself. One of them has to jump on the button to defeat Bowser, sending him falling into the lava below. After, Mario, Luigi, Yellow Toad, and Blue Toad celebrate their victory, they see Peach crying in a cage. However, she turns out to be Kamek in Peach's dress. Kamek then powers Bowser up, ten times his normal size. After Bowser has been powered up, the four can do nothing but flee from the giant boss. Soon they find a dead end with a huge button. They push it, and the giant Bowser falls into the lava again. Just then, Princess Peach is released from her cage, and the two set off, out of the castle. As they venture out, they see Luigi, Blue Toad and Yellow Toad arrive in their hot air balloons. Luigi lets Mario and Peach into his balloon and is accidentally left behind. The two Toads then offer Luigi a ride in their balloon. As they sail off, Peach asks Mario if she told him about the Secret World.

File:BCastle.png
Bowser and his kids about to be crushed by his castle.

After the credits, Larry Koopa is seen limping toward Bowser's Castle. He meets Bowser Jr., who shows Larry the rest of the Koopalings trying to push Bowser, who is back to normal, right side up. They finally succeed, with a huge thud, causing the castle to fall on top of Bowser and his eight children.[4]

Gameplay Features

It has been requested that this article be rewritten.

A Level 2-1 being played by four players.

The regular mode of the game can be played in single-player or multiplayer cooperative mode. Players can be freely added and removed between levels. The camera pans as players move and zoom in and out as players move farther away or closer to each other. However, there is a limit, and players who are far behind can lose a life. When a player loses a life, they reappear in a bubble. The player can shake the Wii Remote to move the bubble closer to the surviving players. They can burst that bubble to allow the reappearing player to continue playing. However, if everyone loses a life, or if someone loses a life and everyone else is in a bubble, then the players must restart the level.

? Blocks usually create one item for each player, but only if the player still have lives remaining. For example, a block can produce four Mushrooms when four players are playing, but it only produces three if one player lost all of their lives. If more than one player is playing, and they are both in the starting form, when they hit a ? Block one is a mushroom, and one is a helpful item in that level like a Fire Flower or Ice Flower.

A player can place themself in a bubble by pressing the A button on the Wii Remote or the C button if a player is using the Wii Remote and Nunchuk. The player inside the bubble cannot be harmed by anything. The player inside the bubble can shake the Wii Remote to bring themself closer to the players that are not in the bubble. Bubbles can only burst when a player not in a bubble comes in contact with the bubble or throws a fireball/iceball at the bubble. If all the players are in a bubble, they have to restart the level. They return to normal form, but they do not lose any lives.

When one player grabs the flagpole at the end of the level, the other players have a limited amount of time to grab the flagpole before the level ends. However, not all the players are required to grab the flagpole at the end of the level.

File:NSMBW Wiimotecontrol.png
The light on the boat's direction being changed by tilting the Wii Remote.

Players play the game holding the Wii Remote sideways or by using the Wii Remote and Nunchuk combination. Tilting the Wii Remote can perform actions such as changing the direction of a light or tilting platforms when activated. Players can activate these by standing on them; the color and the symbol of the character on the platform determines who is controlling them.

Shaking the Wii remote activates the spin jump, seen in Super Mario World. Players can carry objects such as frozen enemies and barrels by pressing 1 (or B with Wii Remote and Nunchuk) and shaking the Wii Remote near the object.

It's possible to ride on Yoshi as well.[5] Yoshi can swallow many different objects in the game including hammers thrown by Hammer Bros.(but not the Hammer Bros. themselves), fireballs shot by a player with a Fire Flower or by a Fire Bro., and as well as iceballs shot by a player wielding an Ice Flower or Penguin Suit or by an Ice Bro. Yoshi can then spit these objects out. Yoshi can also carry other players in his mouth for a short period of time and use his Flutter Jump, a move of his first introduced in Super Mario World 2: Yoshi's Island[6]. Yoshi also has the ability to swallow apples throughout the course. When Yoshi eats an apple, a count appears to see how many apples Yoshi has swallowed. If Yoshi eats five apples, the player gets a reward such as a 1-up or power-up item. Yoshi cannot use his tongue to help characters obtain power-ups, unlike in Super Mario World, because Yoshi keeps the power-up in his mouth. He can however spit it out at another player.

However, if the players reach the end of the level while riding on their Yoshis, they have to leave their mounts behind. Therefore, there are only certain levels in which players can ride Yoshis[7]. [8]

On the map screen, pressing 1 (or B with the Nunchuk) allows the player to go to a screen where items from Toad houses and extra items can be used (like in Super Mario Bros. 3). Unlike New Super Mario Bros. and Super Mario World, the player can't activate items during levels. Pressing - (minus) on the map allows the player to go to any previously visited world.[9]

Super Guide

File:Nsmbw superguide.png
The Super Guide mode of Level 6-3 in action.

Also premiering in the game is a new feature named Super Guide. The Super Guide provides unsuccessful players assistance to clear levels. When a player has failed to pass a level at least eight times, a green box will appear at the start of the level. When the player hits the green box, the level will restart in auto-pilot mode: a computer-controlled Luigi will play the level on his own. The Super Guide will only show the player how to beat the level, but not use short-cuts or reveal secrets. While the Super Guide is running, the player can press a button on the Wii Remote at any time to take control back; the game will start exactly where the Super Guide left off. Once the player has taken control back, he or she can not turn it back on in the middle of the level. The level will still count as beaten even when the Super Guide assistance is used.[1] Interestingly, when the player takes over, they will play as Luigi rather than Mario, but losing a life will result in Mario being controlled again.

Levels

Players being added into the game get to choose their own characters.

The game has nine worlds[10], that all have a world map just like in New Super Mario Bros. There still are Toad Houses, Towers, castles, Warp Cannons, Warp Pipes (in World 2), Beanstalks (in World 7) and horizontal "platform" Pipes (in World 6). Enemies also patrol in the overworld. If the enemies come in contact with the player(s), the player(s) must play an Enemy Course. The player(s) must collect eight Toad balloons to make a chest with a Toad trapped in it appear. If the player(s) saves the Toad, the Toad rewards the player(s) three mushrooms for the item storage. Each Enemy Course is different on each world.

Once a level is beaten, the player can return to it for a special mission to rescue a kidnapped Toad[10] and carry him to the level exit. In multiplayer, this special mission is absent.

Other than the game's main campaign, which can be played with up to four players, New Super Mario Bros. Wii offers special multiplayer challenges. Those challenges have some levels taken from the campaign, and some newly created levels. There is a Free for All mode and a Coin Battle mode. Free for All mode has players competing for a high score, while Coin Battle mode has them competing for the most collected coins in the level[10].

World 9 (Rainbow Path) is unlocked after completing the game. There are 8 stages in that world, and each stage is unlocked by collecting all the Star Coins in each of the 8 normal worlds.

Worlds

File:Worldselectnsmbwii.png
World Selection Map.

Development

According to Nintendo, Shigeru Miyamoto had been struggling to add multiplayer in a Mario game for a long time. They further explained that Miyamoto tried to experiment with multiplayer aspects at the start of most of his Mario projects. This can be seen in beta screenshots of games such as Super Mario 64 DS and New Super Mario Bros., as multiplayer aspects were evidently intended for both of those games during the earlier stages of development. But when the experiments with multiplayer failed to come to fruition, the developers focused back to what they were used to, single-player, and, for both of the aforementioned games, multiplayer was put on the back burner and became a mere tag-on that used both the game's engine and a series of dissimilar mini-games. One of the reasons multiplayer was not achieved previously was due to technical limitations. With the Wii's hardware, it allowed Miyamoto to make sure the game had all the items and enemies in the screen at once, and having the camera focusing on all the players at once.[12]

Additionally, Nintendo is planning to add the new "demo play" feature to their future titles, with New Super Mario Bros. Wii being the flagship title for the feature. A patent on the game, then called "Kind Code", was filed by Miyamoto on June 30, 2008. It showed that it could come in three modes: Game (in which the player plays the game normally until they get stuck, at which point they can view a video that appears on the screen's top right corner on how to bypass the situation in question), Digest (in which the player watches the developers play through the game until the player decides to join the game at a particular point; the game cannot be saved in this mode), and Scene Menu (where players go directly to specific parts of the game without loading their games or watching the digest). In the final game, the Digest version of the "demo play" mode was released as "Super Guide"[13].

Characters

Enemies

File:NSMBW W7-5.png
The new cloud enemy, Foo.

Bosses

Grassland Enemies

Underground Enemies

Desert Enemies

Ice Enemies

Water/Island Enemies

Jungle Enemies

Mountain/Sky Enemies

Fire Enemies

Ghost House Enemies

Fortress/Castle Enemies

Airship Enemies

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

Mini-games

Blocks

Items

References to Other Games

  • Mario Bros.: The POW Block reappears and has the same design as in Mario Bros. The POW Block can also be carried. One underground Coin Battle area also shows some resemblance to the Mario Bros. arena.
  • Super Mario Bros.: The secret "Level Clear" tune is taken from this game. The first tunes from the overworld theme is played during the beginning of the Staff Roll. The main theme is once again remixed and used for the Toad Houses. Near the beginning of the game, Bowser Jr. states in a letter that he ordered his minions to stuff every Toad they see into a ? Block, which might be a reference to the fact that Bowser transformed them into ? Blocks, according to the instruction book. Also, Roy Koopa's Castle has three way corridors, with only one being the correct path. This puzzle mimics the puzzles in World 4-4, World 7-4, and World 8-4. In the Coin Battle, a level similar to World 1-1 appeared.
  • Super Mario Bros.: The Lost Levels: Roy Koopa's Castle has three way corridors, with only one being the correct path. This puzzle mimics the puzzles in World 3-4, World 5-3, World 6-4, World 7-2, and World 8-4. Also, World 2-4 features blowing winds, which are also reminiscent of some levels from Super Mario Bros.: The Lost Levels.
  • Super Mario Bros. 2: Mario, Luigi, and the two Toads' ability to hold and throw POW Blocks (and some other items) came from this game.
  • Super Mario Bros. 3: The Penguin Suit is based on the suits in this game. The Koopaling battle theme is remixed twice and once again played when fighting against them. The airship theme is remixed twice and plays on the airships. The design on the Towers are based on the Fortress sprite in this game. The Enemy Courses are similar to the levels when fighting against a Hammer Bro., Fire Bro., Boomerang Bro., or Sledge Bro. and even use a remix of the song. Also, the Power-Up of the reserve are used on the World maps. The game features an inventory window rather than a summonable item. This window can only be accessed from the overworld, reminiscent of that in SMB3.
  • Super Mario World: The design on the Fortress-doors leading to the boss is noticeably similar. Yoshis reappear and can be ridden on and a drum beat joins in with the music when they are being ridden, similar to this game. Parts of the castle BGM can be heard in the castle levels. The sound effect that plays when the invincibility wears off was taken from the P-switch when the activation is going to stop. The World 9 is similar to the Star World and the Special World. The concept of checkpoints was first introduced in SMW (although some levels in SMB had midway points), and small Mario becoming large Mario upon reaching the checkpoint is also directly taken from SMW (however, SMW used gates rather than flags).
  • Mario Kart series: World 9 is similar to Rainbow Road.
  • Super Mario World 2: Yoshi's Island: Just before the main boss of the world, Kamek will appear and fly all over the room, using his magic on the room and boss. Also, his attack pattern during the boss battle is identical to what he did in Yoshi's Island, right before Yoshi and Baby Mario entered Baby Bowser's room. During the title screen BGM, the map theme from this game can be heard briefly in the first few seconds of the song. During multiplayer mode, the players are able to trap themselves in a bubble, similar to Baby Mario when Yoshi was damaged by an enemy.
  • Donkey Kong Country: The animal buddy mechanics used in this game, are used on the Yoshis; players can only use Yoshi in certain levels, and they ditch him after clearing the level. Also, the ability to pick up and throw barrels may have been borrowed from this game too.
  • Super Mario 64: "Inside the Castle Walls" is played inside Princess Peach's Castle. Also, when the mini-game, Power-Up Panels is lost (when the player gets two Bowser or Bowser Jr. cards), the short tune heard when trying to enter a locked door is played here.
  • Mario Kart 64: About 30 seconds in the Rainbow Path, a tune remixed from the Rainbow Road theme can be heard.
  • New Super Mario Bros.: The New Super Mario Bros. Wii game is the follow up from this game. Most of the songs are remixed, especially the "Level Clear" tune. The Mini Mushroom returns.
  • Super Mario Galaxy: During the Staff Roll, an outtake of a Princess Peach voiceover states that she'll wait for Mario at the night of the Star Festival, but she is interrupted by Bowser. The 1-up sound effect from this game plays when the player gets a 1-up in New Super Mario Bros. Wii, but only from the speakers of the Wii Remote. In World 9, multicolor star-shaped things fall from the sky, like Star Bits.

References in Later Games

  • Super Mario Galaxy 2: The Midway Flag appears in this game and it plays a similar role. The Cosmic Guide and the Tip Network are similar to the Super Guide and to the videos of the Princess Peach's Castle. The function of the World Maps are similar to those from this game.
  • Donkey Kong Country Returns: The map screen has level pads that look highly similar to the ones from New Super Mario Bros. Wii. The pads even use the same colors; red for a non-cleared level, and blue for a cleared level. Super Kong is the equivalent of the Super Guide.

Gallery

Template:Morepic

Trading Cards

Main article: New Super Mario Bros. Wii Trading Cards

Trivia

  • This is the first main series game to be released first in PAL regions.
  • This is the first game to introduce the Koopalings into 3-D models and voices, and this is the first game to feature the Koopalings and Bowser Jr. together. This is also the first game where Kamek appears alongside the Koopalings or Bowser Jr.
  • This is the first Mario platformer game to feature co-op mode and vs. mode at the same time since the Mario Bros. game.
  • The New Super Mario Bros. Wii cover has a red Wii frame instead of the standard white frame. Similar on its style is WarioWare, Inc.: Mega Party Game$!, which had a yellow GameCube frame, instead of a black frame on European boxarts. New Super Mario Bros. Wii is the second Wii Game to break the tradition of a white box. The first game was Metroid Prime Trilogy.
  • Remakes, Super Paper Mario, etc. aside, New Super Mario Bros. Wii is the first sidescrolling Mario title to hit a home console since Super Mario World for the SNES (released 19 years prior).
  • This game's box artwork (along other images) was used for the Nintendo 3DS demo at E3 2010.[16]

See Also

References

External Links


Template:Mariogames Template:NSMB Wii