New Super Mario Bros. Wii

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Template:Infobox New Super Mario Bros. Wii is a sidescrolling 2.5D Mario platformer for the Wii, and the tenth game in the Super Mario series. The game was released in Oceania on November 12, in North America on November 15, and Europe on November 20, 2009; this is the first main series game to be released first in the Oceanian regions and the first and currently only Mario platformer to be originally released outside Japan or America. It is a follow-up to New Super Mario Bros., released in 2006 for the Nintendo DS. In addition to the single-player experience, New Super Mario Bros. Wii also features a multiplayer mode for up to four players. This is the first Super Mario game to feature a co-op and vs. modes at the same time since Mario Bros. 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 introduces two new power-ups, the Propeller Mushroom and the Penguin Suit, which turn characters into their propeller and penguin forms respectively.

New Super Mario Bros. Wii is the first 2D platformer Super Mario title to hit a home console since Super Mario World for the SNES (released 19 years prior). To date, the game has sold over thirty million copies worldwide, making it the fourth best-selling Wii game overall and the second best-selling Mario game on the system, after Mario Kart Wii.[2] New Super Mario Bros. Wii received a follow-up on the Nintendo 3DS, New Super Mario Bros. 2, and later, a sequel on the Wii U, New Super Mario Bros. U.

Story

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

Mario, Luigi, Yellow Toad and Blue Toad are celebrating Princess Peach's birthday, when a huge cake slides in. Immediately, Bowser Jr. (who masterminded the plot to infiltrate via the birthday cake[3]) and the Koopalings pop out and throw the cake on top of Peach and the Toads, trapping her inside and leaving the Toads stunned. From there, the villains load her onto their Airship while Mario, Luigi, Yellow Toad and Blue Toad follow closely. The Toads from the castle soon use a cannon to blast away presents containing Propeller Mushrooms and Penguin Suits so Mario and the others can obtain them, but they explode in the air and spread the items in nine worlds.[4]

Throughout the chase, Mario and co. battle the Koopalings in their fortresses, followed by in their towers. Afterward, Bowser Jr. flies in the airship with Peach stuck in it, though during two occasions, the Airship leaves without Bowser Jr., allowing the Mario Bros. and Toads to chase after him. When the gang defeats Bowser Jr. for the final time, Magikoopa appears and takes Peach away, taking her to Bowser's Castle.

When Mario and the gang finally get to the final castle, they find Bowser. One of them has to jump on a ! Switch behind Bowser to defeat him, sending him falling into the lava below. After Mario, Luigi, Yellow Toad, and Blue Toad celebrate their victory, they see the fake Princess Peach crying in a cage. However, she turns out to be Magikoopa in a pink version of his robe. Magikoopa then powers Bowser up, making him giant. After Bowser has been powered up, the four can do nothing but flee from the giant boss. Soon they find a dead end with a huge ! Switch. They push it, and the giant Bowser falls through the floor in final defeat as the real princess is released from her cage. As they venture out, they see Luigi, Blue Toad and Yellow Toad arrive in their hot air balloons. Luigi lets Mario and Peach into his balloon and is accidentally left behind. Yellow Toad and Blue Toad then offer Luigi a ride in their balloon. As they sail off, Peach asks Mario if she told him about the Secret World. If the player beats the level again, Peach will ask Mario to tell her about his adventure again.

File:BCastle.png
Bowser, Bowser Jr. and the Koopalings watch as the castle collapses.

After the credits, Larry Koopa is seen limping toward Bowser's Castle. As he collapses, Bowser Jr. walks up to him and shows him 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 them.

Gameplay features

World 2-1 being played by four players.

The gameplay of the game is mostly based off of its DS predecessor. The story mode of the game can be played in either single-player mode or multiplayer cooperative mode. Players can be freely added and removed in between levels on the World Map. The camera pans as players move and it zooms in and out depending on their distance to one another. However, there is a limit, and players who are far behind lose a life.

After clearing World 1-3 for the first time, a Toad runs up and tells the heroes that Bowser Jr. ordered his minions to stuff Toads they capture into ? Blocks. If the level was cleared in single-player mode, a Goomba then appears and carries the Toad to a ? Block in World 1-1, where the player must carry him to the goal. Toads can only be rescued in single-player mode.

When a player loses a life in multiplayer, they reappear inside a bubble. The player inside the bubble can shake the Wii Remote to bring themselves closer to the other players that are currently not in a bubble. Bubbles can only burst when a player not in a bubble comes in contact with the bubble or throws a fireball, iceball, shell, or frozen enemy at the bubble. A player can place themselves in a bubble purposefully without losing a life by pressing the A Button button on the Wii Remote or the Nunchuk C Button button on the Nunchuk if it is connected. The player inside the bubble cannot be harmed by anything and retains their previous form. However, if everyone has lost all their lives, or if someone loses a life and everyone else is in a bubble, then all players have to restart the level from the beginning or the midpoint flag if the players touched it on a prior attempt. The players in bubbles return to their normal form, but do not lose any lives.

When one player grabs the flagpole at the end of the level, the timer stops and the other players would have three seconds to grab the flagpole before the level ends. If they do not make it in time, the level still ends; however, there is no penalty to the players left behind other than the lost opportunity for points or a 1-Up by grabbing the flagpole.

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

Players play the game by holding the Wii Remote sideways or by using the Wii Remote and Nunchuk combination. If a player tilts the Wii Remote, certain actions can be performed such as changing the direction of a light or tilting special platforms when they have been activated. Players can activate these by standing on them; the color and the symbol of the character on the platform determines who is controlling them.

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

It is possible to ride on Yoshi as well. In addition to his usual ability to devour enemies, he can retain many different objects in the game in his mouth including hammers, fireballs, iceballs, 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 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.

File:7-2nsmbwii.png
Mario can swim in these moving, floating bubbles.

Enemy Courses return from Super Mario Bros. 3 as well as Toad Houses; items obtained are stored in an inventory that can be accessed with the One Button button (B Button button with the Nunchuk) on the map screen. Unlike New Super Mario Bros. and Super Mario World, there is no spare item box, so players cannot activate items during levels. Pressing Minus Button on the map allows the player to go to any previously visited world.

Up to five stars can appear on a player's profile. The first appears after the player has beaten Bowser for the first time (using any method), the second appears when all levels in the first eight worlds (excepting Warp Cannons/Pipes and Toad Houses) have been beaten, the third appears if all Star Coins from Worlds 1 to 8 are obtained, the fourth appears when all Star Coins in World 9 have been obtained, and the fifth appears once the player has beaten every level (including Warp Cannons, etc.) and has collected every Star Coin. The stars shine if the Super Guide block did not appear at all during the game, even if it is not used when it appears.

Super Guide

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

Debuting in this game, the Super Guide provides players assistance to clear levels. When the player has failed to pass a level at least eight times in single player, a green box appears at the start of the level or at the checkpoint. When the player hits the green box, the level restarts in autopilot mode: a computer-controlled Luigi plays the level on his own. The Super Guide shows the player how to beat the level, but does not use shortcuts, take damage or reveal secrets. While the Super Guide is running, the player can press the Plus Button button on the Wii Remote at any time to take control back; the game starts exactly where the Super Guide left off. Once the player has taken control back, they cannot turn it back on in the middle of the level. Even when the Super Guide assistance is used, the level is still considered complete, though it is now marked red, and any stars on the profile do not shine. If the player takes over, they continue to play as Luigi, rather than Mario. Losing a life as Luigi allows the player to control Mario again, without losing a life.

Free-for-all

Free-for-all NSMBW.png

Free-for-all is a multiplayer-only mode that is selectable from the game's main menu. Every course from the main game is selectable in this mode, although the worlds have to be beaten once in the main game in order to play them in Free-for-all. This mode is very similar to the main game, but there are no Midway Flags, and on the end of a level, the amount of points each character got is seen. However, unlike Coin Battle, the character does not say a "happy" phrase after winning, and the amount of times each player won is also not seen. Additionally, if all of the players manage to get to the flagpole, the level is marked on the level selection menu with a gold frame, and the words "TEAM FINISH!" will be seen for about a second. If not all players manage to reach the flagpole, it will be marked with a silver frame and the word "CLEAR!" will be seen instead.

Names in other languages
Language Name Meaning Notes
Spanish Modo Libre[?] Free Mode

Levels

Players being added into the game are allowed to choose their own characters.
File:Worldselectnsmbwii.png
The world selection map with all worlds unlocked

The game has nine worlds with a world map similar to 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 the map screen. If the enemies come in contact with them, they must play an Enemy Course. Players must collect eight Toad balloons to make a chest with a Toad trapped in it appear. If Toad is saved, three Super Mushrooms are rewarded. Each Enemy Course is different on each world. The layout of the worlds (left-right and up-down) alternates between the worlds, with the odd-numbered worlds, Worlds 1, 3, 5, and 7 all going in a horizontal left-to-right direction, and the even-numbered worlds, Worlds 2, 4, 6, and 8 all going in a vertical down-to-up direction.

There are seventy-seven courses in the main game, fourteen of which have secret exits, bringing the total amount of exits up to ninety-one exits. Kidnapped Toads are sometimes hidden in previously beaten levels in single-player mode. If the Toad is carried to the level exit without being damaged, Mario is rewarded with three 1-Ups. However, only one 1-Up is rewarded to Mario if the Toad took damage before reaching the goal. Additionally, when Toad is saved, The "Course Clear" theme from Super Mario Bros. is played instead of the normal one, fireworks go off, and a Toad House opens at the starting point of the world. The type of house that appears depends on the last digit in the level timer when Toad and/or Mario touches the flagpole. If the Toad is damaged twice, it is defeated, and Mario cannot bring it to the goal anymore.

Captured Toads only appear in the following levels:

Other than the game's main campaign, which can be played with up to four players, New Super Mario Bros. Wii offers special multiplayer challenges. Those challenges have some levels taken from the campaign, and some newly created levels. There is a Free for All mode and a Coin Battle mode. 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.

World 9 is unlocked after completing the game. There are eight stages in that world, and each stage is unlocked by collecting all the Star Coins in each of the preceding eight worlds.

Worlds

File:World 1.png World 1: The basic grassland world. Many first worlds have a similar, grassy layout. The boss in this world is Larry Koopa.
File:NSMBWworld2.PNG World 2: The desert world, similar to World 2 of Super Mario Bros. 3. The boss in this world is Roy Koopa.
File:World3 NSMBWii.png World 3: The ice world composed of snowy grounds and a frozen lake, with Lemmy Koopa as the boss. This world also introduces the first Ghost House.
File:World4.png World 4: The island/ocean world. It mostly has beach-like levels, but some of the levels are underwater. The boss of this world is Wendy O. Koopa. Afterwards, you fight Bowser Jr. on an airship.
File:World5 NSMBWii.png World 5: The forest world composed of plants and purple poisonous swamps. The boss in this world is Iggy Koopa.
File:NSMBWworld6.png World 6: The rocky mountain world, with Morton Koopa Jr. as the boss. Afterwards, you fight Bowser Jr. on an airship again.
File:NSMBWworld7.png World 7: The sky world, with Ludwig von Koopa as the boss.
File:NSMBWworld8.png World 8: A volcanic world, with a tower, an airship, and Bowser's Castle. The bosses for this world are Magikoopa, Bowser Jr. and Bowser.
File:World9-NSMBWii.png World 9: The bonus world with all the themes incorporated together.
File:Coinbattlescreen.png World Coin: The multiplayer-only world where there are only five stages (found in the Recommended Courses tab on the level select menu) available alongside the rest of the levels in the game, with each level containing large amounts of coins for players to collect.

Characters

File:New Super Mario Bros. Wii Title Screen.png
The four playable characters (left to right): Blue Toad, Yellow Toad, Luigi, and Mario.

Playable

Supporting

Enemies

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

Bosses

This game is the first game to feature the Koopalings in their new 2.5D models. This is also the only 2D Mario game to have both tower and castle bosses be a Koopaling.

Boss Place(s) fought How to defeat
File:NSMBW W1-Tower Larrykoopa.png
Mario vs Larry Koopa2.png
Larry Koopa
World 1-Tower
World 1-Castle
The player needs to jump on Larry three times while dodging his magic blasts. In the second fight, he is on rising platforms to make it harder to gauge jumping.
File:Roy-Tower-NSMBWii.png
File:Roybattle2NSMBWII.png
Roy Koopa
World 2-Tower
World 2-Castle
The player needs to jump on Roy three times while jumping to avoid getting stunned - in the second fight, he hides in pipes.
File:Lemmy Koopa NSMWii.png
File:LemmyNSMBWIIRematch.png
Lemmy Koopa
World 3-Tower
World 3-Castle
The player needs to dodge Lemmy's balls, and jump on him three times in both fights. In the second fight, the ball he is on is bigger, so the player will have to jump higher.
File:Wendy-Tower-NSMBWii.png
Mario vs Wendy.png
Wendy O. Koopa
World 4-Tower
World 4-Castle
The player jump on Wendy three times while avoiding rings, and in the second fight she should be avoided when the water is up.
Mario vs Iggy Koopa.png
Mario vs Iggy Koopa2.png
Iggy Koopa and Big Chain Chomp
World 5-Tower
World 5-Castle
The player needs to jump on Iggy three times while dodging his fast magic blasts. The second fight is very different - a Big Chain Chomp pulls Iggy on a chariot.
File:Morton-Tower-NSMBWii.png
Mario vs Morton Koopa Jr2.png
Morton Koopa Jr.
World 6-Tower
World 6-Castle
The player jump on Morton three times while dodging the pillars and jumping to avoid getting stunned. In the next fight, Morton causes columns to drop down using a ground pound.
File:Ludwig-Tower-NSMBWii.png
Mario vs Ludwig2.png
Ludwig von Koopa
World 7-Tower
World 7-Castle
The player should Ludwig three times when he comes down from his flight. On 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.
File:KamekBattle-NSMBWii.png
Kamek
World 8-Tower The player needs to jump on Kamek three times while dodging many enemies and magic blasts.
File:NSMBW W4-Ship Battle.png
NSMBW Mariocar.png
File:Bowser Jr Final Battle.png
Bowser Jr.
World 4-Airship
World 6-Airship
World 8-Airship
The player needs to jump on Bowser Jr. in his Junior Clown Car three times in the first fight by flying up to him. In the second fight, the player can bump Bowser Jr. into electricity to defeat him. In the final fight, he uses the regular Koopa Clown Car, and bombs must be sent up three times.
File:8-Castle3nsmbwii.png
File:Bow2.png
Bowser
World 8-Bowser's Castle The player needs to jump on the skull button to drop Bowser into the lava. When Bowser is huge, the lava must be drained to defeat him, by moving through the platforms and pressing the last button.

Enemy Courses

Boss Place fought
File:NSMBW W1-Enemy.png
Goombas
World 1
File:Toad Balloons.PNG
Spinies
World 2
File:NSMBW W3-Enemy.png
Ice Bros.
World 3
File:NSMBW W4-Enemy.png
Porcupuffer
World 4
File:Stalking Piranha Plant.PNG
Stalking Piranha Plants
World 5
File:NSMBW W6 Enemy Course.png
Bullet Bills
World 6
File:NSMBW W7-Enemy.png
Lakitu
World 7
File:NSMBW W8-Enemy.png
Lava Bubbles
World 8

New enemies

Image Name Description
File:Fuzzy giant.png Big Fuzzy Large Fuzzies that act similarly to their smaller counterparts.
A model of a Big Urchin. Big Urchin Gigantic Urchins that can only be defeated with a Super Star.
File:BramballNSMBW.png Bramball Enemies that move around in a set pattern and are mostly covered in spikes, with the head being the only safe part to jump on.
File:Bulber NSMBW.png Bulber Enemies that illuminate dark areas and swim in a set pattern.
File:Cooliganmodel.png Cooligan Enemies that slide on ice and slow down when hit.
File:Cheep yellow.png Eep Cheep Cheep Cheeps that live in schools with other Eep Cheeps and swim away when the player comes near them.
File:FooNSMBW.png Foo Enemies that create fog in order to obscure the players view.
A model of a Heavy Para-Beetle Heavy Para-Beetle Para-Beetles that descend when used as a platform.
File:NSMBW Grandgoomba.png Hefty Goomba Large Goombas that are the middling size of Goombas, being smaller than Giant Goombas but bigger than regular Goombas. These enemies spit into two Goombas when jumped on.
Huckit Crab Huckit Crab Crabs that throw sand balls on loop, these balls can be jumped on and used as a temporary platform.
File:Icebro.png Ice Bro Enemies that throw Ice Balls at the ground, which can freeze the player and even other enemies.
Jellybeam Sprite.png Jellybeam Enemies that illuminate dark caves.
File:Missile Banzai NSMBW.png King Bill (World 9-3) Enemies that home on the player’s vertical position and continue forward once they reach the designated height.
File:Kingbill.png King Bill (World 9-8) Nearly invincible enemies that charge forward, taking up most of the screen.
GhostQuestionBlock.png Obake Block ? blocks that float and charge at the player, breaking if they hit a floor or a platform.
Flyingvase.png Obake Stand Stands that glow purple and throw themselves at the player.
Pricklygoomba.png Prickly Goomba Goombas that hide inside spiked chestnut shells until they are hit with a Fireball, where they turn into a regular Goomba.
RiverPiranhaPlantNSMBW.png River Piranha Plant Stationary Piranha Plants that blow green spiked balls up and down, similar to a Ptooie.
File:Lil Mouser NSMBW.PNG Scaredy Rat Enemies that walk around in groups. When one of the rats is jumped on, the rest panic and run around.
File:StalkingPiranhaPlant.png Stalking Piranha Plant Piranha Plants that walk around and stretch up and down on a regular basis.
File:StoneGabonNSMBWii.png Stone Spike Spikes that throw stone rocks downwards.

Returning enemies

Minigames

Transformations

N/A
Artwork of Fire Mario in New Super Mario Bros. (also used in New Super Mario Bros. Wii and Super Mario 3D Land)[1][2]
Small Mario (starting form)
Super Mario
(File:SuperMushroom.png required)
Fire Mario
(Artwork of a Fire Flower in New Super Mario Bros. (later reused in New Super Mario Bros. Wii) required)
Ice Mario
(new, An Ice Flower required)
Artwork of Penguin Mario in New Super Mario Bros. Wii
Artwork of Mini Mario in New Super Mario Bros. Wii
Propeller Mario
(new, File:Propeller Mushroom.png required)
Penguin Mario
(new, A Penguin Suit required)
Mini Mario
(File:MiniMushroom NSMB Wii.png required)
Invincible Mario
(NSMBW Star Sprite.png required)

Blocks

Block Image Function
? Block Artwork of a ? Block from New Super Mario Bros. Contains a coin or item when hit.
Brick Block File:Brick Block.png Breaks or contains coins when hit.
Block File:UsedBlock NSMBWii.png Block that cannot break. When a ? Block is hit it turns into a Block.
Ice Block IceBlockNSMBW.png A block that is created by an enemy that was frozen with an iceball. They can be picked up and thrown like a barrel.
Super Guide Block File:SuperGuideBlockNSMBW.png Appears after Mario dies eight times in a row in one stage. When hit, Luigi clears the stage for Mario.
Jump Block File:WGCBlock.PNG A block that when Mario jumps on it, it makes him jump higher.
POW Block File:POWBlockNSMBW.png A block that causes a large tremor on the ground.
Light Block File:Glow Block.PNG A block that shines light in dark areas.
Dotted-Line Block File:Dotted Line Block Icon.png A block that is transparent. A Switch is needed to activate the block.
Red Block Red Block.png A block that is activated by a Switch.
Square Cloud Square cloud When activated a Lakitu appears and it throws coins.
Propeller Block A Propeller Block A block that can be picked up and works like the Propeller Mushroom.
Flying ? Blocks File:FlyingQuestionBlock-NSMBWii.png A type of ? Block that flies in a rhythmic pattern to the music of a stage. Once hit, it becomes an Empty Block.
Mega ? Block Artwork of a ? Block from New Super Mario Bros. A large ? Block that only appears in 6-5. Acts like a normal block.
Coin Block File:Brick Block.png A block that contains many coins. Looks just like a Brick Block and become an Empty Block when empty. Pops out 5 Coins when used quick enough.
Roulette Block Roulette Block A block with various items scrolling on it. Mario can hit it, and release the power-up shown.
Stretch Block YellowBlockNSMBW.png A block made up of 5 segments that stretches to act as a bridge in certain levels.
Ice Snake Block NSMBW Ice Snake.png A slippery type of Snake Block only found in 3-Castle. When Mario steps on it, it starts to move like a snake.

Items and objects

Item Image Function
Super Mushroom File:SuperMushroom.png Turns Mario into Super Mario.
1-Up Mushroom File:1up Mushroom NSMB Wii.png Gives the player an extra life.
Coin File:Coin NSMB Wii.png Collecting 100 of these gives the player an extra life. In Coin Courses, they are used to determine the player's position.
Fire Flower Artwork of a Fire Flower in New Super Mario Bros. (later reused in New Super Mario Bros. Wii) Turns Mario into Fire Mario.
Red Ring A sprite of a Red Ring. Makes 8 Red Coins appear. If the player collects all 8 coins before they disappear, they receive either a power-up which varies in between levels or 1-Up Mushroom depending on the player's current size.
Red Coin Red shiny coin.png Collecting all 8 Red Coins that appear after passing through a Red Ring gives a Super Mushroom, Fire Flower or 1-Up Mushroom, depending on what power-up the player is currently using.
Blue Coin File:Blue coin Wii.png Just like normal Coins, but appear by hitting a P Switch.
Super Star A Super Star Turns Mario into Invincible Mario.
Star Coin File:STARCOIN!.png Three of these are located in every course in hard-to-reach or hidden areas. They are used to buy Super Play movies in Peach's Castle. After collecting all Star Coins, all of the Toad Houses remain open and can be used without them disappearing. In Coin Battle World, they are worth ten coins. Also, if the player unlocks all the Star Coins in a world, they unlock the respective level in World 9.
Mini Mushroom File:MiniMushroom NSMB Wii.png Turns Mario into Mini Mario.
Propeller Mushroom File:Propeller Mushroom.png Turns Mario into Propeller Mario, and gives him a short flight.
Penguin Suit A Penguin Suit Turns Mario into Penguin Mario. Mario can shoot iceballs, slide on his belly, all along an improved swimming ability.
Ice Flower An Ice Flower Turns Mario into Ice Mario, Mario can shoot iceballs to freeze most enemies.
Dash Coin File:DASHCOIN.png An outline of a coin that becomes a coin if Mario goes through them.
Berries File:Berry Red.png A berry that Yoshi eats. When Yoshi eats five berries, he makes an egg that contains an item.
Barrel BarrelNSMBW.png A barrel that Mario can pick up and throw at enemies to defeat them and at coins to collect them. If another player touches a barrel while it rolls, they lose a life or their power-up.
Tilt Lift The Tilt Lift from New Super Mario Bros. Wii. A lift that the player can tilt by tilting the Wii Remote. It only reacts when a player is standing on it.
Toad balloon The ambush icon, from New Super Mario Bros. Wii. Items that appear in the enemy course. Mario must collect all of them to clear the course.
P Switch File:PSwitch.PNG Turns Brick Blocks in Coins or vice versa or it causes the revealing of Silver Coins.
? Switch Qswitch.png Changes or adds to an area, such as platforms, for a limited time.
! Switch File:Eventswitch.png A switch that changes all the dotted lines into platforms in World 3-4. It causes the bridge in World 8-Bowser's Castle to drop Bowser in the lava.
Springboard TrampolineNSMBW.png A trampoline lets the player jump high into the air. It can be picked up and carried around.
Donut Block File:Donut Lift.png A platform that falls under weight if Mario stays there for too long. As Mini Mario, he is too light to make it fall, as such it becomes safer.
Midway point A midway point A flag that acts like a checkpoint. It has Bowser's insignia, but if a player touches it, it is replaced by which ever character's symbol turned it. If that character is in his small form, he transforms into his Super form.
Beanstalk A vine Used as ladder that can lead to Coin Heaven, or a secret place. Comes out of a Hidden Block or Brick Block.
RemoCon Clown File:Hero CarNSMBW.png A type of Koopa Clown Car that lets the player battle Bowser Jr..
Water Ball File:Giant Bubble NSMBW.png Huge masses of water that float in the air; acts as if Mario and co. is in water. They are only found in World 7-2, along with Chain Chomps.
Yoshi Egg Yoshi eggYellow Yoshi eggLight Blue Yoshi eggPink Yoshi egg An egg that Yoshi comes out of or produces after eating five berries. They contain Power Ups. The different colors released come at random but never the same one after each other.

Development

It has been requested that this section be rewritten and expanded to include more information. Reason: July 31, 2019

As demonstrated by development information for various games, Shigeru Miyamoto had been struggling to add multiplayer to Mario games for a long time. He tried to experiment with multiplayer aspects at the start of most of his Mario projects, as can be seen in prerelease screenshots of games such as Super Mario 64 DS and New Super Mario Bros.: different multiplayer aspects were evidently intended for both of those games during early stages of development. When the experiments with multiplayer failed to come to fruition, in part due to technical limitations, the developers refocused on what they were used to, single-player; for both of the aforementioned games, multiplayer was put on the back-burner and was only used in in-engine side modes and unrelated minigames. The Wii's hardware allowed Miyamoto to ensure that the game could process all loaded items and enemies at once, and have the camera focus on all players.[5][dead link]

New Super Mario Bros. Wii was developed as the flagship title for Super Guide. This feature first surfaced as a June 30, 2008 patent for a "Kind Code" with three demo play modes: Game, in which, when the player gets stuck during standard gameplay, they can view a walkthrough video that appears in the screen's top right corner; Digest, in which the player watches developer gameplay and can join the game at a particular point, but cannot save; and Scene Menu, in which players go directly to specific parts of the game without loading their games or watching the digest[6]. Super Guide uses the Digest mode, and Hint Movies appear to use the Scene Menu mode.

Promotion

Main article: List of New Super Mario Bros. Wii trading cards

Trading cards were released to promote the game's release. They feature various characters, enemies, items, and levels from the game. Each booster pack contains four regular cards and one each of Tips & Tricks, Standee, Foil and FunTats.

Reception

Reviews
Release Reviewer, Publication Score Comment
Wii Ryan Scott, Gamespy 4.5/5 "If you have friends who enjoy videogames, this is one to play together. It's made specifically for that -- and yeah, it's got all the painstaking collectibles and supplemental multiplayer challenges you already assumed it did, so you're going to play it for quite a while. And if you just want a serious challenge, play alone and revel in the pure joy of death. Either way, it's a damn fine Mario game. But I bet you already knew that."
Wii Nick Chester, Destructoid 9/10 "Despite being feeling and looking somewhat familiar (which is definitely a positive in this case), New Super Mario Bros. Wii is one of your safest and best bet on the Wii this year. "
Wii Oli Welsh, Eurogamer 9/10 "Who knew that, locked in the time-honoured traditions of Super Mario Bros., one of the greatest co-op games ever was waiting to get out? Well, Shigeru Miyamoto did. In unleashing it, Nintendo hasn't moved its classic series forward one jot; it hasn't had to. But it has given it a riotous new lease of life."
Aggregators
Compiler Platform / Score
Metacritic 87
GameRankings 88.18%

References to other games

  • Donkey Kong: Broozers hit barrels when a player is near, rolling the barrel towards them, similar to Donkey Kong's ability to throw barrels in this game.
  • Mario Bros.: The POW Block reappears and has the same design as in Mario Bros. The POW Block can also be carried. One underground Coin Battle area also bears some resemblance to the Mario Bros. arena.
  • Super Mario Bros.: The secret "Level Clear" tune and fireworks are taken from this game. The first tunes from the overworld theme is played during the beginning of the Staff Roll. The overworld theme is once again used as a cover for the Toad Houses. 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 Coin Battle, a level similar to World 1-1 appears.
  • Super Mario Bros.: The Lost Levels: World 2-4 features wind.
  • Super Mario Bros. 3: The Penguin Suit is based on the suits in this game, mainly the Frog Suit. The Koopalings' battle theme is a cover and once again played when fighting against them. The Airship theme is a cover that plays on the Airships. The design on the Fortresses are based on the Fortress sprite in this game. The Enemy Courses are similar to the levels when fighting against a Hammer Bro, Fire Bro, Boomerang Bro, or Sledge Bro and even use a cover of the song. Also, reserved power-ups can be used on the world maps. The game features an inventory window rather than a summonable item. This window can only be accessed from the overworld, reminiscent of that in Super Mario Bros 3. Most of the Koopalings are fought in the same kind of land they are, like in Super Mario Bros. 3. For example, Lemmy Koopa was in charge of the ice-themed world in both games, and Wendy O. Koopa was in charge of the water-themed world in both games. In addition, Power-up Panels is likely based on a card-matching minigame in this game.
  • Super Mario World: The design on the Fortress-doors leading to the boss is noticeably similar. Yoshis reappear, along with the sound heard when mounting onto Yoshi and the drumbeat that is added to the music, similar to this game. Parts of the castle BGM can be heard in the castle levels. The sound effect that plays when the invincibility wears off was taken from the P Switch when the activation is going to stop, as well as the sound that plays when the Super Star power-up runs out. The World 9 is similar to the Star World and the Special Zone. Also, World 3 has a switch that activates blocks to appear. This may be a reference to the Switch Palaces in Super Mario World, without having to go through a level. The Koopa Clown Car returns.
  • Super Mario World 2: Yoshi's Island: Just before the main boss of the world, Kamek appears and flies all over the room, using his magic on the room and boss. Kamek turns Bowser into a giant for the final battle.
  • Donkey Kong Country: The animal buddy mechanics used in this game, are used on the Yoshis; players can only use Yoshi in certain levels, and they ditch him after clearing the level.
  • Super Mario 64: "Inside the Castle Walls" is played inside Peach's Castle. Also, when the mini-game Power-up Panels is lost (when the player gets two Bowser or Bowser Jr. cards), the short tune heard when trying to enter a locked door is played here. When the player goes into a Warp Cannon or aims a cannon in 1-up Blast, cannon sounds from this game are heard. How Chain Chomps are removed from their posts is reminiscent of how the Chain Chomp is this game is removed from its post in Bob-omb Battlefield.
  • Mario Kart 64: About 30 seconds in the Rainbow Path, a cover from the Rainbow Road theme can be heard.
  • New Super Mario Bros.: New Super Mario Bros. Wii is a follow-up to this game. Most of the songs are covers, especially the "Level Clear" tune. The Mini Mushroom returns. Some text in New Super Mario Bros. Wii's instruction manual is reused from its instruction manual (for example, the Blunders and Game Over section in New Super Mario Bros.'s manual is reused in New Super Mario Bros. Wii's manual, except the word "whacked" is replaced with "clobbered").
  • Yoshi's Island DS: Kamek turns Bowser into a giant for the final battle.
  • Super Mario Galaxy: During the Staff Roll, an outtake of a Princess Peach voiceover states that she'll wait for Mario at the night of the Star Festival, but she is interrupted by Bowser. The 1-up sound effect from this game plays when the player gets a 1-up in New Super Mario Bros. Wii, but only from the speakers of the Wii Remote. In World 9, multicolor star-shaped objects fall from the sky, like Star Bits. Finally, the Ice Flower returns from this game, but has a different function (in Super Mario Galaxy, Ice Mario can walk on liquid and in New Super Mario Bros. Wii, he can throw ice balls). Some of the voice clips from this game are borrowed.
  • Mario Kart Wii: The character's icons are reused in the character selection screen.

References in later games

  • Super Mario Galaxy 2: The Checkpoint Flag appears in this game and it plays a similar role. The Cosmic Guide and the Tip Network are similar to the Super Guide and to the videos of the Peach's Castle. The function of the World Maps are similar to those from this game.
  • Donkey Kong Country Returns: The map screen has level pads that look highly similar to the ones from New Super Mario Bros. Wii. The pads even use the same colors; red for a non-cleared level, and blue for a cleared level. Super Kong is the equivalent of the Super Guide. During 2 Player mode, if either Donkey Kong or Diddy Kong lose a life and the other one is still alive, the Kong that was defeated floats back inside a DK Barrel hanging from a balloon, similar to the bubble system in this game.
  • New Super Mario Bros. Mii: A very similar trial based on New Super Mario Bros. Wii.
  • Super Mario 3D Land: Propeller Boxes are based on the Propeller Blocks in New Super Mario Bros. Wii. Stars can be earned on the files of both games.
  • Mario Party 9: A lot of this game's content originated from New Super Mario Bros. Wii.
  • StreetPass Mii Plaza: One of the Puzzle Swap panels in the StreetPass Mii Plaza app for the Nintendo 3DS is New Super Mario Bros. Wii.
  • New Super Mario Bros. 2: This game is a follow-up to New Super Mario Bros. Wii. The music is reused in this game, with added vocals to the overworld and athletic themes, as well as vocal riffs "bah" included in the Tower, Castle and Ghost House themes. Stars can be earned on the file in both games.
  • New Super Mario Bros. U: This game is a sequel to New Super Mario Bros. Wii; many elements from this game return, such as Yellow Toad and Blue Toad, and the Propeller Mushrooms and Penguin Suits.
  • Super Mario 3D World: All of the multiplayer abilities return. Again, a Toad who looks like Blue Toad can be chosen as a playable character. Yellow Toad, however was replaced by Princess Peach in that game. And Propeller Boxes return once more.
  • Yoshi's New Island: Bowser's sprite is heavily similar to the one used in this game.
  • Mario Kart 8 / Mario Kart 8 Deluxe: One of the planes in Sunshine Airport has a logo for Propeller Toad Transport with an insignia of a Propeller Mushroom.
  • Super Smash Bros. for Nintendo 3DS / Wii U: Various voice clips of the Koopalings are recycled in these games. Propeller Mario, Penguin Mario and Big Urchin appear as trophies in the Wii U version.
  • Mario Tennis: Ultra Smash: Bowser Jr. uses his Junior Clown Car in the game.

Media

For a complete list of media for this subject, see List of New Super Mario Bros. Wii media.
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Gallery

For this subject's image gallery, see Gallery:New Super Mario Bros. Wii.

Pre-release and unused content

Main article: List of New Super Mario Bros. Wii pre-release and unused content

It has been requested that this section be rewritten and expanded to include more information.

Princess Peach was going to be a playable character, and the Mega Mushroom was going to be a power-up. Pink Yoshi was going to be Red Yoshi and Light Blue Yoshi was going to be Blue Yoshi. There was no Ice Flower and Mini Mushroom could be obtained via Roulette Block. There was also going to be a chicken suit power-up. It was then replaced with the Penguin Suit. King Bills also have a death animation that goes unused.

Staff

Main article: List of New Super Mario Bros. Wii staff

Nintendo Entertainment Analysis and Development developed the game, with the director being Shigeyuki Asuke and the producers being Takashi Tezuka and Hiroyuki Kimura.

Glitches

Main article: List of New Super Mario Bros. Wii glitches

New Super Mario Bros. Wii Intermediate / Advanced Piano Solos

Main article: New Super Mario Bros. Wii Intermediate / Advanced Piano Solos

A book published by Alfred Music Publishing was released, containing sheet music for seventeen theme songs from the game.

Names in other languages

Language Name Meaning Notes
Japanese New スーパーマリオブラザーズ Wii[?]
Nyū Sūpā Mario Burazāzu Wī
New Super Mario Bros. Wii
Chinese 新超級瑪利歐兄弟Wii (Traditional)
Xīn Chāojí Mǎlìōu Xiōngdì Wii
New 超级马力欧兄弟 Wii (Simplified)[7]
New Chāojí Mǎlìōu Xiōngdì Wii
New Super Mario Bros. Wii
French New Super Mario Bros. Wii[?] -
German New Super Mario Bros. Wii[?] -
Italian New Super Mario Bros. Wii[?] -
Korean 뉴 슈퍼 마리오브라더스 Wii[?]
Nyu Syuper Mario Beuradeoseu Wii
New Super Mario Bros. Wii
Spanish New Super Mario Bros. Wii[?] -

Trivia

  • The save data description is "A new Mario adventure!"
  • This game's box artwork (along other images) was used for the Nintendo 3DS demo at E3 2010[8] and later reused in the Puzzle Swap game in the StreetPass Mii Plaza application from the same console.
  • This is the first of two games released outside of Japan and South Korea to feature a different colored game box, the second being Mario & Sonic at the London 2012 Olympic Games. The box for New Super Mario Bros. Wii is red, as opposed to most other Wii games with a white box.
  • On the cover of the game disc (the side opposite with the part that reads the console), Mario, Luigi, Blue Toad and Yellow Toad are positioned in the same way that the buttons on the European and Japanese SNES controller are.
  • The current Mario and Luigi voice actor, Charles Martinet originally stated that this game is his favorite Mario game of all time. His new favorite Mario game is Super Mario Maker.
  • If Mario gains 99 lives, he will lose his cap.
  • A Japan only arcade game developed by Capcom was released in 2011 called New Super Mario Bros. Wii Coin World.

References

External links

Template:MarioGames