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** The normal final world also is different here compared to its follow-ups, with Bowser's domain entire first being a Haunted landscape world with enemies such as Crows and Pumpkins and half a Volcano world instead of purely a LethalLavaLand one like in the sequels.

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** The normal final world also is different here compared to its follow-ups, with Bowser's domain entire first half being a Haunted landscape world with enemies such as Crows and Pumpkins and half a Volcano world instead of purely a LethalLavaLand one like in the sequels.
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The series is succeeded by ''VideoGame/SuperMarioBrosWonder'', which is also a 2D ''Mario'' platformer that further evolves the visual style and gameplay of ''New Super Mario Bros.'', albeit in a noticeably more surreal direction, and features the return of Nabbit from ''New Super Mario Bros. U''.

See also ''VideoGame/SuperMarioRun'', which uses the same art style and mechanics as this series, but with a different control style, playable cast with differing abilities (all of whom reappear in ''Super Mario Bros. Wonder'', without their character specific abilities), and exclusivity to mobile devices.

The engine and visuals of ''New Super Mario Bros. U'' are also present in ''VideoGame/SuperMarioMaker'' and its [[VideoGame/SuperMarioMaker2 sequel]] as one of the four selectable game styles for level creation.[[note]]The other three styles are ''VideoGame/SuperMarioBros1'', ''VideoGame/SuperMarioBros3'', and ''VideoGame/SuperMarioWorld'', with the sequel adding ''VideoGame/SuperMario3DWorld''.[[/note]]

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The series is succeeded by ''VideoGame/SuperMarioBrosWonder'', which is also a 2D ''Mario'' platformer that further evolves the visual style and gameplay of ''New Super Mario Bros.'', albeit in a noticeably more surreal direction, and also features the return of Nabbit from ''New Super Mario Bros. U''.

See also ''VideoGame/SuperMarioRun'', which uses the same art style and mechanics as this series, but with a different control style, playable cast with differing abilities (all of whom reappear in ''Super Mario Bros. Wonder'', Wonder'' without their character specific abilities), abilities, instead being separated from the characters into ability badges that they can be equipped with), and exclusivity to mobile devices.

The engine engine, gameplay, and visuals aesthetics of ''New Super Mario Bros. U'' are also present in ''VideoGame/SuperMarioMaker'' and its [[VideoGame/SuperMarioMaker2 sequel]] as one of the four selectable game styles for level creation.[[note]]The other three styles are ''VideoGame/SuperMarioBros1'', ''VideoGame/SuperMarioBros3'', and ''VideoGame/SuperMarioWorld'', with the sequel adding ''VideoGame/SuperMario3DWorld''.[[/note]]
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The series is succeeded by ''VideoGame/SuperMarioBrosWonder'', which is also a 2D platformer that evolves the visual style and gameplay of ''New Super Mario Bros.'', albeit in a noticeably more surreal direction.

See also ''VideoGame/SuperMarioRun'', which uses the same art style and mechanics as this series, but with a different control style, playable cast with differing abilities (some of whom reappear in ''Super Mario Bros. Wonder''), and exclusivity to mobile devices.

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The series is succeeded by ''VideoGame/SuperMarioBrosWonder'', which is also a 2D ''Mario'' platformer that further evolves the visual style and gameplay of ''New Super Mario Bros.'', albeit in a noticeably more surreal direction.

direction, and features the return of Nabbit from ''New Super Mario Bros. U''.

See also ''VideoGame/SuperMarioRun'', which uses the same art style and mechanics as this series, but with a different control style, playable cast with differing abilities (some (all of whom reappear in ''Super Mario Bros. Wonder''), Wonder'', without their character specific abilities), and exclusivity to mobile devices.
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** The game has various unique obstacles and enemies not present in its sequels, of particular note regarding the obstacles, this is the only ''NSMB'' game with [[VideoGame/SuperMario64 Dorrie]] as a vehicle, [[VideoGame/SuperMarioWorld Moving Snake Blocks]] as platforms required to clear the level, [[VideoGame/SuperMarioBros1 Castle Mazes]] with correct and incorrect paths, a Giant Wiggler that works as the floor in Sky levels, a Mega Unagi that chases you in underwater levels, and a level switch that turns the entire level ''upside-down'' in the final castle level.

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** The game has various unique obstacles and enemies not present in its sequels, of particular note regarding the obstacles, this is the only ''NSMB'' game with Spin Blocks that launch Mario/Luigi high into the air to then be able to descend with a drill spin jump, [[VideoGame/SuperMario64 Dorrie]] as a vehicle, [[VideoGame/SuperMarioWorld Moving Snake Blocks]] as platforms required to clear the level, [[VideoGame/SuperMarioBros1 Castle Mazes]] with correct and incorrect paths, a Giant Wiggler that works as the floor in Sky levels, a Mega Unagi that chases you in underwater levels, and a level switch that turns the entire level ''upside-down'' in the final castle level.
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** The game has various unique obstacles and enemies not present in its sequels, of particular note regarding the obstacles, this is the only ''NSMB'' game with [[VideoGame/SuperMario64 Dorrie]] as a vehicle, [[VideoGame/SuperMarioWorld Moving Snake Blocks]] as platforms required to clear the level, and [[VideoGame/SuperMarioBros1 Castle Mazes]] with correct and incorrect paths.

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** The game has various unique obstacles and enemies not present in its sequels, of particular note regarding the obstacles, this is the only ''NSMB'' game with [[VideoGame/SuperMario64 Dorrie]] as a vehicle, [[VideoGame/SuperMarioWorld Moving Snake Blocks]] as platforms required to clear the level, and [[VideoGame/SuperMarioBros1 Castle Mazes]] with correct and incorrect paths.paths, a Giant Wiggler that works as the floor in Sky levels, a Mega Unagi that chases you in underwater levels, and a level switch that turns the entire level ''upside-down'' in the final castle level.
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** The game has various unlockable wallpapers for the touch screen map, compared to ''2''[='s=] having only one.
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Crosswicking from game's individual page.

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* EarlyInstallmentWeirdness: The [[VideoGame/NewSuperMarioBros1 first game]] has ''several'' differences compared to its follow-ups that make it feel ''so'' different and unique.
** This game uses the engine and a number of assets from ''VideoGame/SuperMario64''[='s=] Nintendo DS remake two years prior, further showcasing the game's goal of introducing gameplay elements introduced in 3D ''Mario'' in the interim to 2D ''Mario'' and making it feel more closely connected to that game than to any of its successors. The game introduces the Triple Jump, Wall Jump and Ground Pound from Mario's movement in said game and pre-release footage of this game shows that the punching action was also initially going to be added as well before being ultimately cut, the models for Mario, Luigi, Peach, and Bowser are all taken from ''64 DS'' with certain alterations, the minigame mode returns with nearly every minigame from ''64 DS'' either intact or remade in this game's artstyle along with brand new additions, and the game reuses the "Buh bye!" and "It's-a me, Mario!" voice clips when closing and opening the DS while the game is running.
** This is the only game in the ''[[VideoGame/NewSuperMarioBros New]]'' subseries to not have the Koopalings as the main bosses, but unique opponents like Mega Goomba, Mummy Pokey, Petey Piranha, and Monty Tank. Bowser also appears as early as the end of World 1. In the other games, he doesn't appear until the final boss battle, and in this game he doesn't have a second phase where he turns into a giant. [[OverlordJr Bowser Jr.]] appears as every tower's boss, and also lacks his Koopa Clown Car, initially acting like Boom Boom from ''VideoGame/SuperMarioBros3'' but in later worlds doing something that no other boss with the same weakness in ''Mario'' games does, when he sees that Mario is about to GoombaStomp him he retreats into his spiny shell so ''he'' [[HoistByHisOwnPetard takes damage instead]]. This piece of ArtificialBrilliance is also unique to this game and neither Jr. nor the Koopalings have done this either before or since.
** This is also the only game which has a new powerup that hasn't reappeared in any of its sequels in the Blue Shell.
** Ground pounding bosses would do double damage to them in this game. Later games would have ground pounds do normal damage to bosses to prevent cheesing. Also, ground pounding a Koopa Troopa or other shelled enemy will not instantly defeat them, but instead immediately sends them sliding.
** Unlike later NSMB games, Bowser was voiced by Creator/PeterCullen, via archival audio taken from a sound library; his roars had already been recorded and used decades earlier in films such as ''Film/KingKong1976'' and ''Film/Jaws2''. This was actually the standard for Bowser since ''VideoGame/SuperMario64'' ten years prior, and all of Bowser's voice clips in this game were ones previously used throughout the [=N64=] era. Following this game, Bowser's voice would instead be provided by a variety of in-house voice actors, each of whom would give Bowser a more human-like voice a-la his portrayal in ''VideoGame/SuperMarioSunshine'', rather than Cullen's more overtly animal-like roars. Additionally, the "power-up loss" and "coin" sounds are reused from ''VideoGame/SuperMarioBros1'' rather than ''VideoGame/SuperMarioWorld''.
** The first game also uses a completely different soundtrack from the one that debuted in the Wii game and was reused to varying degrees in the 3DS and Wii U entries. Despite the Koopalings’ absence in the first game, a remix of their boss fight from ''VideoGame/SuperMarioBros3'' is used for the end bosses, whereas the Wii and Wii U games use another remix of the ''[=SMB3=]'' fight for the mid-bosses instead. The 3DS game, meanwhile, features a remix of the Koopaling fight from ''Super Mario World'' for its mid-bosses.
** The game lacks a post-finale Special World, instead opting for bonus lettered levels within the existing worlds that can be unlocked pre-finale (although ''[[VideoGame/NewSuperMarioBros2 NSMB2]]'' has both the lettered levels and bonus worlds but with only 6 main worlds). In fact, Worlds 4 and 7 are completely optional, only being accessible as a reward for challenging the World's boss in something akin to a Hard Mode by using Mini Mario; the former by beating the World 2 boss as Mini Mario, and the latter by either beating the World 5 boss as Mini Mario or using the Warp Cannon in World 4.
** Unlike the later three games, there is no multiplayer for the main campaign. Instead, the only multiplayer is for the "Mario vs. Luigi" mode (and the separate bonus minigames), which uses exclusive courses. There are also bonus minigames instead of alternate game modes.
** Blue and Yellow Toad are not playable in this game, only Mario and Luigi (and the latter brother is locked behind a ClassicCheatCode).
** Compared to the later games, the levels that feature warp cannons show elements of the World you're about to warp to (World 1's and 2's Warp Cannons having a snowy mountain background from World 5, World 3 having World 6's mountain background, World 4 having the Sky background commonly seen in World 7, and World 5 having World 8's ominous background)
** There is no quicksave feature, so you'll have to replay a tower/castle level or take advantage of Sleep Mode if you want to save before you beat the game, when the ability to save anytime is unlocked.
** The game has various unique obstacles and enemies not present in its sequels, of particular note regarding the obstacles, this is the only ''NSMB'' game with [[VideoGame/SuperMario64 Dorrie]] as a vehicle, [[VideoGame/SuperMarioWorld Moving Snake Blocks]] as platforms required to clear the level, and [[VideoGame/SuperMarioBros1 Castle Mazes]] with correct and incorrect paths.
** This is the only game in the NSMB series to have ''two separate castles'' each with their own boss (the regular castle having Dry Bowser, Bowser's Castle having the FinalBattle between Bowser and Bowser Jr.). While ''VideoGame/NewSuperMarioBrosU'' technically has two Castle levels, it's all within the corrupted Peach's Castle, and the first half ''doesn't even have a boss.''
** The normal final world also is different here compared to its follow-ups, with Bowser's domain entire first being a Haunted landscape world with enemies such as Crows and Pumpkins and half a Volcano world instead of purely a LethalLavaLand one like in the sequels.
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* TwoAndAHalfD: A downplayed example: The games are 2D sidescrollers and use 3D models for the characters, but almost everything else (Such as the ground, blocks and background) is represented by sprites. ''VideoGame/SuperMarioBrosWonder'' reuses said philosophy, but combines it with PaintedCgi and [[CheatedAngle Cheated Angles]].

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* TwoAndAHalfD: A downplayed example: The games are 2D sidescrollers and use 3D models for the characters, but almost everything else (Such as the ground, blocks and background) most parts of the backgrounds) is represented by sprites. ''VideoGame/SuperMarioBrosWonder'' reuses said philosophy, but has more 3D models in the backgrounds overall, and combines it with PaintedCgi and [[CheatedAngle Cheated Angles]].
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* TwoAndAHalfD: A downplayed example: The games are 2D sidescrollers and uses 3D models for the characters, but almost everything else (Such as the ground, blocks and background) is represented by sprites. ''VideoGame/SuperMarioBrosWonder'' reuses said philosophy, but combines it with PaintedCgi and [[CheatedAngle Cheated Angles]].

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* TwoAndAHalfD: A downplayed example: The games are 2D sidescrollers and uses use 3D models for the characters, but almost everything else (Such as the ground, blocks and background) is represented by sprites. ''VideoGame/SuperMarioBrosWonder'' reuses said philosophy, but combines it with PaintedCgi and [[CheatedAngle Cheated Angles]].
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Added DiffLines:

* TwoAndAHalfD: A downplayed example: The games are 2D sidescrollers and uses 3D models for the characters, but almost everything else (Such as the ground, blocks and background) is represented by sprites. ''VideoGame/SuperMarioBrosWonder'' reuses said philosophy, but combines it with PaintedCgi and [[CheatedAngle Cheated Angles]].
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See also ''VideoGame/SuperMarioRun'', which uses the same graphics and mechanics as this series, but with a different control style, playable cast with differing abilities (some of whom reappear in ''Super Mario Bros. Wonder''), and exclusivity to mobile devices.

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See also ''VideoGame/SuperMarioRun'', which uses the same graphics art style and mechanics as this series, but with a different control style, playable cast with differing abilities (some of whom reappear in ''Super Mario Bros. Wonder''), and exclusivity to mobile devices.
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They clearly thought about that as it is accounted for, they just didn't mind.


* DevelopersForesight: The developers knew of an old trick many players used during the old days of ''VideoGame/SuperMarioBros1'' where they would have a powered up Mario get hit by Bowser to initiate MercyInvincibility and clip through him to reach the axe on the other side for an easy victory, so this time around, trying the same trick again gets Mario flung backwards by Bowser no matter what state Mario is in. However, the dev team did NOT think that players could use the Mega Mushroom against Bowser to instantly squash him. ''VideoGame/NewSuperMarioBrosWii'' has the same Bowser safeguard and excludes the Mega Mushroom, which forces players to fight Bowser the right way.

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* DevelopersForesight: The developers knew of an old trick many players used during the old days of ''VideoGame/SuperMarioBros1'' where they would have a powered up Mario get hit by Bowser to initiate MercyInvincibility and clip through him to reach the axe on the other side for an easy victory, so this time around, trying the same trick again gets Mario flung backwards by Bowser no matter what state Mario is in. However, the dev team did NOT think that ''not'' mind players could use using the Mega Mushroom against Bowser to instantly squash him. ''VideoGame/NewSuperMarioBrosWii'' has the same Bowser safeguard and excludes the Mega Mushroom, which forces players to fight Bowser the right hard way.
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Disambiguating Fireball -> Fireballs.


* BossCorridor: One of these corridors precedes each of the world-end bosses in the games. And in the final (Bowser) levels, the Koopa King sends {{fireball}}s that reach these corridors, giving Mario and the other playable characters the signal that a decisive battle awaits them.

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* BossCorridor: One of these corridors precedes each of the world-end bosses in the games. And in the final (Bowser) levels, the Koopa King sends {{fireball}}s {{fireballs}} that reach these corridors, giving Mario and the other playable characters the signal that a decisive battle awaits them.
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* MissionPackSequel: All games barring [[VideoGame/NewSuperMarioBros1 the first one]] and to a lesser extent ''VideoGame/NewSuperMarioBrosWii'' (due to various new platforming obstacles not possible on DS or previous consoles and four player simultaneous multiplayer in all its levels for the first time in addition to a fairly large VS mode), are Mission Pack Sequels, more so with the handheld entries being more similar to each other than to their home console counterparts, and vice versa. In the case of ''VideoGame/NewSuperLuigiU'', it's justified for being conceived as a DLC for ''VideoGame/NewSuperMarioBrosU'' and later a stand-alone game; it reuses the same textures and elements and places all of its levels in the same spots as its predecessor, but the levels are rebuilt from the ground up to be much more difficult, and Luigi's controls differ from Mario's as in ''The Lost Levels'', ''Super Mario Bros. 2'' and the ''Galaxy'' games. ''Luigi U'' would be later included from the start in its brother game's reprints during the Wii U's final period, as well as in the Switch port.[[CutAndPasteComic Some of the covers themselves also reused slightly altered artwork]].

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* MissionPackSequel: All games barring [[VideoGame/NewSuperMarioBros1 the first one]] and to a lesser extent ''VideoGame/NewSuperMarioBrosWii'' (due to various new platforming obstacles not possible on DS or previous consoles and four player simultaneous multiplayer in all its levels for the first time in addition to a fairly large VS mode), are Mission Pack Sequels, more so with the handheld entries being more similar to each other than to their home console counterparts, and vice versa. In the case of ''VideoGame/NewSuperLuigiU'', it's justified for being conceived as a DLC for ''VideoGame/NewSuperMarioBrosU'' and later a stand-alone game; it reuses the same textures and elements and places all of its levels in the same spots as its predecessor, but the levels are rebuilt from the ground up to be much more difficult, and Luigi's controls differ from Mario's as in ''The Lost Levels'', ''Super Mario Bros. 2'' and the ''Galaxy'' games. ''Luigi U'' would be later included from the start in its brother game's reprints during the Wii U's final period, as well as in the Switch port. [[CutAndPasteComic Some of the covers themselves also reused slightly altered artwork]].
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Crosswicking the more detailed/accurate description from Mission Pack Sequel.


* MissionPackSequel: It hasn't gone unnoticed that the games reuse assets from past Mario games ''and'' the same assets from each other. Even [[CutAndPasteComic the covers themselves tend to reuse slightly altered artwork]].

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* MissionPackSequel: It hasn't gone unnoticed that the All games reuse assets from past Mario games ''and'' barring [[VideoGame/NewSuperMarioBros1 the first one]] and to a lesser extent ''VideoGame/NewSuperMarioBrosWii'' (due to various new platforming obstacles not possible on DS or previous consoles and four player simultaneous multiplayer in all its levels for the first time in addition to a fairly large VS mode), are Mission Pack Sequels, more so with the handheld entries being more similar to each other than to their home console counterparts, and vice versa. In the case of ''VideoGame/NewSuperLuigiU'', it's justified for being conceived as a DLC for ''VideoGame/NewSuperMarioBrosU'' and later a stand-alone game; it reuses the same assets textures and elements and places all of its levels in the same spots as its predecessor, but the levels are rebuilt from each other. Even the ground up to be much more difficult, and Luigi's controls differ from Mario's as in ''The Lost Levels'', ''Super Mario Bros. 2'' and the ''Galaxy'' games. ''Luigi U'' would be later included from the start in its brother game's reprints during the Wii U's final period, as well as in the Switch port.[[CutAndPasteComic Some of the covers themselves tend to reuse also reused slightly altered artwork]].
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* ''VideoGame/NewSuperMarioBros1''
* ''VideoGame/NewSuperMarioBros2''

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* ''VideoGame/NewSuperMarioBros1''
''VideoGame/NewSuperMarioBros1'' (UsefulNotes/NintendoDS; 2006)
* ''VideoGame/NewSuperMarioBros2''
''VideoGame/NewSuperMarioBros2'' (UsefulNotes/Nintendo3DS; 2012)



* ''VideoGame/NewSuperMarioBrosWii''
* ''VideoGame/NewSuperMarioBrosU''
** ''VideoGame/NewSuperLuigiU''

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* ''VideoGame/NewSuperMarioBrosWii''
''VideoGame/NewSuperMarioBrosWii'' (UsefulNotes/{{Wii}}; 2009)
* ''VideoGame/NewSuperMarioBrosU''
''VideoGame/NewSuperMarioBrosU'' (UsefulNotes/WiiU; 2012)
** ''VideoGame/NewSuperLuigiU''
''VideoGame/NewSuperLuigiU'' (Wii U; 2013)
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See also ''VideoGame/SuperMarioRun'', which uses the same graphics and mechanics as this series, but with a different control style, playable cast with differing abilities (some of whom reappear in Super Mario Bros. Wonder''), and exclusivity to mobile devices.

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See also ''VideoGame/SuperMarioRun'', which uses the same graphics and mechanics as this series, but with a different control style, playable cast with differing abilities (some of whom reappear in Super ''Super Mario Bros. Wonder''), and exclusivity to mobile devices.

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See also ''VideoGame/SuperMarioRun'', which uses the same graphics and mechanics as this series, but with a different control style, playable cast with differing abilities, and exclusivity to mobile devices. The engine and visuals of ''New Super Mario Bros. U'' are also present in ''VideoGame/SuperMarioMaker'' and its [[VideoGame/SuperMarioMaker2 sequel]] as one of the four selectable game styles for level creation.[[note]]The other three styles are ''VideoGame/SuperMarioBros1'', ''VideoGame/SuperMarioBros3'', and ''VideoGame/SuperMarioWorld'', with the sequel adding ''VideoGame/SuperMario3DWorld''.[[/note]]

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See also ''VideoGame/SuperMarioRun'', which uses the same graphics and mechanics as this series, but with a different control style, playable cast with differing abilities, abilities (some of whom reappear in Super Mario Bros. Wonder''), and exclusivity to mobile devices. devices.

The engine and visuals of ''New Super Mario Bros. U'' are also present in ''VideoGame/SuperMarioMaker'' and its [[VideoGame/SuperMarioMaker2 sequel]] as one of the four selectable game styles for level creation.[[note]]The other three styles are ''VideoGame/SuperMarioBros1'', ''VideoGame/SuperMarioBros3'', and ''VideoGame/SuperMarioWorld'', with the sequel adding ''VideoGame/SuperMario3DWorld''.[[/note]]
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The series is succeeded by ''VideoGame/SuperMarioBrosWonder'', which is also a 2D platformer with a very similar visual style.

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The series is succeeded by ''VideoGame/SuperMarioBrosWonder'', which is also a 2D platformer with a very similar that evolves the visual style.
style and gameplay of ''New Super Mario Bros.'', albeit in a noticeably more surreal direction.
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Added DiffLines:

The series is succeeded by ''VideoGame/SuperMarioBrosWonder'', which is also a 2D platformer with a very similar visual style.
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The sub-series itself can be sub-divided into handheld games and console games. The handheld games have more of a single-player focus, with multiplayer either being a side feature or more of an afterthought, and the levels being more compact and the camera focused on one player but fairly static. The console games all have co-op multiplayer, with the default playable characters being Mario, Luigi, a Yellow Toad and a Blue Toad (with ''New Super Mario Bros. U'' adding the ability to play as Miis and Peachette (on its UpdatedRerelease, ''Deluxe''), and ''New Super Luigi U'' replacing Mario with Nabbit). The levels are more expansive, and the camera zooms in and out freely depending on how far apart the players are or if there are certain sections that require a wider camera. [[PowerUpMount Yoshis]] are rideable in the console games, though they are only level-specific and unable to follow the playable character after completing a level with them, unlike ''VideoGame/SuperMarioWorld''. ''New Super Mario Bros. U'' also adds Baby Yoshis from the aforementioned game, and those follow the player on the world map ''can'' be taken to other levels.

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The sub-series itself can be sub-divided into handheld games and console games. The handheld games have more of a single-player focus, with multiplayer either being a side feature or more of an afterthought, and a second thought with the levels being more compact and the camera focused on one player but fairly static. The console games all have co-op multiplayer, with the default playable characters being Mario, Luigi, a Yellow Toad and a Blue Toad (with ''New Super Mario Bros. U'' adding the ability to play as Miis and Peachette (on its UpdatedRerelease, ''Deluxe''), and ''New Super Luigi U'' replacing Mario with Nabbit). The levels are more expansive, and the camera zooms in and out freely depending on how far apart the players are or if there are certain sections that require a wider camera. [[PowerUpMount Yoshis]] are rideable in the console games, though they are only level-specific and unable to follow the playable character after completing a level with them, unlike ''VideoGame/SuperMarioWorld''. ''New Super Mario Bros. U'' also adds Baby Yoshis from the aforementioned game, and those that follow the player on the a world map reminiscent of said game and ''can'' be taken to other levels.



See also ''VideoGame/SuperMarioRun'', which uses the same graphics and mechanics as this series, but with a different control style, playable cast, and exclusivity to mobile devices. The engine and visuals of ''New Super Mario Bros. U'' are also present in ''VideoGame/SuperMarioMaker'' and its [[VideoGame/SuperMarioMaker2 sequel]] as one of the four selectable game styles for level creation.[[note]]The other three styles are ''VideoGame/SuperMarioBros1'', ''VideoGame/SuperMarioBros3'', and ''VideoGame/SuperMarioWorld'', with the sequel adding ''VideoGame/SuperMario3DWorld''.[[/note]]

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See also ''VideoGame/SuperMarioRun'', which uses the same graphics and mechanics as this series, but with a different control style, playable cast, cast with differing abilities, and exclusivity to mobile devices. The engine and visuals of ''New Super Mario Bros. U'' are also present in ''VideoGame/SuperMarioMaker'' and its [[VideoGame/SuperMarioMaker2 sequel]] as one of the four selectable game styles for level creation.[[note]]The other three styles are ''VideoGame/SuperMarioBros1'', ''VideoGame/SuperMarioBros3'', and ''VideoGame/SuperMarioWorld'', with the sequel adding ''VideoGame/SuperMario3DWorld''.[[/note]]
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''New Super Mario Bros.'' is a series of platformers in the ''[[Franchise/SuperMarioBros Mario]]'' franchise. They are 2D platformers in the vein of the classic [[UsefulNotes/The8bitEraOfConsoleVideoGames 8-bit]] and [[UsefulNotes/The16bitEraOfConsoleVideoGames 16-bit]] ''Mario'' platformers, in which Mario and Luigi go through levels jumping from platform to platform and [[GoombaStomp on top of enemies]] to defeat them on their way to SaveThePrincess, but updated with a few elements from the 3D games, primarily the WallJump and GroundPound. The graphical style is also done with polygonal models, putting it line with the 3D games. Each of the games have the same gameplay, mainly changing in terms of the power-ups given in each of the games.

The sub-series itself can be sub-divided into handheld games and console games. The handheld games have more of a single-player focus, with multiplayer either being a side feature or more of an afterthought, and the levels being more compact and the camera focused on one player but fairly static. The console games all have co-op multiplayer, with the default playable characters being Mario, Luigi, a Yellow Toad and a Blue Toad (with ''U'' adding the ability to play as Miis, and ''New Super Luigi U'' replacing Mario with Nabbit). The levels are more expansive, and the camera zooms in and out freely depending on how far apart the players are or if there are certain sections that require a wider camera. [[PowerUpMount Yoshi]]s are rideable in the console games, though they are only level-specific and unable to follow the playable character after completing a level with them, unlike ''VideoGame/SuperMarioWorld''.

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''New Super Mario Bros.'' is a series of platformers in the ''[[Franchise/SuperMarioBros Mario]]'' franchise. They are 2D platformers in the vein of the classic [[UsefulNotes/The8bitEraOfConsoleVideoGames 8-bit]] and [[UsefulNotes/The16bitEraOfConsoleVideoGames 16-bit]] ''Mario'' platformers, in which Mario and Luigi go through levels jumping from platform to platform and [[GoombaStomp on top of enemies]] to defeat them on their way to SaveThePrincess, but are updated with a few some elements from the 3D games, primarily the WallJump WallJump, Triple Jump, and GroundPound.GroundPound; and various new Power-Ups. The graphical style is also done with polygonal models, putting it line with the 3D games. Each of the games have the same gameplay, besides the addition of the Spin Jump (which now can be prolonged for a period of time while in the air) to the console games, mainly changing in terms of the power-ups given in each of the games.

The sub-series itself can be sub-divided into handheld games and console games. The handheld games have more of a single-player focus, with multiplayer either being a side feature or more of an afterthought, and the levels being more compact and the camera focused on one player but fairly static. The console games all have co-op multiplayer, with the default playable characters being Mario, Luigi, a Yellow Toad and a Blue Toad (with ''U'' ''New Super Mario Bros. U'' adding the ability to play as Miis, Miis and Peachette (on its UpdatedRerelease, ''Deluxe''), and ''New Super Luigi U'' replacing Mario with Nabbit). The levels are more expansive, and the camera zooms in and out freely depending on how far apart the players are or if there are certain sections that require a wider camera. [[PowerUpMount Yoshi]]s Yoshis]] are rideable in the console games, though they are only level-specific and unable to follow the playable character after completing a level with them, unlike ''VideoGame/SuperMarioWorld''.
''VideoGame/SuperMarioWorld''. ''New Super Mario Bros. U'' also adds Baby Yoshis from the aforementioned game, and those follow the player on the world map ''can'' be taken to other levels.



See also ''VideoGame/SuperMarioRun'', which uses the same graphics and mechanics as this series, but with a different control style and exclusivity to mobile devices. The engine and visuals of ''New Super Mario Bros. U'' are also present in ''VideoGame/SuperMarioMaker'' and its [[VideoGame/SuperMarioMaker2 sequel]] as one of the four selectable game styles for level creation.[[note]]The other three styles are ''VideoGame/SuperMarioBros1'', ''VideoGame/SuperMarioBros3'', and ''VideoGame/SuperMarioWorld'', with the sequel adding ''VideoGame/SuperMario3DWorld''.[[/note]]

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See also ''VideoGame/SuperMarioRun'', which uses the same graphics and mechanics as this series, but with a different control style style, playable cast, and exclusivity to mobile devices. The engine and visuals of ''New Super Mario Bros. U'' are also present in ''VideoGame/SuperMarioMaker'' and its [[VideoGame/SuperMarioMaker2 sequel]] as one of the four selectable game styles for level creation.[[note]]The other three styles are ''VideoGame/SuperMarioBros1'', ''VideoGame/SuperMarioBros3'', and ''VideoGame/SuperMarioWorld'', with the sequel adding ''VideoGame/SuperMario3DWorld''.[[/note]]



* RevisitingTheRoots: After 10 years of collecting Stars and [[VideoGame/SuperMarioSunshine Shine Sprites]], ''New Super Mario Bros'' and ''New Super Mario Bros Wii'' went back to the original ''VideoGame/SuperMarioBros1'' premise of having to reach the end of the stage, flagpole at the end and everything. This idea was so successful that ''VideoGame/SuperMario3DLand'' and ''VideoGame/SuperMario3DWorld'' wound up having the exact game design style transferred to 3-D.

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* RevisitingTheRoots: After 10 years of collecting Stars and [[VideoGame/SuperMarioSunshine Shine Sprites]], ''New Super Mario Bros'' and ''New Super Mario Bros Wii'' went back to the original ''VideoGame/SuperMarioBros1'' premise of having to reach the end of the stage, flagpole at the end and everything. This idea was so successful that ''VideoGame/SuperMario3DLand'' and ''VideoGame/SuperMario3DWorld'' wound up having the exact game design style transferred to 3-D.3D.



%%* SuperTitle64Advance: Both console installments so far.

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%%* * SuperTitle64Advance: Both console installments so far.have the name of their respective console in their title, while the UpdatedRerelease has the usual ''Deluxe'' moniker of Wii U to Nintendo Switch ports.
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Official name.


** The power-ups; notably the Super Mushroom, the Fire Flower, and the Star Man, all of which had not appeared in a new Mario platformer since ''VideoGame/SuperMarioLand2SixGoldenCoins'' in 1992.

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** The power-ups; notably the Super Mushroom, the Fire Flower, and the Star Man, Super Star, all of which had not appeared in a new Mario platformer since ''VideoGame/SuperMarioLand2SixGoldenCoins'' in 1992.



* InvincibilityPowerUp: The Starman power-up in every installment, Mega Mario in ''New Super Mario Bros. 1 and 2'', and the White Raccoon Suit in ''New Super Mario Bros. 2''.

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* InvincibilityPowerUp: The Starman Super Star power-up in every installment, Mega Mario in ''New Super Mario Bros. 1 and 2'', and the White Raccoon Suit in ''New Super Mario Bros. 2''.



* OneHitKill: The sub-series has an enemy called Cheep Chomp that resembles a purple Boss Bass (of ''VideoGame/SuperMarioBros3'' fame). The main difference is that it will try to eat you regardless of whether you're underwater or close to the water's surface, and if it succeeds you'll lose a life even if you have a powerup (unless it's the Starman).

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* OneHitKill: The sub-series has an enemy called Cheep Chomp that resembles a purple Boss Bass (of ''VideoGame/SuperMarioBros3'' fame). The main difference is that it will try to eat you regardless of whether you're underwater or close to the water's surface, and if it succeeds you'll lose a life even if you have a powerup (unless it's the Starman).Super Star).
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* ''[[VideoGame/NewSuperMarioBros1 New Super Mario Bros.]]''

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* ''[[VideoGame/NewSuperMarioBros1 New Super Mario Bros.]]''''VideoGame/NewSuperMarioBros1''



* DevelopersForesight: The developers knew of an old trick many players used during the old days of ''VideoGame/SuperMarioBros'' where they would have a powered up Mario get hit by Bowser to initiate MercyInvincibility and clip through him to reach the axe on the other side for an easy victory, so this time around, trying the same trick again gets Mario flung backwards by Bowser no matter what state Mario is in. However, the dev team did NOT think that players could use the Mega Mushroom against Bowser to instantly squash him. ''VideoGame/NewSuperMarioBrosWii'' has the same Bowser safeguard and excludes the Mega Mushroom, which forces players to fight Bowser the right way.

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* DevelopersForesight: The developers knew of an old trick many players used during the old days of ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBros1'' where they would have a powered up Mario get hit by Bowser to initiate MercyInvincibility and clip through him to reach the axe on the other side for an easy victory, so this time around, trying the same trick again gets Mario flung backwards by Bowser no matter what state Mario is in. However, the dev team did NOT think that players could use the Mega Mushroom against Bowser to instantly squash him. ''VideoGame/NewSuperMarioBrosWii'' has the same Bowser safeguard and excludes the Mega Mushroom, which forces players to fight Bowser the right way.
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[[caption-width-right:350:New look, same great classic Mario!]]
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* PickupHierarchy:
** '''Primary''': None
** '''Secondary''': Star Coins, 1-Up Mushrooms
** '''Tertiary''': Coins
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Up To Eleven is a defunct trope


* KidAppealCharacter: Aside from the Mario series' recurring kid-appeal roster (Toads, Koopalings, and Bowser Jr.), there is also a kid-appeal power-up: The Mini Mushroom[[note]]Whenever Yellow or Blue Toad consumes it, the trope will be taken UpToEleven.[[/note]]

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* KidAppealCharacter: Aside from the Mario series' recurring kid-appeal roster (Toads, Koopalings, and Bowser Jr.), there is also a kid-appeal power-up: The Mini Mushroom[[note]]Whenever Yellow or Blue Toad consumes it, the trope will be taken UpToEleven.up to eleven.[[/note]]
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%%* StockSubtitle: "New"
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Crosswicking

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* FloatingInABubble: This is employed in ''VideoGame/NewSuperMarioBrosWii'' and ''VideoGame/NewSuperMarioBrosU'' as a means of avoiding death and/or re-entering the level in multiplayer. Just don't have everyone go into a bubble at once. This also applies to ''VideoGame/SuperMario3DWorld'' and ''VideoGame/SuperMarioMaker2'', as they too are compatible with up to four players.
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* BigBad: Naturally, Bowser; though Bowser Jr. and the Koopalings [[TheHeavy appear far more often.]]

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* BigBad: Naturally, Bowser; though Bowser Jr. , Kamek, and the Koopalings [[TheHeavy appear far more often.]]

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