History VideoGame / NewSuperMarioBros1

24th Mar '16 4:06:03 PM Tavernier
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** Petey Piranha is sleeping before his boss fight and attacks when woken up. His very first appearance was ''VideoGame/SuperMarioSunshine'', and the second fight with him was triggered by waking him up.

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** Petey Piranha is sleeping before his boss fight and attacks when woken up. His very first appearance was ''VideoGame/SuperMarioSunshine'', and the second fight with him was triggered by waking him up. Both instances of Petey sleeping may in turn be throwbacks to ''VideoGame/SuperMario64'', where ''all'' the piranha plants were sleeping and had to be snuck up on.
1st Jan '16 10:31:56 PM MyFinalEdits
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* MiniDungeon: As usual for 2D ''Mario'' games, the mid-world Fortress levels, as well as the Ghost Houses.

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* MiniDungeon: As usual for 2D ''Mario'' games, the mid-world Fortress Tower levels, as well as the Ghost Houses.
1st Jan '16 5:49:51 AM IAmNotAFunguy
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Added DiffLines:

* UnderTheSea: The first underwater level is in World 1 but World 3 has most of them.
13th Jul '15 8:44:09 AM MyFinalEdits
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* AttackOfThe50FootWhatever: Mario can grow bigger than a fricking ''castle'' using the Mega Mushroom.

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* AttackOfThe50FootWhatever: Mario can grow bigger than a fricking freaking ''castle'' using the Mega Mushroom.



* GroundPound

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* GroundPoundGroundPound: This is the first 2D ''Mario'' game since ''VideoGame/YoshisIsland'' to implement this move. Note that Mario and Luigi can only crush blocks when they're at least on Super level. When they're small, the pound is too weak to do so.



* {{Homage}}: Several, to the original ''VideoGame/SuperMarioBros''. For instance, many sound effects from the original game are intact, such as coin collecting, enemy squishing, and block bumping. In addition, the Mega Mushroom PowerUp is colored just like the Super Mushroom from the first game. Also, one of World 7's levels from NSMB is extremely similar to 7-1 from Super Mario Bros. 3.

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* {{Homage}}: Several, to the original ''VideoGame/SuperMarioBros''.''VideoGame/SuperMarioBros1''. For instance, many sound effects from the original game are intact, such as coin collecting, enemy squishing, and block bumping. In addition, the Mega Mushroom PowerUp is colored just like the Super Mushroom from the first game. Also, one of World 7's levels from NSMB is extremely similar to 7-1 from Super Mario Bros. 3.
13th Jul '15 8:02:26 AM Underveil
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Added DiffLines:

* AttackOfThe50FootWhatever: Mario can grow bigger than a fricking ''castle'' using the Mega Mushroom.
14th May '15 7:39:26 AM Wingnut
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* PapaWolf: [[spoiler: Should you defeat his son first in the final battle, Bowser will [[TurnsRed Turn Red]] and barrage the boss lair with a spiral of fireballs.]]

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* PapaWolf: [[spoiler: Should you defeat his son first in the final battle, Bowser will [[TurnsRed Turn Red]] and barrage the boss lair with a spiral of fireballs. His furious roar from ''VideoGame/MarioKart64'' is what sells it.]]
28th Apr '15 8:10:24 PM Wingnut
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* NoEnding: Unlike the Wii game, Mario and Peach are never shown actually leaving Bowser's castle.

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* NoEnding: Unlike the Wii game, other ''VideoGame/NewSuperMarioBros'' games, Mario and Peach are never shown actually leaving Bowser's castle.
7th Feb '15 3:47:27 AM MyTimingIsOff
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* SlippySlideyIceWorld: World 5, a snowy groove. There are parts in which snow is so dense that makes traction more difficult, as well as parts where the ice has to be taken advantage of to slide through narrow corridors.

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* SlippySlideyIceWorld: World 5, a snowy groove. grove. There are parts in which the snow is so dense that it makes traction more difficult, as well as parts where the ice has to be taken advantage of to slide through narrow corridors.
1st Feb '15 7:27:13 AM MyFinalEdits
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%%* BubblyClouds: World 7

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%%* * BubblyClouds: World 77, which houses several sky-themed levels where the only safe platforms are the clouds and the top of the green and red mushroom trees. Some of the other worlds also have specific levels set in the sky.



%%* World 6: DeathMountain

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%%* * DeathMountain: World 6: DeathMountain6, in which Mario has to venture through gray-colored spiral mountains. Some of the levels bring back elements from other worlds (namely desert, lake, jungle and ice), making it also an example of HailfirePeaks. The spiral mountains return in World 8.



%%* HalloweenTown

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%%* HalloweenTown* HalloweenTown: The first half of World 8, which consist of a decrepit valley overrun by Crowbers and Scuttle Bugs.



* {{Homage}}: Several, to the original ''VideoGame/SuperMarioBros''. For instance, many sound effects from the original game are intact, such as coin collecting, enemy squishing, and block bumping. In addition, the Mega Mushroom PowerUp is colored just like the Super Mushroom from the first game.
** One of World 7's levels from NSMB is extremely similar to 7-1 from Super Mario Bros. 3.

to:

* {{Homage}}: Several, to the original ''VideoGame/SuperMarioBros''. For instance, many sound effects from the original game are intact, such as coin collecting, enemy squishing, and block bumping. In addition, the Mega Mushroom PowerUp is colored just like the Super Mushroom from the first game.
** One
game. Also, one of World 7's levels from NSMB is extremely similar to 7-1 from Super Mario Bros. 3.



%%* World 4: JungleJapes

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%%* * JungleJapes: World 4: JungleJapes4. The water is highly toxic, requiring Mario to ride Dorrie to avoid touching it, and the levels are overrun by Scuttle Bugs, Wigglers and Paratroopas. This setting makes its first appearance in a platform ''Mario'' game since ''[[VideoGame/YoshisIsland Super Mario World 2]]''.



%%* LethalLavaLand

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%%* LethalLavaLand* LethalLavaLand: The second half of World 8, only accessible after defeating Dry Bowser in what appeared to be the final level. One level has lava gradually rising, while another has spiral mountains erupting and launching melting rocks into Mario's whereabouts.



* {{Mordor}}: World 8

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* {{Mordor}}: World 88, which hosts a bleak and decrepìt scenery with haunted valleys, dark underwater levels, volcanoes and the final castle.



%%* World 3: PalmtreePanic

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%%* * PalmtreePanic: World 3: PalmtreePanic3, which is set in a tropical island. Enemies like Cheep Cheeps and Skeeters are plentiful, and there's a Mega Cheep Cheep capable of eating Mario, killing him.



* ShiftingSandLand: World 2 is a desert.

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* ShiftingSandLand: World 2 is a desert.desert, and as such there are quicksands, Pokeys and an oasis.



%%* World 5: SlippySlideyIceWorld

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%%* * SlippySlideyIceWorld: World 5: SlippySlideyIceWorld5, a snowy groove. There are parts in which snow is so dense that makes traction more difficult, as well as parts where the ice has to be taken advantage of to slide through narrow corridors.
31st Jan '15 9:51:41 PM MyTimingIsOff
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* FamilyUnfriendlyDeath: The [[http://bowserdeath.ytmnd.com/ apparent demise of Bowser in World 1]] mentioned above might be a little unnerving for some. [[spoiler:He doesn't stay dead, however, as he shows up in [[DemBones skeletal form]] in World 8, and Bowser Jr. revives him properly for the final battle.]]

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* FamilyUnfriendlyDeath: The [[http://bowserdeath.ytmnd.com/ apparent demise of Bowser in World 1]] mentioned above might be a little unnerving for some. [[spoiler:He doesn't stay dead, however, as he shows up in [[DemBones skeletal form]] in World 8, and Bowser Jr. revives him properly for the final battle.]]


Added DiffLines:

* RecurringBoss: Bowser Jr. is the boss of every [[MiniDungeon tower]] in the game, and is also [[DualBoss one of]] the {{Final Boss}}es.
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