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** Overlapping with CheeseStrategy - bringing a [[GameBreaker Mega Mushroom]] to any boss will squash them in a single hit. Even the final boss can be defeated in two stomps!

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** Overlapping with CheeseStrategy - -- bringing a [[GameBreaker Mega Mushroom]] to any boss will squash them in a single hit. Even the final boss can be defeated in two stomps!



* OnceOriginalNowCommon: At the time of its release, ''New Super Mario Bros.'' was actually new. Nowadays, however, it's most often than not lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene and was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene[[note]]as Mario games--and platformer games in general-- had transitioned to being 3D platformers[[/note]], helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games, and still introduced plenty of new power-ups, locations, obstacles, enemies and bosses to the franchise.

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* OnceOriginalNowCommon: At the time of its release, ''New Super Mario Bros.'' was actually new. Nowadays, however, it's most often than not lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene and was Mario's--and Mario's -- and the video game industry in general's--[[WinBackTheCrowd general's -- [[WinBackTheCrowd grand return]] to the 2D PlatformGame scene[[note]]as Mario games--and games -- and platformer games in general-- general -- had transitioned to being 3D platformers[[/note]], helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games, and still introduced plenty of new power-ups, locations, obstacles, enemies and bosses to the franchise.franchise.
* SidetrackedByTheGoldSaucer: While the base gameplay is incredibly fun, if [[OnceOriginalNowCommon same-y]] following the releases of its sequels, many fans find themselves coming back to this game more for its side content. Of note are the minigames, some returning from ''[[VideoGame/SuperMario64 Super Mario 64 DS]]'' and some brand-new, and the 2-player content, including multiplayer-exclusive minigames and an incredibly hectic Vs. mode involving grabbing Stars and beating up other players to nab their Stars.
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** The Ground Pound deals double damage to bosses, reducing the number of jumps required to defeat them from three to two.
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* ThatOneBoss: The World 2 boss, Mummipokey, is this when it comes to needing to defeat it in Mini Mushroom form in order to unlock access to World 4. Being in Mini Mushroom form requires the player to line up a ground pound at the exact spot Mummipokey is standing to land hits on its head, which becomes a lot more difficult after the first hit as Mummipokey will start to burst in-and-out of the ground a lot quicker, and will wiggle at times to make the ground pound hits to the head a lot harder. And lining up the mini ground pound to hit Mummipokey's head has to be so precise that a slight error makes it very easy to miss the head, and die due to landing on the sides of Mummipokey's spiked body. Worst of all is that there's no other way to get to World 4. By contrast, defeating World 5's boss with a Mini Mushroom to access World 7 is only optional, and needless to say, players who already struggle with the Mini Mushroom are glad to go with the other method[[note]]Find the secret exit in World 4's Ghost House[[/note]].

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* ThatOneBoss: The World 2 boss, Mummipokey, is this when it comes to needing to defeat it in Mini Mushroom form in order to unlock access to World 4. Being in Mini Mushroom form requires the player to line up a ground pound at the exact spot Mummipokey is standing to land hits on its head, which becomes a lot more difficult after the first hit as Mummipokey will start to burst in-and-out of the ground a lot quicker, and will wiggle at times to make the ground pound hits to the head a lot harder. And lining up the mini ground pound to hit Mummipokey's head has to be so precise that a slight error makes it very easy to miss the head, and die due to landing on the sides of Mummipokey's spiked body. Worst of all is that there's no other way to get to World 4. By contrast, defeating World 5's boss with a Mini Mushroom to access World 7 is only optional, and needless to say, players who already struggle struggling with the Mini Mushroom against bosses are glad to go with the other method[[note]]Find the secret exit in World 4's Ghost House[[/note]].
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* ThatOneBoss: The World 2 boss, Mummipokey, is this when it comes to needing to defeat it in Mini Mushroom form in order to unlock access to World 4. Being in Mini Mushroom form requires the player to line up a ground pound at the exact spot Mummipokey is standing to land hits on its head, which becomes a lot more difficult after the first hit as Mummipokey will start to burst in-and-out of the ground a lot quicker, and will wiggle at times to make the ground pound hits to the head a lot harder. And lining up the mini ground pound to hit Mummipokey's head has to be so precise that a slight error makes it very easy to miss the head, and die due to landing on the sides of Mummipokey's spiked body. Worst of all is that there's no other way to get to World 4. By contrast, defeating World 5's boss with a Mini Mushroom to access World 7 is only optional, and needless to say, players who already struggle with the Mini Mushroom are glad to go with the other method[[note]]that being to find the secret exit in World 4's Ghost House[[/note]].

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* ThatOneBoss: The World 2 boss, Mummipokey, is this when it comes to needing to defeat it in Mini Mushroom form in order to unlock access to World 4. Being in Mini Mushroom form requires the player to line up a ground pound at the exact spot Mummipokey is standing to land hits on its head, which becomes a lot more difficult after the first hit as Mummipokey will start to burst in-and-out of the ground a lot quicker, and will wiggle at times to make the ground pound hits to the head a lot harder. And lining up the mini ground pound to hit Mummipokey's head has to be so precise that a slight error makes it very easy to miss the head, and die due to landing on the sides of Mummipokey's spiked body. Worst of all is that there's no other way to get to World 4. By contrast, defeating World 5's boss with a Mini Mushroom to access World 7 is only optional, and needless to say, players who already struggle with the Mini Mushroom are glad to go with the other method[[note]]that being to find method[[note]]Find the secret exit in World 4's Ghost House[[/note]].
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Needless to say, players who already struggle with the Mini Mushroom for this reason opt to

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* ThatOneBoss: The World 2 boss, Mummipokey, is this when it comes to needing to defeat it in Mini Mushroom form in order to unlock access to World 4. Being in Mini Mushroom form requires the player to line up a ground pound at the exact spot Mummipokey is standing to land hits on its head, which becomes a lot more difficult after the first hit as Mummipokey will start to burst in-and-out of the ground a lot quicker, and will wiggle at times to make the ground pound hits to the head a lot harder. And lining up the mini ground pound to hit Mummipokey's head has to be so precise that a slight error makes it very easy to miss the head, and die due to landing on the sides of Mummipokey's spiked body.

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* ThatOneBoss: The World 2 boss, Mummipokey, is this when it comes to needing to defeat it in Mini Mushroom form in order to unlock access to World 4. Being in Mini Mushroom form requires the player to line up a ground pound at the exact spot Mummipokey is standing to land hits on its head, which becomes a lot more difficult after the first hit as Mummipokey will start to burst in-and-out of the ground a lot quicker, and will wiggle at times to make the ground pound hits to the head a lot harder. And lining up the mini ground pound to hit Mummipokey's head has to be so precise that a slight error makes it very easy to miss the head, and die due to landing on the sides of Mummipokey's spiked body. Worst of all is that there's no other way to get to World 4. By contrast, defeating World 5's boss with a Mini Mushroom to access World 7 is only optional, and needless to say, players who already struggle with the Mini Mushroom are glad to go with the other method[[note]]that being to find the secret exit in World 4's Ghost House[[/note]].
Needless to say, players who already struggle with the Mini Mushroom for this reason opt to
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* OnceOriginalNowCommon: At the time of its release, ''New Super Mario Bros.'' was actually new. Nowadays, however, it's most often than not lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene and was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers, helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games[[note]]namely Triple Jumps, Wall Jumps, and Ground Pounds[[/note]], and still introduced plenty of new power-ups, locations, obstacles, enemies and bosses to the franchise.

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* OnceOriginalNowCommon: At the time of its release, ''New Super Mario Bros.'' was actually new. Nowadays, however, it's most often than not lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene and was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as scene[[note]]as Mario games--and platformer games in general-- had transitioned to being 3D platformers, platformers[[/note]], helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games[[note]]namely Triple Jumps, Wall Jumps, and Ground Pounds[[/note]], games, and still introduced plenty of new power-ups, locations, obstacles, enemies and bosses to the franchise.

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* OnceOriginalNowCommon: At the time of its release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers. Nowadays, however, it's most often than not lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene, helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games[[note]]namely Triple Jumps, Wall Jumps, and Ground Pounds[[/note]], and introduced plenty of new power-ups, locations, obstacles, enemies and bosses to the franchise.


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* OnceOriginalNowCommon: At the time of its release, ''New Super Mario Bros.'' was actually new. Nowadays, however, it's most often than not lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene and was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers, helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games[[note]]namely Triple Jumps, Wall Jumps, and Ground Pounds[[/note]], and still introduced plenty of new power-ups, locations, obstacles, enemies and bosses to the franchise.
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All of this still applies, just needed to be moved. In fact, it's the bona fide example in the entire subseries if not the franchise, no reason whatsoever to remove.

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* OnceOriginalNowCommon: At the time of its release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers. Nowadays, however, it's most often than not lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene, helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games[[note]]namely Triple Jumps, Wall Jumps, and Ground Pounds[[/note]], and introduced plenty of new power-ups, locations, obstacles, enemies and bosses to the franchise.
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* SeinfeldIsUnfunny:
** At the time of its release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers. Nowadays, however, it's often lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene, helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games, and introduced plenty of new power-ups, locations, obstacles, enemies and bosses to the franchise.
** Hardly anyone will remember how this game brought gameplay elements introduced in 3D ''Mario'' games (namely Triple Jumps, Wall Jumps, and Ground Pounds) to 2D ''Mario'' games.
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* SugarWiki/AwesomeMusic: This game's soundtrack stands out because basically ''none'' of it was used in later ''New Super Mario Bros.'' installments; the vast majority of tracks from this game were dropped entirely, and the few that did get reused were all rearranged and remixed starting with ''[=NSMBWii=]''. A shame, because there are several great tracks in this mix.

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* SugarWiki/AwesomeMusic: This game's soundtrack stands out because basically ''none'' of it was used reused directly in later ''New Super Mario Bros.'' installments; the vast majority of tracks from this game were dropped entirely, and the few that did get reused were all rearranged and remixed starting with ''[=NSMBWii=]''. A shame, shame they haven't gotten as much attention, because there are several many great tracks in this mix.



** [[https://www.youtube.com/watch?v=CU2PaCj4bqM The Athletic theme]] Which was another track that did make it to the sequels remixed.

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** [[https://www.youtube.com/watch?v=CU2PaCj4bqM The Athletic theme]] Which was another is a great playful track that did make perfectly fits the stages where it plays and features a completely different instrumentation compared to the sequels remixed.sequels.



** [[https://www.youtube.com/watch?v=xKfnDTK_qc0 The Volcano theme]], used only in Levels 8-5, 8-6, and 8-8, and not carried over to any of the later ''NSMB'' titles (or any ''Mario'' title, for that matter [[spoiler: until ''Captain Toad: Treasure Tracker'' called back to it in its mine-cart theme]]).

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** [[https://www.youtube.com/watch?v=xKfnDTK_qc0 The Volcano theme]], used only in Levels the levels taking place inside one on the latter half of World 8: 8-5, 8-6, and 8-8, and not carried over to any of the later ''NSMB'' titles (or any ''Mario'' title, for that matter [[spoiler: until ''Captain Toad: Treasure Tracker'' called back to it in its mine-cart theme]]).theme]]). It wouldn't be until ''VideoGame/SuperMarioBrosWonder'' that another theme evoking the same vibes (instead of only a LethalLavaLand) would appear.
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** The Blue Shell is fun to use due to its unique defensive capabilities and shell dash/slide (also, nice to have the Blue Shell ''not'' be the object of [[VideoGame/MarioKart fear and hatred]] for a change), but it appears far too infrequently (it isn't found in any of the normal ? Blocks in the game, it can only be obtained by defeating a Hammer Bro in the World map or a Blue Koopa Troopa found in the multiplayer mode, hitting a Flying ? Block, visiting a Red Toad House, or in a Roulette Block). Once obtained it can be brought back to any other level though, although none of the stages are really built around using it as it is used like a BonusMaterial of sorts. It can be used everywhere a normal Koopa shell can be to perform the actions without actually needing one, however. It's also one of the few powerups that [[EarlyInstallmentWeirdness hasn't appeared in any other of the ''New'' sub-series games]], the Penguin Suit is a SuspiciouslySimilarSubstitute although it works significantly different on land, lacking the Koopa-like dashing/sliding.

to:

** The Blue Shell is fun to use due to its unique defensive capabilities and shell dash/slide (also, nice to have the Blue Shell ''not'' be the object of [[VideoGame/MarioKart fear and hatred]] for a change), but it appears far too infrequently (it isn't found in any of the normal ? Blocks in the game, it can only be obtained by defeating a Hammer Bro in the World map or a Blue Koopa Troopa found in the multiplayer mode, hitting a Flying ? Block, visiting a Red Toad House, or in a Roulette Block). Once obtained it can be brought back to any other level though, although none of the stages are really built around using it as it is used like a BonusMaterial of sorts. It can however be used everywhere a normal Koopa shell can be to perform the its actions without actually needing one, however. It's also one. Notably, it's one of the few powerups that [[EarlyInstallmentWeirdness hasn't appeared in any other of the ''New'' sub-series games]], the Penguin Suit is a SuspiciouslySimilarSubstitute although it works significantly different on land, lacking the Koopa-like dashing/sliding.
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** The Ghost House levels replace the progress bar on the lower screen with two eerie Boos ''[[TheFourthWallWillNotProtectYou right at you]]''.
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* FirstInstallmentWins: Many fans prefer this game to its later sequels, particularly for its EarlyInstallmentWeirdness including its creative unique bosses, new enemies, and power-ups/obstacles introduced in this game, which they feel makes the game unique and allows it to stand out far more when compared to its sequels, with a sizable number of fans considering it a worthy successor to the classic games.

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* FirstInstallmentWins: Many fans prefer this game to its later sequels, particularly for its EarlyInstallmentWeirdness EarlyInstallmentWeirdness, including its creative unique bosses, new enemies, bosses and power-ups/obstacles enemies/power-ups/obstacles introduced in this game, which they feel makes the game unique and allows it to stand out far more when compared to its sequels, with a sizable number of fans considering it a worthy successor to the classic games.

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* FranchiseOriginalSin: The original big selling point was that this would be a game to [[RevisitingTheRoots bring back the classic Mario gameplay]] from the NES and SNES games with a new twist in the form of new enemies, unique Bosses and new Power-Ups. This was actually worth talking about at the time; console ''Mario'' games had solidified their transition to being 3D platformers due to ''VideoGame/SuperMario64'', the previous "main" Mario platformer ''VideoGame/SuperMarioSunshine'' was a deliberately [[OddballInTheSeries experimental entry]] with unusual redesigns of returning enemies and little iconography from the previous games, and 2D platformers in general had been greatly deemphasized in the industry as a whole outside of smaller projects. A new, high profile 2D ''Mario'' platformer by Nintendo was a big deal and welcomed with open arms. And it helped to bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games. ''VideoGame/NewSuperMarioBrosWii'' followed and further improved the gameplay by introduced four player simultaneous multiplayer along with a new Spin Jump move and bringing back Yoshi and the Koopalings. However, the latter two games in the franchise, mostly spurred on by the success of the ''New'' series, continued the trend of featuring exclusively the classic Mario gameplay, without further improvements, and considerably fewer new ideas besides introducing a few Power-Ups (particularly on ''VideoGame/NewSuperMarioBros2''), now [[RecycledSoundtrack recycling the soundtrack]] from ''VideoGame/NewSuperMarioBrosWii'', creating an overall sense that the franchise had become stagnant and homogeneous.

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* FranchiseOriginalSin: The original big selling point was that this would be a game to [[RevisitingTheRoots bring back the classic Mario gameplay]] from the NES and SNES games with a new twist in the form of new enemies, unique Bosses and new Power-Ups. Power-Ups/obstacles. This was actually worth talking about at the time; console mainline ''Mario'' games had solidified their transition to being 3D platformers due to ''VideoGame/SuperMario64'', the previous "main" Mario platformer and ''VideoGame/SuperMarioSunshine'' was a deliberately [[OddballInTheSeries experimental entry]] with unusual redesigns of returning enemies and little iconography from the previous games, and 2D platformers in general had been greatly deemphasized in the industry as a whole outside of smaller projects. A new, high profile 2D ''Mario'' platformer by Nintendo was a big deal and welcomed with open arms. And it It revived the 2D side-scrolling game scene single-handedly and also helped to bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games. ''VideoGame/NewSuperMarioBrosWii'' followed and further improved the gameplay by introduced four player simultaneous multiplayer along with a new Spin Jump move and bringing back Yoshi and the Koopalings. However, the latter two games in the franchise, mostly spurred on by the success of the ''New'' series, continued the trend of featuring exclusively the classic Mario gameplay, without further improvements, and considerably fewer new ideas besides introducing a few Power-Ups (particularly on ''VideoGame/NewSuperMarioBros2''), now [[RecycledSoundtrack recycling the soundtrack]] and VideoGameSettings from ''VideoGame/NewSuperMarioBrosWii'', creating an overall sense that the franchise had become stagnant and homogeneous.



* OlderThanTheyThink: The player character turning giant and destroying everything in their path first appeared in Bowser's sidescrolling level intermissions in ''VideoGame/PaperMarioTheThousandYearDoor'' if he got enough meat from ? Blocks.

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* OlderThanTheyThink: OlderThanTheyThink:
** Though ''VideoGame/NewSuperMarioBrosWii'' reintroduced it as part of Mario's moveset alongside a newly added mid-air variation, the Spin Jump also reappears in this game, but is performed by jumping on the appropriately named Spin Blocks found in various levels.
**
The player character turning giant and destroying everything in their path first appeared in Bowser's sidescrolling level intermissions in ''VideoGame/PaperMarioTheThousandYearDoor'' if he got enough meat from ? Blocks.
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* BestBossEver: Instead of the bosses of each world being one of the Koopalings/Bowser like in the prior and following 2D ''Mario'' games, here every boss (including the FinalBoss DualBoss) is unique; being completely different from each other and requiring a different strategy to beat (as long as you don't cheese them using a [[GameBreaker Mega Mushroom]]). The unique bosses is one of the reasons fans consider this game [[FirstInstallmentWins the best]].

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* BestBossEver: Instead of the bosses of each world being one of the Koopalings/Bowser like in the prior and following 2D ''Mario'' games, here every boss besides Bowser (including the FinalBoss DualBoss) is unique; being completely different from each other and requiring a different strategy to beat (as long as you don't cheese them using a [[GameBreaker Mega Mushroom]]). The unique bosses is one of the reasons fans consider this game [[FirstInstallmentWins the best]].



* ItsEasySoItSucks: A lot of people feel this way. Even Miyamoto has stated that he regrets making it too easy (hence the SequelDifficultySpike for ''VideoGame/NewSuperMarioBrosWii'').

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* ItsEasySoItSucks: A lot of people feel this way. the game is too easy compared to the NES/SNES 2D ''Mario'' games. Even Miyamoto has stated that when asked if he had any regrets about the game that his only regret was making it too easy (hence easy, hence the SequelDifficultySpike for ''VideoGame/NewSuperMarioBrosWii'').''VideoGame/NewSuperMarioBrosWii''.
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** At the time of its release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers. Nowadays, however, it's often lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene and helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games and introduced plenty of new power-ups, locations, obstacles, enemies and bosses to the franchise.
** Hardly anyone will remember how this game brought gameplay elements introduced in 3D Mario games (namely Triple Jumps, Wall Jumps, and Ground Pounds) to 2D Mario games.

to:

** At the time of its release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers. Nowadays, however, it's often lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene and scene, helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games games, and introduced plenty of new power-ups, locations, obstacles, enemies and bosses to the franchise.
** Hardly anyone will remember how this game brought gameplay elements introduced in 3D Mario ''Mario'' games (namely Triple Jumps, Wall Jumps, and Ground Pounds) to 2D Mario ''Mario'' games.

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* BestBossEver: Instead of the bosses of each world being one of the Koopalings/Bowser like in the prior and following 2D ''Mario'' games, here every boss (including the FinalBoss DualBoss) is unique; being completely different from each other and requiring a different strategy to beat (as long as you don't cheese them using a [[GameBreaker Mega Mushroom]]). The unique bosses is one of the reasons fans consider this game [[FirstInstallmentWins the best]].



** The Blue Shell is fun to use due to its unique defensive capabilities and shell dash/slide (also, nice to have the Blue Shell ''not'' be the object of [[VideoGame/MarioKart fear and hatred]] for a change), but it appears far too infrequently (it isn't found in any of the normal ? Blocks in the game, it can only be obtained by defeating a Hammer Bro in the World map or a Blue Koopa Troopa found in the multiplayer mode, hitting a Flying ? Block, visiting a Red Toad House, or in a Roulette Block) once obtained it can be brought back to any other level though, although none of the stages are really built around using it as if it were some sort of BonusMaterial. It's also one of the few powerups that [[EarlyInstallmentWeirdness hasn't appeared in any other ''New'' series games]], though the Penguin Suit is a SuspiciouslySimilarSubstitute.

to:

** The Blue Shell is fun to use due to its unique defensive capabilities and shell dash/slide (also, nice to have the Blue Shell ''not'' be the object of [[VideoGame/MarioKart fear and hatred]] for a change), but it appears far too infrequently (it isn't found in any of the normal ? Blocks in the game, it can only be obtained by defeating a Hammer Bro in the World map or a Blue Koopa Troopa found in the multiplayer mode, hitting a Flying ? Block, visiting a Red Toad House, or in a Roulette Block) once Block). Once obtained it can be brought back to any other level though, although none of the stages are really built around using it as if it were some sort is used like a BonusMaterial of BonusMaterial. sorts. It can be used everywhere a normal Koopa shell can be to perform the actions without actually needing one, however. It's also one of the few powerups that [[EarlyInstallmentWeirdness hasn't appeared in any other of the ''New'' series sub-series games]], though the Penguin Suit is a SuspiciouslySimilarSubstitute.SuspiciouslySimilarSubstitute although it works significantly different on land, lacking the Koopa-like dashing/sliding.
Is there an issue? Send a MessageReason:
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** At the time of its release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers. Nowadays, however, it's often lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene and helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games and introduced plenty of new enemies, unique Bosses and new Power-Ups to the franchise.

to:

** At the time of its release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers. Nowadays, however, it's often lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene and helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games and introduced plenty of new enemies, unique Bosses power-ups, locations, obstacles, enemies and new Power-Ups bosses to the franchise.
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** [[https://www.youtube.com/watch?v=EaypBfMKEfs The Final Boss theme]] is quite epic sounding and really showcases the DualBoss team up nature of the encounter.

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** [[https://www.youtube.com/watch?v=EaypBfMKEfs The Final Boss theme]] is quite epic sounding and really truly showcases the DualBoss team up nature and the finality of the encounter.
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Fixing dead links.


** [[https://www.youtube.com/watch?v=MrAa-_SlRCY The Castle theme.]]

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** [[https://www.youtube.com/watch?v=MrAa-_SlRCY com/watch?v=3oPHiQq0KTk The Castle theme.]]]] Which is an extremely chilling and eerie piece while at the same time ''epic'' and foreboding beyond compare.



** [[https://www.youtube.com/watch?v=XOASybyxFB0 The Final Boss theme]] is quite epic sounding and really showcases the DualBoss team up nature of the encounter.

to:

** [[https://www.youtube.com/watch?v=XOASybyxFB0 com/watch?v=EaypBfMKEfs The Final Boss theme]] is quite epic sounding and really showcases the DualBoss team up nature of the encounter.



* WinBackTheCrowd: Up until the release of ''New Super Mario Bros.'', [[PlatformGame 2D platforming games]] were mostly relegated to indie PC games. With console gaming, platformers in general were starting to fall out of fashion. 2D platformers were [[PopularityPolynomial all but dead]] and the number of 3D platformers considerably shrunk. NSMB was such an unexpected success that Nintendo decided to release a [[VideoGame/NewSuperMarioBrosWii Wii sequel.]] That one was also a huge commercial success and led to 2D platformers returning to the mainstream in the console market.

to:

* WinBackTheCrowd: Up until the release of ''New Super Mario Bros.'', [[PlatformGame 2D platforming games]] were mostly relegated to indie PC games. With console gaming, platformers in general were starting to fall out of fashion. 2D platformers were [[PopularityPolynomial all but dead]] and the number of 3D platformers considerably shrunk. NSMB ''NSMB'' was such an unexpected success that Nintendo decided to release a [[VideoGame/NewSuperMarioBrosWii Wii sequel.]] That one was also a huge commercial success and led to 2D platformers returning to the mainstream in the console market.
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* FirstInstallmentWins: Many fans prefer this game to its later sequels, particularly for its EarlyInstallmentWeirdness including its creative unique bosses, new enemies, and power-ups/obstacles introduced in this game, which they feel makes the game unique and allows it to stand out far more when compared to its sequels, with a sizable number of fans considering considering it a worthy successor to the classic games.

to:

* FirstInstallmentWins: Many fans prefer this game to its later sequels, particularly for its EarlyInstallmentWeirdness including its creative unique bosses, new enemies, and power-ups/obstacles introduced in this game, which they feel makes the game unique and allows it to stand out far more when compared to its sequels, with a sizable number of fans considering considering it a worthy successor to the classic games.
Is there an issue? Send a MessageReason:
None


* FanNickname: Due to the other games having SuperTitle64Advance styled names, people have nicknamed this game ''New Super Mario Bros. DS'', often shortened to ''NSMBDS''.
* FirstInstallmentWins: Many fans prefer this game to its later sequels, particularly for its EarlyInstallmentWeirdness, which they feel makes the game unique and allows it to stand out far more when compared to its sequels.

to:

* FanNickname: Due to the other home console games having SuperTitle64Advance styled names, people have nicknamed this game ''New Super Mario Bros. DS'', often shortened to ''NSMBDS''.
* FirstInstallmentWins: Many fans prefer this game to its later sequels, particularly for its EarlyInstallmentWeirdness, EarlyInstallmentWeirdness including its creative unique bosses, new enemies, and power-ups/obstacles introduced in this game, which they feel makes the game unique and allows it to stand out far more when compared to its sequels.sequels, with a sizable number of fans considering considering it a worthy successor to the classic games.
Is there an issue? Send a MessageReason:
None


* FranchiseOriginalSin: The original big selling point was that this would be a game to [[RevisitingTheRoots bring back the classic Mario gameplay]]from the NES and SNES games with a new twist in the form of new enemies, unique Bosses and new Power-Ups. This was actually worth talking about at the time; console ''Mario'' games had solidified their transition to being 3D platformers due to ''VideoGame/SuperMario64'', the previous "main" Mario platformer ''VideoGame/SuperMarioSunshine'' was a deliberately [[OddballInTheSeries experimental entry]] with unusual redesigns of returning enemies and little iconography from the previous games, and 2D platformers in general had been greatly deemphasized in the industry as a whole outside of smaller projects. A new, high profile 2D ''Mario'' platformer by Nintendo was a big deal and welcomed with open arms. And it helped to bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games. ''VideoGame/NewSuperMarioBrosWii'' followed and further improved the gameplay by introduced four player simultaneous multiplayer along with a new Spin Jump move and bringing back Yoshi and the Koopalings. However, the latter two games in the franchise, mostly spurred on by the success of the ''New'' series, continued the trend of featuring exclusively the classic Mario gameplay, without further improvements, and considerably fewer new ideas besides introducing a few Power-Ups (particularly on ''VideoGame/NewSuperMarioBros2''), now [[RecycledSoundtrack recycling the soundtrack]] from ''VideoGame/NewSuperMarioBrosWii'', creating an overall sense that the franchise had become stagnant and homogeneous.

to:

* FranchiseOriginalSin: The original big selling point was that this would be a game to [[RevisitingTheRoots bring back the classic Mario gameplay]]from gameplay]] from the NES and SNES games with a new twist in the form of new enemies, unique Bosses and new Power-Ups. This was actually worth talking about at the time; console ''Mario'' games had solidified their transition to being 3D platformers due to ''VideoGame/SuperMario64'', the previous "main" Mario platformer ''VideoGame/SuperMarioSunshine'' was a deliberately [[OddballInTheSeries experimental entry]] with unusual redesigns of returning enemies and little iconography from the previous games, and 2D platformers in general had been greatly deemphasized in the industry as a whole outside of smaller projects. A new, high profile 2D ''Mario'' platformer by Nintendo was a big deal and welcomed with open arms. And it helped to bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games. ''VideoGame/NewSuperMarioBrosWii'' followed and further improved the gameplay by introduced four player simultaneous multiplayer along with a new Spin Jump move and bringing back Yoshi and the Koopalings. However, the latter two games in the franchise, mostly spurred on by the success of the ''New'' series, continued the trend of featuring exclusively the classic Mario gameplay, without further improvements, and considerably fewer new ideas besides introducing a few Power-Ups (particularly on ''VideoGame/NewSuperMarioBros2''), now [[RecycledSoundtrack recycling the soundtrack]] from ''VideoGame/NewSuperMarioBrosWii'', creating an overall sense that the franchise had become stagnant and homogeneous.
Is there an issue? Send a MessageReason:
None


* FranchiseOriginalSin: The original big selling point was that this would be a game to [[RevisitingTheRoots bring back the "classic Mario feel"]], by featuring mostly elements from the NES and SNES games with a new twist in the form of new enemies, unique Bosses and new Power-Ups. This was actually worth talking about at the time; console ''Mario'' games had solidified their transition to being 3D platformers due to ''VideoGame/SuperMario64'', the previous "main" Mario platformer ''VideoGame/SuperMarioSunshine'' was a deliberately [[OddballInTheSeries experimental entry]] with unusual redesigns of returning enemies and little iconography from the previous games, and 2D platformers in general had been greatly deemphasized in the industry as a whole outside of smaller projects. A new, high profile 2D ''Mario'' platformer by Nintendo was a big deal and welcomed with open arms. And it helped to bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games. ''VideoGame/NewSuperMarioBrosWii'' followed and further improved the gameplay by introduced four player simultaneous multiplayer along with a new Spin Jump move and bringing back Yoshi and the Koopalings. However, the latter two games in the franchise, mostly spurred on by the success of the ''New'' series, continued the trend of featuring exclusively the classic Mario gameplay, without further improvements, and considerably fewer new ideas besides introducing a few Power-Ups (particularly on ''VideoGame/NewSuperMarioBros2''), now [[RecycledSoundtrack recycling the soundtrack]] from ''VideoGame/NewSuperMarioBrosWii'', creating an overall sense that the franchise had become stagnant and homogeneous.

to:

* FranchiseOriginalSin: The original big selling point was that this would be a game to [[RevisitingTheRoots bring back the "classic classic Mario feel"]], by featuring mostly elements from gameplay]]from the NES and SNES games with a new twist in the form of new enemies, unique Bosses and new Power-Ups. This was actually worth talking about at the time; console ''Mario'' games had solidified their transition to being 3D platformers due to ''VideoGame/SuperMario64'', the previous "main" Mario platformer ''VideoGame/SuperMarioSunshine'' was a deliberately [[OddballInTheSeries experimental entry]] with unusual redesigns of returning enemies and little iconography from the previous games, and 2D platformers in general had been greatly deemphasized in the industry as a whole outside of smaller projects. A new, high profile 2D ''Mario'' platformer by Nintendo was a big deal and welcomed with open arms. And it helped to bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games. ''VideoGame/NewSuperMarioBrosWii'' followed and further improved the gameplay by introduced four player simultaneous multiplayer along with a new Spin Jump move and bringing back Yoshi and the Koopalings. However, the latter two games in the franchise, mostly spurred on by the success of the ''New'' series, continued the trend of featuring exclusively the classic Mario gameplay, without further improvements, and considerably fewer new ideas besides introducing a few Power-Ups (particularly on ''VideoGame/NewSuperMarioBros2''), now [[RecycledSoundtrack recycling the soundtrack]] from ''VideoGame/NewSuperMarioBrosWii'', creating an overall sense that the franchise had become stagnant and homogeneous.
Is there an issue? Send a MessageReason:
None


* FranchiseOriginalSin: The original big selling point was that this would be a game to [[RevisitingTheRoots bring back the "classic Mario feel"]], by featuring mostly elements from the NES and SNES games with a new twist in the form of new unique Bosses and Power-Ups. This was actually worth talking about at the time; console ''Mario'' games had solidified their transition to being 3D platformers due to ''VideoGame/SuperMario64'', the previous "main" Mario platformer ''VideoGame/SuperMarioSunshine'' was a deliberately [[OddballInTheSeries experimental entry]] with unusual redesigns of returning enemies and little iconography from the previous games, and 2D platformers in general had been greatly deemphasized in the industry as a whole outside of smaller projects. A new, high profile 2D ''Mario'' platformer by Nintendo was a big deal and welcomed with open arms. And it helped to bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games. ''VideoGame/NewSuperMarioBrosWii'' followed and further improved the gameplay by introduced four player simultaneous multiplayer along with a new Spin Jump move and bringing back Yoshi and the Koopalings. However, the latter two games in the franchise, mostly spurred on by the success of the ''New'' series, continued the trend of featuring exclusively the classic Mario gameplay, without further improvements, and considerably fewer new ideas besides introducing a few Power-Ups (particularly on ''VideoGame/NewSuperMarioBros2''), now [[RecycledSoundtrack recycling the soundtrack]] from ''VideoGame/NewSuperMarioBrosWii'', creating an overall sense that the franchise had become stagnant and homogeneous.

to:

* FranchiseOriginalSin: The original big selling point was that this would be a game to [[RevisitingTheRoots bring back the "classic Mario feel"]], by featuring mostly elements from the NES and SNES games with a new twist in the form of new enemies, unique Bosses and new Power-Ups. This was actually worth talking about at the time; console ''Mario'' games had solidified their transition to being 3D platformers due to ''VideoGame/SuperMario64'', the previous "main" Mario platformer ''VideoGame/SuperMarioSunshine'' was a deliberately [[OddballInTheSeries experimental entry]] with unusual redesigns of returning enemies and little iconography from the previous games, and 2D platformers in general had been greatly deemphasized in the industry as a whole outside of smaller projects. A new, high profile 2D ''Mario'' platformer by Nintendo was a big deal and welcomed with open arms. And it helped to bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games. ''VideoGame/NewSuperMarioBrosWii'' followed and further improved the gameplay by introduced four player simultaneous multiplayer along with a new Spin Jump move and bringing back Yoshi and the Koopalings. However, the latter two games in the franchise, mostly spurred on by the success of the ''New'' series, continued the trend of featuring exclusively the classic Mario gameplay, without further improvements, and considerably fewer new ideas besides introducing a few Power-Ups (particularly on ''VideoGame/NewSuperMarioBros2''), now [[RecycledSoundtrack recycling the soundtrack]] from ''VideoGame/NewSuperMarioBrosWii'', creating an overall sense that the franchise had become stagnant and homogeneous.



** At the time of its release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers. Nowadays, however, it's often lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene and helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games and introduced plenty of unique Bosses and new Power-ups to the franchise.

to:

** At the time of its release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers. Nowadays, however, it's often lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene and helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games and introduced plenty of new enemies, unique Bosses and new Power-ups Power-Ups to the franchise.
Is there an issue? Send a MessageReason:
None


** At the time of its release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers. Nowadays, however, it's often lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene and helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games. still introduced plenty of unique Bosses and new Power-ups to the franchise.

to:

** At the time of its release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers. Nowadays, however, it's often lumped together with its successors and seen [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] in spite of the fact that the game single-handedly revived the 2D platform game scene and helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games. still games and introduced plenty of unique Bosses and new Power-ups to the franchise.
Is there an issue? Send a MessageReason:
None


* FirstInstallmentWins: There's a sizable group of fans who prefer this game to its later sequels, particularly for its EarlyInstallmentWeirdness, which they feel makes the game unique and allows it to stand out far more when compared to its sequels.

to:

* FirstInstallmentWins: There's a sizable group of Many fans who prefer this game to its later sequels, particularly for its EarlyInstallmentWeirdness, which they feel makes the game unique and allows it to stand out far more when compared to its sequels.



** At the time of release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene. Nowadays, however, it's often seen as [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] as its successors in spite of the fact that the game still introduced plenty of unique Bosses and new Power-ups to the franchise.

to:

** At the time of its release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene. scene, as Mario games--and platformer games in general-- had transitioned to being 3D platformers. Nowadays, however, it's often lumped together with its successors and seen as [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] as its successors in spite of the fact that the game single-handedly revived the 2D platform game scene and helped bridge the gap between both game genres by introducing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games. still introduced plenty of unique Bosses and new Power-ups to the franchise.

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* SeinfeldIsUnfunny: At the time of release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene. Nowadays, however, it's often seen as [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] as its successors in spite of the fact that the game still introduced plenty of unique Bosses and new Power-ups to the franchise.

to:

* SeinfeldIsUnfunny: SeinfeldIsUnfunny:
**
At the time of release, ''New Super Mario Bros.'' was Mario's--and the video game industry in general's--[[WinBackTheCrowd grand return]] to the 2D PlatformGame scene. Nowadays, however, it's often seen as [[FranchiseOriginalSin almost]] as [[ItsTheSameNowItSucks rehashed]] as its successors in spite of the fact that the game still introduced plenty of unique Bosses and new Power-ups to the franchise.

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