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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/new_super_mario_bros_box.png]]
2[[caption-width-right:350:[[{{Tagline}} Jump into an all-new Mario adventure!]]]]
3
4->''New Power-Ups. New Moves. New Bosses.\
5Welcome to the new Mushroom Kingdom.''
6-->-- '''Official website for the DS game'''
7
8''New Super Mario Bros.'' is a {{platform game}} released in 2006 for the Platform/NintendoDS and the first game in the ''VideoGame/NewSuperMarioBros'' series, [[RevisitingTheRoots deliberately modeled]] after the side-scrolling games in Creator/{{Nintendo}}'s ''Franchise/SuperMarioBros'' series, but featuring [[SpritePolygonMix polygonal renderings of some characters and objects to give it a 2.5D look]]. It's also the first original side-scroller in the series since 1995's ''VideoGame/SuperMarioWorld2YoshisIsland'', and the first to star Mario as the playable character since 1992's ''VideoGame/SuperMarioLand2SixGoldenCoins''.
9
10The plot, as usual in 2D ''Mario'' games, is rather simple, though with a little interesting twist this time. After his introduction in ''VideoGame/SuperMarioSunshine'', Bowser ''Jr.'' (i.e. not his father) marks his debut in 2D ''Mario'' [[LikeFatherLikeSon by kidnapping]] Princess Peach, and Mario has to give chase through eight worlds, each with at least one fortress and one castle to rescue her. Each fortress ends with a battle with Jr., who retreats to either another fortress or a castle when defeated; meanwhile, the castles end with a unique boss fight. Before Mario can rescue Peach at the end of each world, Bowser Jr. nabs her and runs off to the next, [[YourPrincessIsInAnotherCastle which is gonna happen a few more times]], finally culminating in a [[DualBoss team-up fight]] against Jr. and his father.
11
12The game was Mario's--and the video game industry in general's--grand return to 2D games and revived the 2D side-scrolling game scene single-handedly, receiving critical acclaim upon release and ending up as the best selling Nintendo DS game with over 30 million units sold. The game preserves the classic 2D ''Mario'' gameplay but differentiates itself from its predecessors by bringing gameplay elements introduced in 3D ''Mario'' games to 2D ''Mario'' games alongside introducing various new power-ups, locations, obstacles, enemies and bosses to the franchise. As longtime ''Mario'' developer Takashi Tezuka puts it, "You can think of it as carefully preserving the core gameplay while dressing it up with new elements that enhance it."
13
14The Wall Jump, Triple Jump, and Ground Pound make their first appearance in a 2D ''Mario'' game here since being introduced to 3D Mario games in ''VideoGame/SuperMario64''. In addition to the series' usual {{power up}}s of the Super Mushroom, Fire Flower, and Starman, ''NSMB'' introduced some new ones. The Mega Mushroom turns Mario into a giant à la ''VideoGame/SuperMario64 DS'', allowing for some massive property damage. The Mini Mushroom shrinks Mario to the size of a mouse, enabling him to get through very small passageways, have a floatier jump, and run on water at the expense of [[OneHitPointWonder death in one hit]]. The Blue Koopa Shell allows Mario to protect himself while crouching; when running, he can knock enemies away just like the Koopa shells he kicks. Finally, Shell Mario can swim better underwater.
15----
16!! This game provides examples of:
17* AndeanMusic: The World 6 Map theme is inspired by Andean music.
18* ArtificialBrilliance: Bowser Jr. in later worlds does 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 little showcase of the computer being a genius is unique to this game and neither Jr. nor other bosses like the Koopalings have done this either before or since.
19* AttackOfThe50FootWhatever: Mario can grow bigger than a freaking ''castle'' using the Mega Mushroom. The boss of the World 4 castle, Mega Goomba, is a giant Goomba the same size as Mega Mario. [[spoiler:Bowser also grows to the same size for the final battle.]]
20* AvengingTheVillain: Bowser is dealt with in the very first world, making Bowser Jr. the main antagonist for the rest of the game.
21* BackFromTheDead: Bowser is dropped into a pool of lava in the game's first world and reduced to a skeleton. He only recovers in [[spoiler:World 8, when Bowser Jr. throws his skeleton into a cauldron to bring him back to life]].
22* BadWithTheBone: Instead of throwing hammers, Dry Bowser throws bones at Mario or Luigi during battle.
23* BattleDiscretionShot: In the opening cutscene, Mario takes a short beating from Bowser Jr. offscreen. If you [[AttractMode waited long enough on the title screen]], a modified version of the cutscene shows that Mario was hit by a Koopa shell, and sometimes Luigi is dragged into the mix.
24* BigBoosHaunt: The Ghost Houses are labyrinthine areas filled with Boo enemies.
25* BreakingTheFourthWall: Closing the DS without turning the game off will result in Mario saying "Ba-bye." Opening it back up will cause Mario to greet you with "It's-a me, Mario!"
26* BuildLikeAnEgyptian: The second world is themed heavily after the Egyptian desert, and prominently features pyramids and ancient Egyptian structures throughout.
27* BookEnds: World 1 has the very first of many bouts against Bowser Jr. in its tower level, and the fight against ''Bowser'' in its castle level. The FinalBattle in World 8's Bowser's Castle has Mario fighting both of them (albeit together in their stronger forms) one last time.
28* CallBack:
29** Bowser Jr. fight exactly like Boom-Boom (being the boss of the Fortress/Tower levels), especially in his World 1 Tower bout where he simply runs around, hides in his shell when stomped, and the arena is a simply enclosed space with no hazards. And in later bouts, he also jumps (much like Boom-Boom himself) and TookALevelInBadass with newer attacks in later levels (Boom-Boom sprouting a pair of wings, Bowser Jr. fighting much tougher by hiding in his shell more frequently and only being defeated via Fire Flower, Mega Mushroom, or a shell thrown at him).
30** The first Bowser battle in the World 1 Castle is one to ''VideoGame/SuperMarioBros1'' first Fake Bowser fight in the World 1 Castle where he mainly spits fire, and there is a moving platform that helps Mario jump over him and hits the switch.
31* TheChase: The entire plot of the game revolves around Mario pursuing Bowser Jr. to rescue Peach from his grasp. Go to a world, fight Bowser Jr., watch as he escapes and drags Peach to another world, rinse and repeat until World 8.
32* CheatCode:
33** Beating the game reveals a minor one: selecting a file while holding down the L and R buttons allows the player to play as Luigi. However, beating the game is not ''required'' to use this code, and it can be performed at the start of a brand new save file as well as on an already-completed one; [[DevelopersForesight there's even a version of the opening cutscene with Luigi instead of Mario]] (though the credits still show images of Mario regardless of which brother you beat the game as).
34** A more obscure one that the game ''doesn't'' give away requires the player to press L, R, L, R, X, Y, X, Y in that order while paused on the map screen; doing so unlocks Challenge Mode, which simply replicates the RatchetScrolling of the original ''VideoGame/SuperMarioBros1''.
35--->'''Message upon activating Challenge Mode:''' [[spoiler:Welcome to the secret Challenge mode. Think you can reach the goal? If you get stuck, press START and choose Return to Map.]]
36* ColorCodedMultiplayer: The minigame mode assigns each player with a color and one protagonist from ''VideoGame/SuperMario64 DS''. The player order is red (Mario), green (Luigi), yellow (Wario), and blue (Yoshi).
37* CreativeClosingCredits: The ending credits feature a montage of every single level that had been played in the game. If you play a level that you hadn't before beating the game, it will be added to the credits the next time you see them. The player can also use the stylus to tap the letters in the names that appear in the credits; each letter plays a different sound effect.
38* CreditsMontage: The top screen shows all the levels you've cleared (even the cannons that you used). In the cases of the towers and castles, it will show the level itself first before the boss, while the final castle shows the level, the boss, and the princess being rescued.
39* DamselInDistress: Peach. You get the idea.
40* DeaderThanDead: [[spoiler:Subverted. Technically already-dead Dry Bowser is nevertheless beaten a second time... but, given his JokerImmunity, '''''still''''' comes back as Bowser for the FinalBattle.]]
41* DeathMountain: World 6, 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.
42* DemBones: Dry Bones are skeletal Koopas that reassemble their bodies after being jumped on and are immune to fire. [[spoiler:Dry Bowser]] shares these same characteristics.
43* DevelopersForesight:
44** If you mess around with the Mega Mushroom in the first level to the point where you don’t completely flatten the staircase to the flag pole, there are some Hidden Blocks in front of the seemingly impassable wall you can use as a staircase to prevent a softlock.
45** For the most part, the developers fully expected players to try playing the game front to back as Luigi after learning the code to use him: every cutscene in the game has a variant with Luigi instead of Mario, Luigi has unique lines and voice clips provided by Creator/CharlesMartinet, and most assets that are themed after Mario change to reflect Luigi's presence (such as the "Mario Clear" banner being changed to say "Luigi Clear" and being green instead of red, Mario's icons and iris-out silhouettes being replaced with ones of Luigi, etc). The only places that were really overlooked were the credits sequence and wallpapers, which still use imagery and iconography of Mario regardless of which brother the player is using.
46** Normally, once you beat a Tower or a Castle in a World and the scene changes back to the world map, Bowser Jr. will exit the place and drags Peach with him to either that World's Castle or the next World respectively. However, if you skipped to a later World through a Warp Cannon and return back to the Worlds prior to that, then the animation for beating them changes to simply having a white flag being generated from the top of the Tower/Castle, with Bowser Jr. nowhere to be seen in the world map as he's already in the furthest Tower/Castle available to the player.
47** Petey Piranha's encounter begins with him being forcefully awakened by Bowser Jr., who jumped on him to initiate the boss fight. If you fought Petey again or if you only fought Petey ''after'' you sent Bowser Jr. to a Tower/Castle that's located in Worlds 6, 7 or 8, then he'll wake up on his own instead.
48* DigitalTabletopGameAdaptation: The "Table" category of {{minigame}}s features digital versions of card and board games like Blackjack (Luigi-Jack), Texas Hold-'em (Luigi's Thrilling Cards), and Reversi (Bob-Omb Reverse). Some of them were carried over from ''VideoGame/SuperMario64 DS'', and some were new additions.
49* DualBoss: The final boss is Bowser Jr. and [[spoiler:an enlarged Bowser]].
50* EarlyInstallmentWeirdness: The game has ''several'' differences compared to its follow-ups that make it feel ''so'' different and unique.
51** 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.
52** 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.
53** 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.
54** This is also the only game which has a new powerup that hasn't reappeared in any of its sequels in the Blue Shell.
55** Speaking of powerups, collecting eight red coins will only give you a Super Mushroom if you're small. In later entries they always give you the level's second-tier powerup irrespective of form.
56** Unlike later NSMB games, Bowser was voiced via audio taken from sound libraries; the earliest use of it was from the 1957 film ''Film/TheLandUnknown''. 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 the more overtly animal-like roars. Additionally, the "power-up loss" and "coin" sounds are reused from ''VideoGame/SuperMarioBros1'' rather than ''VideoGame/SuperMarioWorld''.
57** 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.
58** 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.
59** The game has various unlockable wallpapers for the touch screen map, compared to ''2''[='s=] having only one.
60** 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.
61** Blue and Yellow Toad are not playable in this game, only Mario and Luigi (and the latter brother is locked behind a ClassicCheatCode).
62** 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)
63** 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.
64** 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.
65** 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.''
66** 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.
67** Upon completing a level or boss fight, Mario says "That's a-so nice!" rather than "Oh, yeah! Mario time!", "Hoo hoo! This way!", or "Mario's number one! Woo-hoo!". Similarly, Luigi says "Yay for me, Luigi!" instead of "Phew, made it!", "Ho ho! Secret, shh." or "Yes! I'm a winner!".
68* EscapeSequence: The second half of World 8-3, where you are chased by a giant eel.
69* FanRemake: As a testament to the game's legacy, even though the Mario vs. Luigi mode wasn't a full-fledged CoOpMultiplayer mode like that of its follow-ups, it still was so unique and well made in its own right that fans liked it so much to make a [[https://ipodtouch0218.itch.io/nsmb-mariovsluigi/devlog/422788/v1700-beta-release remake of it in 2022]], featuring online multiplayer for up to ten people, the Ice Flower and Propeller Mushroom as additional power-ups, five new stages, and more customizable rules.
70* FamilyUnfriendlyDeath: The [[http://bowserdeath.ytmnd.com/ apparent demise of Bowser in World 1]] might be a little unnerving for some, which has him [[AMoltenDateWithDeath boiled alive in a pit of magma]] and [[StrippedToTheBone reduced to a skeleton]]. [[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.]]
71* GhostLegLottery: A slightly edited minigame taken from ''VideoGame/SuperMario64 DS'' has you drawing the horizontal lines as a face of Mario descends towards Stars (good) and Piranha Plants (bad). However, the lines you draw are only cleared after you win 5 rounds, quickly forcing you to contend with drawing new lines to make sure the ones you already have don't cause you to lose.
72* GimmickLevel: Bowser's Castle is filled with switches that turn the room upside down.
73* GreenHillZone: World 1, as per the series' norm, is a lush, grassy area.
74* GrimyWater: The forest levels contain purple water, which is an instant death on contact.
75* GroundPound: 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.
76* HalloweenTown: The first half of World 8, which consist of a decrepit valley overrun by Crowbers and Scuttle Bugs.
77* HoistByHisOwnPetard: Can happen to Mario in certain levels if the Mega Mushroom is not used with care. One level is made up of nothing but pipes and the majority of them can be broken with the Mega Mushroom. Break too many of them and you'll fall into the BottomlessPit you've created.
78* {{Homage}}: Several, to ''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.
79* InfiniteOneUps: In homage to the original ''VideoGame/SuperMarioBros1'', the "Koopa Shell Bounce" trick was shamelessly recreated.
80* InterfaceScrew: In all ghost houses, the level progress bar on the touch screen is replaced by two ghost silhouettes staring at you.
81* ItsAllUpstairsFromHere: The point of the tower levels.
82* JungleJapes: World 4. 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]]''.
83* KingMook: The boss at the end of the Castle in every World is a boss version of a common enemy.
84** Bowser, again is one to the Koopa Troopas, but the game takes it even further with the introduction of his undead counterpart ''Dry Bowser'' being that to the Dry Bones. Bowser Jr. is one to a lesser extent.
85** Mummipokey of World 2 is one to the Pokeys.
86** Cheepskipper of Work 3 is one to the Cheep Cheeps (who accompany him in the boss battle).
87** The Mega Goomba boss of Work 4 is obviously one to the Goombas.
88** Petey Piranha of World 5 is this to the Piranha Plants. It's even [[{{Foreshadowing}} foreshadowed with the World 5 Castle ''highly populated'' with Piranha Plants]] despite being in an ice world.
89** Sort of Downplayed with the Monty Tank in World 6. While the Monty Mole clearly looks no different than his {{Mook}} counterparts, the fact that he takes 3 hits and is intelligent enough to man a powerful tank comes off as this.
90** Lakithunder of World 7 is one to the Lakitus.
91* LavaPit: Very frequent, especially in the castle levels. Making contact with it is a OneHitKill.
92* 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.
93* LevelInTheClouds: World 7, 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.
94* LovesMeNot: The game makes an actual challenge out of the Loves Me minigame from ''VideoGame/SuperMario64 DS'' by involving two players trying to either get "Loves me", or stick the other guy with "Loves me not" by plucking 1-3 petals per turn.
95* MagicalMysteryDoors: There's a section of the game where you're perplexed by a series of doors. The only way to discover where they lead is to test each and every one of them. Fortunately, it's much shorter than most Magical Mystery Doors segments tend to be in NES games.
96* MickeyMousing: Whenever there's a vocalization in the main game track, the enemies will dance along with it, specifically Goombas will do a small jump and Koopa Troopas will look at the screen and shake their fists. When underwater, Cheep Cheeps will spin when a windchime is heard.
97* MiniDungeon: As usual for 2D ''Mario'' games, the mid-world Tower levels, as well as the Ghost Houses.
98* {{Mordor}}: World 8, which hosts a bleak and decrepit scenery with haunted valleys, dark underwater levels, volcanoes and the final castle.
99* MythologyGag:
100** The game starts with a homage to World 1-1 from the first ''VideoGame/SuperMarioBros1'', and there is a Bowser battle that can be defeated simply by breaking the bridge and dropping Bowser in the lava (or down a pit ala ''VideoGame/SuperMarioBros3''), replacing the axe with a button.
101** 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.
102** Then there's challenge mode, which is available after you beat the game, and enables RatchetScrolling like the original game.
103* TheNewAdventures: It's all there in the title. This is the game that started a new generation of Mario 2D platformers.
104* NoEnding: Unlike the other ''VideoGame/NewSuperMarioBros'' games, Mario and Peach are never shown actually leaving Bowser's castle.
105* NostalgiaLevel: [[https://www.mariowiki.com/File:NewSuperMarioBros-MarioVsLuigi-Grass.png The overworld-based level]] from the Mario vs. Luigi mode is an abridged version of the first ''VideoGame/SuperMarioBros1''' World 1-1.
106* PaintingTheMedium: Underground shortcuts are represented by [[InterfaceScrew moving the top screen to the bottom, and vice versa.]] This also prevents you from using stored items.
107* PalmtreePanic: World 3, 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.
108* 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.]]
109* PumpkinPerson: Splunkins are basically waddling pumpkins that take 2 stomps to defeat.
110* {{Reconstruction}}: Of the original 2D ''Mario'' sidescrollers, by bringing gameplay elements introduced in 3D ''Mario'' games in the interim to 2D ''Mario'' games alongside introducing various new power-ups, locations, obstacles, enemies and bosses to the franchise.
111* RecurringBoss:
112** Bowser Jr. is the boss of every [[MiniDungeon tower]] in the game, and is also [[DualBoss one of]] the {{Final Boss}}es.
113** You also fight Bowser three times in the game: one as the ''first'' Castle boss in World 1, the second in his undead form in World 8's first castle, and the FinalBattle in Bowser's Castle being slightly larger, much stronger, and fighting [[DualBoss alongside Bowser Jr]].
114* RecycledSoundtrack: The Starman theme is the exact same as the Wing Cap/Invisibility Cap theme from ''VideoGame/SuperMario64'' with extra percussion added.
115* SameContentDifferentRating: The game's rerelease on the Wii U Virtual Console was hit with a 12+ rating in Europe due to [=PEGI=]'s shifting regulations meaning any game with simulated gambling automatically got hit with a 12+ rating.
116* SaveThePrincess: It's a Mario game, saving Peach is the whole plot, this time with the twist that Bowser Jr. is the main antagonist ''not'' Bowser.
117* ShiftingSandLand: World 2 is a desert, and as such there are quicksands, Pokeys and an oasis.
118* ShoutOut: Bowser's defeat is very similar to [[Franchise/{{Metroid}} Crocomire's]].
119* SlippySlideyIceWorld: World 5, a snowy 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.
120* SnowballFight: One of the new minigames, Snowball Slam, has the players control different colored Yoshis in a snowball fight.
121* SnowySleighBells: [[SlippySlideyIceWorld The icy World 5]]'s [[https://www.youtube.com/watch?v=mJjObChGttY theme]] makes very heavy use of sleigh bells to instill a wintery feel to the track.
122* SongsInTheKeyOfPanic: When either player is only one Big Star away from winning a round in the Mario vs. Luigi mode, the music kicks up in tempo.
123* SpaceFillingPath: That block train in the second World 8 tower goes an extremely long way around the room in a ping pong path fashion...
124* SpringySpores: A lot of levels, beginning with 1-5.
125* SpritePolygonMix: Many of the basic items and enemies with simple behaviors (Goombas, Koopa Troopas, and Boos) are rendered as 2D sprites. Mario, Luigi, the bosses, and other enemies with more complex patterns are rendered as 3D models.
126* SuperNotDrowningSkills: Present, despite being absent in the 3D Marios that separated NSMB and its 2D predecessors and the one that separated the Wii version and the DS one.
127* SuspendSave: You can only save at castles or by using star coins, though you have the ability to save anywhere on the map after you finish the final boss.
128* TheReveal: The boss of World 7, Lakithunder was the storm cloud that attacked Peach's castle.
129* TogglingSetpiecePuzzle: The first castle of World 8 features rails whose platforms (lifts) can have their positions switched with red-and-yellow switches. For example, if a lift is placed on an upper rail, pressing a switch will teleport it to the lower rail. Therefore, before you stand onto a lift (which will make it move forward), you have to decide its position (and potentially grab the castle's Star Coins, including the last one which requires a not-very-obvious way to spawn a lift into the rail right below the BossRoom's door).
130* TookALevelInBadass:
131** Later fights against Bowser Jr. has him hiding in his shell every time Mario (or Luigi) attempts to jump ''over him'', ensuring that the player must find other ways to defeat the Koopa Prince (i.e., Fire Flower, knocking a shell back at him, or simply using the Mega Mushroom). It's also worth noting that he covers his mouth with his bib to look more intimidating, showing how much more serious he is when taking on the Mario Bros.
132** The later fights against Bowser are a lot harder than his World 1 bout, where there is no platform this time helping Mario or Luigi jump over him to reach the switch. His Dry Bowser form (being an undead Koopa) is complete immune to fire, meaning that the Mario Bros. can only rely on either a timed jump (or a Mega Mushroom) to defeat him. His FinalBoss battle has him much larger and sporting new attacks, especially when he goes PapaWolf after Mario or Luigi defeats his son first (not to mention him taking more hits from the Fire Flower before going down).
133* ATwinkleInTheSky: Using a cannon on the map.
134* UnderTheSea:
135** The first underwater level is World 1-A but World 3 has most of them.
136** World 8 has an odd example: an underwater level with a cavern-like background and the ''underground'' music playing rather than the underwater music.
137* UniqueEnemy:
138** Whomps only appear in world 3-Castle. Most of them stand in the background and wait for Mario to appear, and there is only one single Big Whomp, who walks across a platform instead.
139** World 4-4 contains the only five Balloon Boos in not only the game, but the entire franchise. They are like regular boos, except they will inflate themselves until they reach maximum size when Mario looks at them, and deflate as they chase him when he looks away.
140** Snow Spikes only appear in World 5-1.
141** World 6-6 contains the only three Chain Chomps in the entire game.
142** Small Wigglers known as Squigglers only appear in the pipe maze of World 7-A.
143** World 8-7 is the only course where Fire Bros and Sledge Bros appear.
144** There are twenty-one Kab-ombs, and they all appear in World 8-8.
145** The icy level from the Mario vs. Luigi mode contains the only blue-shelled Koopa in the game. Stomping it lets you obtain the Blue Shell powerup, making it the only way to 100% reliably get this item.
146* TheVeryDefinitelyFinalDungeon: The giant-sized Bowser castle at the end of World 8.
147* VineSwing: Some levels in the jungle-themed World 4 feature vines Mario and Luigi can use to swing in order to reach a far spot. This is important due to said levels being partially flooded with lethal GrimyWater.
148* WalkOnWater: Mini Mario is light enough to do this.
149* YouShouldntKnowThisAlready: A rare aversion in that the game only tells you that [[spoiler:you can play as Luigi by holding the shoulder buttons when selecting your file]] after defeating the FinalBoss, but there's nothing stopping you from doing it before beating the game if you already know that.

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