[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/NSMB2_3379.png]]
[[caption-width-right:350:[[{{Tagline}} The Mushroom Kingdom is bursting with coins!]]]]

-> ''"And of course, coins, coins, coins. I've seen coins in my sleep."''
-->-- '''TOM 2.0''', in his review of ''VideoGame/SuperMarioSunshine'' on ''{{Creator/Toonami}}''.

''New Super Mario Bros 2'' is the direct sequel to ''VideoGame/NewSuperMarioBros1'', following ''VideoGame/NewSuperMarioBrosWii'' in that regard, and the third overall game in the ''VideoGame/NewSuperMarioBros'' series. The first ''New Super Mario Bros.'' game was ''the'' side-scrolling ''Mario'' title for the Platform/NintendoDS, just as ''New Super Mario Bros. Wii'' was for the Platform/{{Wii}}, and now ''New Super Mario Bros. 2'' fills the same role for the Platform/Nintendo3DS. It is the fifteenth ''[[Franchise/SuperMarioBros Super Mario]]'' game in general.

The game features further throwbacks to ''VideoGame/SuperMarioBros3'' (akin to ''VideoGame/SuperMario3DLand'' and ''VideoGame/MarioKart7'') -- namely, Raccoon Mario's first polygonal appearance[[note]]If you're nitpicky, it's the second one following the Raccoon Mario trophy in ''VideoGame/SuperSmashBrosMelee''.[[/note]] (just as ''Super Mario 3D Land'' did the same for Tanooki Mario) as well as the classic P-Charge Bar featured in ''Super Mario Bros. 3''. Reznor from ''VideoGame/SuperMarioWorld'' also appears as a boss in the tower stages. The game also notably reuses [[RecycledSoundtrack the same soundtrack]], all VideoGameSettings, and most of its assets and obstacles from ''New Super Mario Bros. Wii'', fundamentally being a MissionPackSequel to [[NonIndicativeName it]].

Its defining characteristic is its focus on coin collection. Mario is tasked with the optional, non-essential goal of collecting a million coins during his adventure, and new ways to earn money are ''everywhere'', from golden enemies to Gold Fire Flowers that turn whatever the fireballs hit into coins.

The title was released on July 28th, 2012 in Japan (along with the [=3DS=] XL) and was released during August of that year in Western territories. It is notably the first full retail game to become available as a digital download on the Nintendo eShop.

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!! This game has examples of:

* TwoAndAHalfD: Just like its [[VideoGame/NewSuperMarioBros1 predec]][[VideoGame/NewSuperMarioBrosWii essors]], this game is a 2D platformer that uses 3D models for the characters.
* AdvancingBossOfDoom: [[spoiler:Bowser's giant form]] chases you up the tower, all while you're dodging his attacks and jumping on bone platforms.
* AntiFrustrationFeatures: Like ''VideoGame/SuperMario3DLand'', if you die too many times in one level, the game will offer you a box with the White Raccoon suit, which makes you invincible. However, some players find this [[http://penny-arcade.com/comic/2011/11/16 insulting.]]
* AndYourRewardIsClothes: The prize for collecting one million coins is [[spoiler:just an alternate title screen with a Gold Mario statue. And maxing the coin counter to 9,999,999 coins just gets you a gold Raccoon Mario statue.]]
* AppropriatedTitle: The game was called ''New Super Mario Bros. Gold'' during development, but was later renamed ''New Super Mario Bros. 2'', since a number of levels step away from the coin-collecting theme of the game.
* AscendedExtra: In the previous game, the Koopalings were simply Bowser Jr.'s henchmen and had no impact on the plot, while in this one they are directly responsible for Peach's kidnapping and continue antagonizing Mario up until the final level, where they [[spoiler:band together to try and petrify Mario with a modified Koopa Clown Car]]. They also take up [[spoiler:Kamek]]'s role of [[spoiler:making Bowser grow for the final battle]].
* BackFromTheDead: [[spoiler:Bowser's Dry Bowser form]] is fought as the TrueFinalBoss.
* BackgroundBoss: [[spoiler:Bowser's giant form]] stays in the background, trying to swipe you on whatever column of platforms you're standing on.
* BigBoosHaunt: The Ghost Houses return in this game, with the first one appearing in World 2.
* BonusDungeon: [[spoiler:World Mushroom and World Flower]] can only be accessed through the Cannon levels, which in turn are only unlocked by reaching the secret exit in other stages.
* BridalCarry: A ShipTease example: [[spoiler:during the end credits mini-game, Mario carries Princess Peach from Bowser's castle all the way back to hers.]]
* BrokeTheRatingScale: The "Impossible Pack" is appropriately rated '''DANGER!'''
* TheBusCameBack: The [[VideoGame/SuperMarioWorld Reznors]] return as the Tower bosses.
* {{Cap}}: The maximum coin amount you can get in Coin Rush is 30000, and yes, [[https://www.youtube.com/playlist?list=PL6494CD161DB853AA it is possible to reach that score]].
* CherubicChoir:
** The ground theme is literally the same as the Wii version, only with the addition of this.
** The Athletic theme heard is also full of this.
* ContinuityNod:
** [[VideoGame/SuperMario3DLand Luigi's Super Leaf form still has Kitsune ears and a tail]].
** The game's intro is a reference to ''VideoGame/{{Super Mario|World}} [[UpdatedRerelease Advance 2]]'', with Mario and Luigi flying around. The only difference is that instead of them coming back to find Peach missing, the Koopalings show up with Peach in captivity.
* CoOpMultiplayer: It can be played with two players through Download Play or Local Wireless connection.
* CreativeClosingCredits: The credits scene has Mario[=/=]Luigi carry Peach home through an autoscrolling level, with patterns of flying coins you can pick up to add to your total. You can also [[FunnyBackgroundEvent watch Bowser and the Koopalings]] try to harass you, and [[EpicFail fail]].
* DamnYouMuscleMemory: ''VideoGame/NewSuperMarioBrosWii'' introduces the feature of shaking the Wii Remote to spin jump. Even without the Propeller Block or Propeller Mushroom, it's still handy for covering small yet valuable bits of extra distance during tough jumps. For players who become dependant on it, it's not hard to find oneself instinctively doing the same thing here, only to have nothing happen and remember that it doesn't work on a 3DS. Not helping is that the feature was brought back for ''VideoGame/NewSuperMarioBrosU''.
* DemBones: Now we have Bone Goombas (although this type is more like a [[VideoGame/PaperMario Gloomba]] with skull masks), Bone Piranha Plants, [[spoiler:Dry Bowser...]]. (Though since when did plants have bones?)
* DevelopersForesight: The Gold Flower power-up gives you coins for every enemy you jump on, and grants a multiplier for combos. So if you were thinking you could totally cash on utilizing [[https://www.youtube.com/watch?v=sYtUsWEHarI&t=1m11s the classic 1-Up trick]] while Gold Flowered, tough luck--the shell will disappear after the 24th bounce. You can't even abort the trick hoping to reset it and do it again, because the shell actually memorizes how many times you hit it. But at least you get 1050 coins from it and the shell explodes into confetti. You can circumvent this limit if Mario is [[https://www.youtube.com/watch?v=tVilJZ10F4g&t=0m39s hanging onto a beanstalk]] or if you [[https://www.youtube.com/watch?v=IGGJmQyVjF4&t=0m43s leave and return to the area via warp pipes.]]
* DownloadableContent: Starting October 2nd (for Japan), paid DLC in the form of Coin Rush stages was released every four weeks. Each pack costs ¥200 ($2 in America and £2 in Europe), and there were full bundles released at the same time too. Notably, this is the first 3DS game to use DLC.
* FakeLongevity: The million-coin objective provides this. A normal HundredPercentCompletion playthrough will net you in the neighborhood of 60,000 coins if you're not deliberately playing levels with high coin counts over and over, and that's nothing to say of the insane amount of time you'll have to put if you're going for [[spoiler:the Gold Raccoon Mario statue, that requieres maxing the coin counter to 9,999,999 coins]].
* FinalBoss: {{B|igBad}}owser, like all games in the ''NSMB'' series.
* FunnyBackgroundEvent: Of a sort. If you look at the background during the end credits, you will notice the Koopalings scattered about, topped off with [[spoiler:Bowser stuck in the ground upside down!]]
* GameplayAndStorySegregation: At the end of the intro, Mario and Luigi chase the Koopalings in their Super forms. However, they start World 1 small.
* GoldAndWhiteAreDivine: White Raccoon Mario follows this colour pattern and is appropriately invincible to anything that doesn't cause instant death.
* GoldenSuperMode: Gold Mario is a rare power-up that lets Mario fire explosive fireballs that turn enemies and blocks into coins.
* GoldFever: In some places, you'll have to risk dangerous enemies in order to get coins, or your pursuit of coins might screw you out of getting a special item or something. When trying to get a whole million coins, Mario may not get Gold Fever, [[http://www.ign.com/articles/2012/06/08/e3-2012-new-super-mario-bros-2-greed-is-good but the player might]].
* GoldMakesEverythingShiny:
** [[http://www.mariowiki.com/images/7/7a/NSMB2_screen3.jpg Sparkly golden variations of regular enemies]], which reward you with coins upon defeating them.
** Golden Fire Flowers that turn Mario gold and allow him to shoot fireballs that [[http://www.mariowiki.com/images/6/61/3DS_NewMario2_1_scrn02_E3.png turn blocks and enemies into coins]].
** Luigi becomes clad in silver instead. [[StealthPun And what placing is the silver medal given to?]]
* GreenHillZone: Much like in the prequels, World 1 takes place in a meadow.
* GuideDangIt: You can play as Luigi in single player like in the first ''VideoGame/NewSuperMarioBros1'', though the game never clues you in to this at all. The code to do so is identical to the one from the original ''NSMB'', holding L and R when selecting your file, so you'll only know it if you played that game. However, in this game the code ''only'' works on files that have defeated Bowser, unlike in the first game where it could be done at any point, so even if you're already familiar with the code you may think it doesn't work if you tried it before beating the game.
* {{Hammerspace}}: {{Lampshaded}} by the game upon collecting 700,000 coins.
--> 700,000 coins! Where do you keep them all?
* HoistByHisOwnPetard: [[spoiler:The Koopalings end up taking ''themselves'' out after they use their magic wands on their father, and he accidentally (and completely unawarely) headbutts them out of the sky upon his growth spurt, [[ContinuityNod identically to Kamek in]] ''VideoGame/NewSuperMarioBrosWii''.]]
* IdiosyncraticDifficultyLevels: The Coin Rush DLC packs all have their difficulty rated by stars (as in, one star is the easiest, five stars is the hardest), all except the [[PlatformHell Impossible Pack]] which is rated "[[HarderThanHard DANGER!]]"
* InfinityPlusOneSword: The Gold Flower, which at first is available only on certain levels as the powerup wears off when you complete a level so it can't be carried from one level to the next. However once you complete all the levels in the game, you gain unlimited use of the Toad Houses. This lets you use the Gold Flower on any level as many times as you want. The Gold Flower is particularly awesome for its splash damage, its ability to give you coins for enemies you defeat, and best of all it lets you have your revenge on all those {{Invincible Minor Minion}}s who've tormented you over the years in past Mario games.
* InvincibilityPowerUp: The Super Star returns from previous games. The White Raccoon suit also counts, but only shows up if the player fails to clear a level 5 times in a row.
* ItsAllUpstairsFromHere: The Tower levels have Mario climbing his way up to that level's boss fight. [[spoiler:Also the FinalBoss, which is an AdvancingBossOfDoom.]]
* JungleJapes: World 3 takes place in a dense jungle.
* LethalLavaLand: World 6. Much like in the prequels, the final main world is fire-themed.
* LevelInTheClouds: World 5. It is located on a single large cloud, with several tall pieces of land jutting out from below.
* MadeOGold: Being that the game is based off coins and gold, there's quite a few examples.
** The gold flower, a golden version of the fire flower, which turns Mario to gold when he grabs it, and allows him to throw molten gold fireballs. Strangely, when Luigi grabs it, it turns him to silver, despite the flower being gold.
** Gold Mushrooms, [[ExactlyWhatItSaysOnTheTin mushrooms made of gold]], replace OneUp Mushrooms in Coin Rush mode. They give their collector 50 coins upon collection.
** The Gold Lakitu enemy is a normal version of Lakitu, but he wears a golden shell and rides a golden cloud.
* MakeMyMonsterGrow: Once again, [[spoiler:Bowser becomes giant thanks to the Koopalings' magic for the FinalBoss. This time, he does this twice with the return to Dry Bowser.]]
* MeaninglessLives: Played staight and subverted. The game hands out lives like they do coins, which also give you lives after collecting [[LawOfOneHundred one hundred]] of them, but getting 1,110 lives (denoted by three crowns) is necessary for 100% Completion.
* MiniGameCredits: A bunch of coins appear while Mario is carrying Peach back to the castle.
* MissionPackSequel: ''By far'' the biggest example in the ''NSMB'' series and 2D ''Mario'' games as a whole alongside ''VideoGame/SuperMarioBrosTheLostLevels'', it reuses almost all of its graphical and musical assets from ''VideoGame/NewSuperMarioBrosWii'' and lacks any significant changes or improvements to the gameplay.
* MythologyGag:
** The forms the Gold Flower gives the Mario Bros. are Gold Mario and Silver Luigi. In ''VideoGame/AnimalCrossing'', there were Gold Mario statues and Silver Luigi statues.
** Luigi becomes Silver Luigi instead of gold. Silver medals tend to be given to second place, and it also references Luigi constantly being in Mario's shadow.
** As 90 Star Coins are required to enter World Star and the remaining 9 required to enter the Toad House there, the world has no need for Star Coins, having Moon Coins instead. While the coins themselves are new to the series, their design bears a striking resemblance to the 3-up Moons in ''VideoGame/SuperMarioWorld''.
** As you collect more than 999 lives, the 9s start rolling over to crowns, this is a reference to Super Mario Bros, where the lives counter would show random symbols (crown included) in the 10s digit if lives got too high.
* NintendoHard: The DLC level pack titled 'Nerve-Wrack Pack'' seems to be this. Then there's the Impossible Pack.
* NoFairCheating: The Impossible Pack has two cases: Playing as Mario removes the ability to use the Gold Flower, while using Gold Raccoon Mario doesn't give you access to the time boosters at the start of each level.
* NonIndicativeName: The game's title is "New Super Mario Bros. 2", yet it's the ''third'' game in the ''New Super Mario Bros.'' series, and is ''much more'' similar to ''VideoGame/NewSuperMarioBrosWii'' than to ''VideoGame/NewSuperMarioBros1'' (being a MissionPackSequel to ''Wii'', with its only real similarities to the original being the Dual Screen setup and the return of the Mega Mushroom --which is barely used, only appearing in three levels--) and is completely unrelated to ''VideoGame/SuperMarioBros2'' and ''VideoGame/SuperMarioBrosTheLostLevels'' (other than ironically also being a MissionPackSequel). It is, however, the ''second'' handheld NSMB game.
* NostalgiaLevel: The DLC level pack 'Golden Classics' revives memorable levels from ''VideoGame/MarioBros'', ''VideoGame/SuperMarioBros1'', ''VideoGame/SuperMarioBros3'' and even ''New Super Mario Bros. 2'' itself. They are not straight ports however, 2 to 3 levels are all remixed into each of the three courses (for example, going underground during what was originally 1-1 from the first game leads to 1-2 rather than a small bonus room), with many new secret areas and ways of getting coins.
* OminousLatinChanting: The final boss battle, just like ''VideoGame/NewSuperMarioBrosWii''. It's even the same theme.
* OneHitKill: A somewhat bizarre case. The Gold Flower allows you to shoot golden fireballs that destroys any enemy that gets caught in the explosion. The Koopalings are somewhat resistant to these, as getting hit will count as a stomp and force them into RetaliationMode, but very oddly, Bowser doesn't have this luxury due to lacking a Retaliation Mode and goes down in one hit.
* PalmtreePanic: The first half of World 3 takes place on a beach.
* PatchworkMap: Instead of the traditional eight distinct world themes, this game condenses the beach and jungle themes into Worlds 3 and the sky and mountain themes into world 5.
* PunctuatedForEmphasis: "800,000 coins! SO. MANY. COINS."
* RealityWarper: The Gold Flower turns you into a Coin-based version of this, as it inexplicably allows Mario to turn regular blocks and enemies into coins.
* RecycledPremise: Collecting as many coins as possible was the main goal of ''VideoGame/WarioLand'', though this game gives you a concrete goal to work towards, as opposed to [[UndisclosedFunds "enough to buy a new castle"]].
* RecycledSoundtrack: With the exception of the themes for [[spoiler:Worlds Mushroom, Flower, and Star]], and the ''VideoGame/SuperMarioWorld'' boss theme remix used for the battles with Reznors, the whole soundtrack is recycled from ''VideoGame/NewSuperMarioBrosWii''.
* SaveThePrincess: The intro has the Koopalings kidnap Peach so that Mario and Luigi can [[OnceAnEpisode once again]] save her.
* ScoringPoints: Kind of. The game features the traditional score counter, but coins can be thought of as a secondary form of scoring. Each level saves your maximum coin score, and Coin Rush Mode saves your total coin score that you got through the mode. This shifts the focus of beating the levels with the most amount of time on your clock, to beating the levels with the most amount of coins gotten from the level.
* SequelNumberSnarl: The game is titled ''New Super Mario Bros. 2'', despite being the third game in the ''VideoGame/NewSuperMarioBros'' series. The actual second game in the series is its predecessor, ''VideoGame/NewSuperMarioBrosWii'', which was released on the Platform/NintendoWii platform rather than a handheld Creator/{{Nintendo}} console.
* SequentialBoss: Like ''NSMBW'', Bowser has two forms. His normal form (the fight of which is reminiscent of the original ''VideoGame/{{S|uperMarioBros1}}MB''), and his [[spoiler:giant form]].
* ShiftingSandLand: World 2 takes place in a desert.
* ShoutOut:
** The [[VideoGame/SuperMarioWorld Reznors]] make a roar that sounds very similar to Franchise/{{Godzilla}}'s.
** Dry Bones will do a dance similar to Music/MichaelJackson's ''Thriller'' on occasion.
* SlippySlideyIceWorld: World 4 is ice-themed. World Flower also has elements of this.
* TakenForGranite: During the final castle, as well as the true final castle, [[spoiler:the Koopalings in their Koopa Clown Car will periodically flash a bright light, turning Mario into stone if he is not behind any walls.]]
* ThirdIs3D: While it's not titled "New Super Mario Bros. 3", it is the third game to use the ''NSMB'' name, and it has 3D functionality.
* TitleScream: The HOME Menu sound. '''NEW''' SUPER MARIO BROTHERS '''TWO!!!'''
* TrueFinalBoss: [[spoiler:Dry Bowser, who's fought at the end of World Star, and works the same as normal Bowser except he's invulnerable to regular fire; fire from a gold flower can [[OneHitKill take him out in one hit.]]]]
* UnderTheSea: World 3 combines this with JungleJapes but a few underwater levels are found in other worlds.
* VariableMix: Getting a Raccoon leaf adds a wood block soundtrack to the mix. Also, World 4 (and much of World Flower) add sleigh bells to the mix of every level to indicate they're snow levels.
* TheVeryDefinitelyFinalDungeon: [[spoiler:World Star]].
* UpdatedRerelease: ''New Super Mario Bros. 2: Gold Edition'', which is only available in Nintendo 3DS and Nintendo 2DS bundles that have the game pre-installed on the system. It's mostly the same as the normal release, but "Gold Edition" is shown on the title screen and all of the Coin Rush levels are already included instead of being DLC.
* WithLyrics: Justified. This time around, the choir "bah"s almost ''every freaking note in the ground and athletic themes''.
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