Video Game: New Super Mario Bros.
aka: New Super Mario Brothers
New Super Mario Bros.
is a series of platformers in the Mario
franchise. They are 2D platformers in the vein of the classic 8-bit
and 16-bit Mario
platformers, in which Mario and Luigi go through levels jumping from platform to platform and on top of enemies
to defeat them on their way to Save the Princess
, but updated with a few elements from the 3D games, primarily the Wall Jump
and Ground Pound
. The graphical style is also done with polygonal models, putting it line with the 3D games. Each of the games have the same gameplay, mainly changing in terms of the power-ups given in each of the games.
The sub-series itself can be sub-divided into handheld games and console games. The handheld games have more of a single-player focus, with multiplayer either being a side feature or more of an afterthought, and the levels being more compact and the camera focused on one player but fairly static. The console games all have co-op multiplayer, with the default playable characters being Mario, Luigi, a Yellow Toad and a Blue Toad (with U
adding the ability to play as Miis, and New Super Luigi U
replacing Mario with Nabbit). The levels are more expansive, and the camera zooms in and out freely depending on how far apart the players are or if there are certain sections that require a wider camera. Yoshi
s are rideable in the console games, though they are only level-specific and unable to follow the playable character after completing a level with them, unlike Super Mario World
Games in the series:HandheldConsole
Series-wide tropes include:
- Auto-Scrolling Level
- Attack of the 50-Foot Whatever: Mega Mario in New Super Mario Bros. and New Super Mario Bros. 2 (and Mega Goomba in the former), the final bosses of New Super Mario Bros. Wii and New Super Mario Bros. 2.
- The Bus Came Back: The Koopalings and Kamek in New Super Mario Bros. Wii, Reznor in New Super Mario Bros. 2.
- Can't Drop the Hero: In the console games, Mario is the only playable character for first player, with the exception of New Super Luigi U, where Mario does not appear at all.
- The Chase: In New Super Mario Bros. and New Super Mario Bros. 2, the Worlds start out with Bowser Jr. or the Koopalings (New Super Mario Bros. and New Super Mario Bros. 2, respectively) running away into a Castle or Tower/Fortress. A lesser extent is in New Super Mario Bros. Wii where you chase the Airship that drops off the Koopalings to the Towers. New Super Mario Bros. U averts this, simply being a journey back to Peach's Castle.
- Early Installment Weirdness: The first game has this a lot.
- The Koopalings were completely absent and their boss theme was used for the end boss instead of the mid-boss.
- The castle bosses are just King Mook versions of normal enemies.
- The tower-, ghosthouse- and castle levels have different music.
- Bowser Jr. appears as every tower boss, and also lacks his Koopa Clown Car
- Excuse Plot: It just wouldn't be Mario if it didn't have it.
- Everything Dances: In the games, all enemies do some sort of action whenever the "bah!" noise plays. While some are harmless like Dry Bones' heads spinning around, some can be beneficial (Pokeys temporarily turn into oranges, which Yoshis can then eat all at once) and some can really mess up your timing (Goombas hop, Koopas pause their walk).
- Fragile Speedster: Mini Mario in every installment, which makes you a One-Hit-Point Wonder but increases speed, jump height and jump span.
- Genre Throwback: To Mario's original 2D platformers.
- Giant Mook
- Guide Dang It: The games have a different general habit for hiding a few of the Star Coins in ways that are difficult to figure out. The first had pipes that were actually Warp Pipes, but without that much of an indication that they could warp. Wii and U have false walls — parts of the level that look like walls, but can be passed through and reveal a section — that have little to no clues that they are fake. 2 has a number of invisible vine blocks, including one that's hidden in an area that already required another invisible vine block to reach.
- Invincibility Power-Up: The Starman power-up in every installment, Mega Mario in New Super Mario Bros. 1 and 2, and the White Raccoon Suit in New Super Mario Bros. 2.
- Kid Appeal Characters: Aside from the Mario series' recurring kid-appeal roster (Toads, Koopalings, and Bowser Jr.), there is also a kid-appeal power-up: The Mini Mushroomnote
- Mickey Mousing: Inverted: The enemies and powerups (and Yoshi in the Wii and WiiU games) hop and/or dance to the music.
- Also, Bowser Jr.'s footsteps have musical punctuation in the opening cutscene.
- The New Adventures: Now running for about seven/eight years, compared to the original's five (not counting Super Mario Land 2 or Yoshi's Island).
- Projectile Pocketing: An added feature to this series. Throwing certain things like shells at coins will collect them for you. Occasionally enforced in rooms with trails of coins lined up at floor level with only a Koopa shell for you to work with, and certain Star Coins that seem out of reach until you find a way to toss something at it.
- Recycled Soundtrack: Both New Super Mario Bros. 2 and New Super Mario Bros. U have grown notorious in this regard, having reused New Super Mario Bros. Wii's soundtrack with little to no replacements or additions.
- Revisiting the Roots: After 10 years of collecting Stars and Shine Sprites, New Super Mario Bros and New Super Mario Bros Wii went back to the original Super Mario premise of having to reach the end of the stage, flagpole at the end and everything. This idea was so successful that Super Mario 3D Land and Super Mario 3D World wound up having the exact game design style transferred to 3-D.
- Quirky Miniboss Squad: The Koopalings, who have appeared in every NSMB game after the first.
- Sprite/Polygon Mix: Level terrain is made of sprites, but character and enemy models are polygonal. Background scenery can be either of the two.
- Super Title 64 Advance: Both console installments so far.
- Tagalong Kids: Yellow Toad and Blue Toad in Wii and U.
- The Dev Team Thinks of Everything: The developers knew of an old trick many players used during the old days of Super Mario Bros. where they would have a powered up Mario get hit by Bowser to initiate Mercy Invincibility and clip through him to reach the axe on the other side for an easy victory, so this time around, trying the same trick again gets Mario flung backwards by Bowser no matter what state Mario is in. However, the dev team did NOT think that players could use the Mega Mushroom against Bowser to instantly squash him. New Super Mario Bros. Wii has the same Bowser safeguard and excludes the Mega Mushroom, which forces players to fight Bowser the right way.
- Video Game Settings: The games seem to have a set pattern in which they appear:
- Villain Exit Stage Left: In 1, Wii, and 2 after defeating the tower boss, your character does the victory animation... then just stands there watching the boss get up and leap away.
- Walk on Water: When Mini Mario, and in New Super Mario Bros. U, on the sides of water spouts.