Video Game: New Super Mario Bros. Wii aka: Super Mario Bros Wii
New Super Mario Bros. Wii is a 2009 PlatformerVideo Game for the Wii, and the sequel to New Super Mario Bros on the DS. It's the second Super Mario Bros.Video Game for the Wii, the first being Super Mario Galaxy. Unlike Galaxy, it plays like the side-scrolling Mario games, especially Super Mario World and Super Mario Bros 3, while having a mixture of 3D and 2D graphics. It's the first Mario game sinceMario Bros to let multiple people play cooperatively at the same time (for a certain definition of "cooperatively"), with this game being the first let up to four players at once, and the first 2D Mario platformer for consoles since World. New Super Mario Bros for the Nintendo DS allowed competitive play in a set of competitive-only levels, but did not allow players to take on the levels of the main game together.It starts out at Princess Peach's birthday party, which features an unusually large cake. It turns out that The Cake Is a Lie, and the seven Koopalings plus Junior jump out of it. They kidnap Peach (again), taking her into an airship. They fly across the Mushroom Kingdom, with Mario, Luigi, and two Toads taking chase.
An Ice Person: The Ice Flower returns from Super Mario Galaxy. Although it's less "turns you into ice", and more "Fire Mario, but throws Ice instead of Fire". Penguin Mario can do the same thing, but he can also slide (and has normal traction on ice).
And Your Reward Is Clothes: Inverted: Mario loses his hat if you have 99lives (he gets his hat back should his lives be less than 99 by the end of a level). Nothing happens to Luigi or the Toads, though (even though Luigi does take his hat off briefly whenever he wins).
Blatant Item Placement: Oddly enough for the franchise, Justified. The Toads who stayed at the castle aided Mario, Luigi, Yvan, and Wolley on their mission by shooting power-ups throughout the land out of a cannon, scattering them across the lands.
Boring, but Practical: Shaking the controller in midair makes your character spin and keeps them in the air slightly longer. It's not a spectacular difference by any means, but it's absolutely vital to controlling your jumps and making those tough landings. (The same action triggers propeller flight when Mario has the Propeller Suit.)
Boss Dissonance: Mario-type. And how. Getting to the boss of a tower/castle/whatever is generally most of the challenge. The rest is usually dealing with Kamek's Geo Effects.
The final boss, however, falls squarely into Kirby-type, shockingly enough. In all fairness, a) it's not so much a proper boss battle as it is a glorified autoscrolling level; b) it becomes especially noticable when you consider that with the Propeller Suit, the castle becomes a joke.
Boss Remix: The music for the initial battle with Bowser is a heavily arranged version of the main overworld theme.
Call Forward: In the credits, you can hear Peach say she'll wait for Mario at the Star— before being cut off. This implies that this game might take place before Super Mario Galaxy, set at the Star Festival, although SMG2 also has one. *
Chuck Cunningham Syndrome: Toadsworth, at least in this game. In the original NSMB, he appeared in the Toad Houses. Here, however, he makes no appearance, not even in Peach Castle.
Reaches its logical conclusion in the final battle, where Bowser turns into a giant version of himself, mirroring the final battle of Yoshi's Island... Unfortunately, Yoshi has nothing to do with the battle.
Convection Schmonvection: Everything ELSE about lava and volcanoes is portrayed somewhat realistically in this game, down to wrinkly, rippling air from rising heat and World 8-1 going so far as to sic a rapidly-advancing ash cloud on you, but Mario still doesn't get hurt from lava unless he directly touches it.
Co-Op Multiplayer: With teamwork, you can do lots of things that would otherwise be impossible to do alone (without a specific power-up, anyways). Without teamwork, see Video Game Cruelty Potential.
Corridor Cubbyhole Run: Several instances. Most notably, a few of the towers and castles have long spiked pillars which appear at regular intervals, and safe spots must be used to take cover.
Creative Closing Credits: Every letter of the credits is a unique brick block. You can destroy them for points, and even compete with other players to see who can find the most coins.
Cutscene Incompetence: Mario not using the Propeller to get on the airship if he has it upon beating a world's Koopaling in the rematch.
Damn You, Muscle Memory: One may get into the habit of shaking the controller if he or she plays a 2D Mario game after this one, due to the vital spin move that is activated this way.
Difficulty Spike: The first four worlds (mushroom, desert, snow, and beach) are, for the most part, perfectly manageable, with possible exception made for World 3 until you get the hang of sliding/keeping the Penguin suit. But the last four worlds (jungle, mountains, clouds, and volcano), not so much.
Disc One Final Dungeon: The Airship levels. After each castle, it becomes clear that Peach is aboard Bowser Jr.'s ship, but you never find her on the ship levels. After beating Bowser Jr. for the third and final time, Peach gets taken away again just as Mario and/or the others reach her.
Disc One Nuke: The Propeller power-up is incredibly useful for many of the later levels, including the final boss — and it can be acquired easily in level 1-1!
Easy Mode Mockery: If the Super Guide was made available to you for any level (even if you don't actually use it), the stars you earn on your save file after beating the game won't sparkle. This was done so the Super Guide could be both a tool to assist newer players, and a goal to avoid for the better ones.
And if you use it to the end of a level, it skips the level for you, which means it doesn't count as being completed. Which means using it on castles and towers, which are the most common places to use it, will result in the victory flag not being there afterwards.
That's only the start — the modding community for this game is surprisingly large and active.
Geo Effects: Just like in Yoshis Island, Kamek swoops in during each Koopaling rematch to sway the odds in their favor by enchanting the battlefield somehow. He also does this during his own boss fight.
Giant Mook: Nearly every classic enemy can be found supersized. Some even have multiple levels of it.
Gimmick Level: A curious example, as nearly every stage features one or two level-specific enemies or gimmicks.
Green Hill Zone: World 1 even starts as a Nostalgia Level, but also introduces you to many of the new elements and features.
Griefer: Admit it, you picked up one of your teammates and threw him into a pit or into lava or purple slime, didn't you?
Guide Dang It: In order to unlock the world 9 levels, one must find all three Star Coins in every level in an earlier world. These coins can be very hard to find or acquire without help. Most of them do have subtle hints that mark them out from the rest of the level, but how to get them is another trick entirely.
Infinite 1-Ups: A whole slew of ways to collect them, as shown in the Infinite 1-Up Hint Movies. The "World 2-3 Infinite 1-Ups" hint movie even shows Mario doing it to gain 30 lives.
Instant Runes: The Magikoopa's signature geometric shapes act as a giveaway to what stage feature they're enchanting.
The Jimmy Hart Version: While some of Koji Kondo's original themes can be heard, most of the score consists of themes that are similar in style, but otherwise entirely new. In addition, influences can be heard from a number of Hollywood composers, such as Randy Newman (the ending themes) and Danny Elfman (the ghost house and castle themes).
Kaizo Trap (sort of): The last fight against Ludwig is on shifting, slanting platforms over a bottomless pit. If you aren't careful, you'll fall off the stage after beating the boss.
For that matter, it's possible to get crushed after delivering the last hit to Morton in his second battle, especially since it's easiest to hit him just as he lands.
Roy Koopa's first battle averts it, as if you fall off the edge of the battle platform once you've beaten him, the quicksand will not kill you immediately, allowing you to jump free before you sink.
Kill It With Ice: The Ice Flower and the Penguin Suit — notable in that there are some enemies resistant to fireballs which get easily taken out with this, and vice versa.
Lava Pit: It is Mario. Try to make it through World 8 without falling in one. You won't.
Law of 100: Just like every other Mario game, 100 coins equal an extra life. In this version, all current players get this extra life and the coins are communally gathered.
Lead In: The intro is certainly this, as the birthday angle was never brought up again after the intro.
Lethal Lava Land: Most of the castles, and World 8, which seriously ups the ante for lava levels!
Let's Play: Undoubtedly the best portrayal of all this game's greatness and flaws from both the game and the players themselves, comes from The Freelance Astronauts. A compilation of the best parts can be seen here.
Another LP is being done by TippingForties. One episode in and it's already full of dickery.
Letting the Air out of the Band: Near the end of the game, when Kamek reveals himself after the Trick Boss battle against Bowser. Also occurs during multiplayer, if all players put themselves in bubbles.
Levels Take Flight: Two examples: One in World 5 involves Mario navigating across a flock of large flying manta rays going in his direction, and one in World 7 has Mario crossing a swarm of flying beetles smaller than the rays (but still very large for bugs) going in the opposite direction from him.
Literally Shattered Lives: Averted. Though you can freeze enemies in ice blocks and then shatter them, if you look closely, only the ice shatters, while the enemy falls offscreen in the usual fashion.
Lost Forever: The sparkling save file stars, if you ever make the Super Guide box appear on any level at any time.
Make My Monster Grow: As in Yoshis Island, Kamek does this — once on a Chain Chomp during Iggy's rematch, and again on Bowser himself. It can also be said to happen to Lemmy's balls.
People complaining about the guide making the game too easy was mostly Fridge Logic, since the guide allowed Nintendo to add a feature to help new players if they fail too much and concentrate on designing levels that challenge players. It's shown up again in Super Mario Galaxy 2 and Donkey Kong Country Returns in the same sense.
Mickey Mousing is inverted: Some of the music is apparently so catchy that some enemies and even some power-ups and Yoshis (when players are not riding) will dance and sing along at certain cues.
Mythology Gag: As with the DS game, there is a homage to World 1-1 from the first Super Mario Bros. and a Bowser battle that can be defeated simply by breaking the bridge and dropping Bowser in the lava (or down a pit ala Super Mario Bros 3), replacing the axe with a button.
Never Say "Die": The instruction manual refers only to "blunders" and "making mistakes" while still saying you "lose a life."
Press X to Die: In multiplayer, you can press A to turn into a bubble, just like the one you end up in after dying in the level. Guess what happens if you press A while all the other players are in bubbles? However, no lives are lost directly — every player just gets thrown into small form and kicked out of the level.
Recurring Boss: Bowser Jr. in the latest model Clown Copter. Each Koopaling is also fought twice, with a different attack pattern.
Recurring Boss Template: When facing any of the Koopalings in the tower stages halfway through each world, every battle is a relatively straightforward affair of dodging their wand attack and then delivering a Goomba Stomp to the head (much like they were in Super Mario Bros. 3, for that matter). This is not the case when facing them again, in their castles at the end of each world.
Ring Out Boss: Inverted. Lemmy is incapable of actually harming you (unless you jump into him like a moron), and instead tries to knock you into one of the bottomless pits on either side of the arena with his bouncy rubber balls.
Schmuck Bait: Yes, don't mind the cake with 6 different hair styles, a bow, and sunglasses on it....
Secret Level: World 9. Some other levels are borderline — in Worlds 4 and 6, there are only eight levels displayed in the Star Coin menu initially, but when you clear the castle of those worlds, a ninth level is suddenly revealed. Likewise, only nine levels are depicted in World 8's Star Menu until you clear the Airship level and a tenth level is revealed with much fanfare. World 7-6 and 8-7 are kinda-sorta examples in that they're already on the Star Coin menu to begin with, but they are obscured on the map until you find the secret exits in World 7-Tower and 8-2 respectively.
Shifting Sand Land: World 2, complete with blowing wind, quicksand, and sand geysers(!).
Skippable Boss: The first battles with Wendy O. Koopa and Ludwig von Koopa. It turns out there's a secret exit to each of the relevant levels, the former leading to a cannon to World 6. The latter leads to a secret level that leads to a backdoor into Ludwig's castle, skipping most of the level and depositing you right at the door to the second fight with him, inverting the trope.
Smashing Hallway Traps of Doom: More accurately Smashing Tower Trap of Doom. 6-Tower (Morton's) has some incredibly Freudian spiked pillars that repeatedly jam into each other. (Previous levels have similar large black spiked... protuberances, too.)
Spin Attack: Spinning in the air gives you a tiny little bit more airtime (unless you have the propeller or are holding a propeller block/someone who does have the propeller, in which case you'll get a LOT more airtime and altitude.)
Spread Shot: Ludwig uses an Initial Burst in the second fight against him.
Stalactite Spite: Lots of icicles in the third world. In one level, the entire ceiling is full of them.
The Stinger: The Koopalings helping Bowser up from his shell... And getting their castle dropped on them.
Unexpected Gameplay Change: The second Bowser Jr. battle has you flying around in little Koopa Clown Cars, trying to shove each other into electric walls.
The Very Definitely Final Dungeon: You know it when you get there... the game even goes one step further and has the final boss confrontation take place in the catacombs under the castle.
Villain Exit Stage Left: There is a sequence after every castle where the character(s) run(s) up to Bowser Jr., who has the airship behind him, complete with Princess Peach on deck. Bowser Jr. taunts you and boards the airship, and you can do nothing but watch it fly away... except in Worlds 4 and 6, wherein Bowser Jr. gets left behind and your character(s) chase(s) him back into the airship.
Visual Pun: Most levels in the first world have rolling hills... and a couple of levels take it literally.
Walk on Water: Mini characters can run on the water's surface, as in New Super Mario Bros. Apparently, the Mushroom Kingdom laughs at conservation of mass. But then again, it ismagic.
Considering Conservation of Mass would mean you'd become a lot denser and probably couldn't even move while mini, let alone jump better and walk on water, I'm gonna say we're better off without it in this instance.
Warm Up Boss: Larry's painfully easy, even by Mario standards. (In fact, given how the shifting pipes can trap him and give you a breather, he's even easier the second time.)