Video Game: New Super Mario Bros. Wii
New Super Mario Bros. Wii
is a 2009 Platformer Video Game
for the Wii
, and the sequel to New Super Mario Bros. 1
on the DS and the second overall New Super Mario Bros.
game. 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 since Mario 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.
And if the game didn't satisfy you, there's also the hacking scene. The NSMBW
hacking community started up mere months after the game was released with the level editor Reggie!
, and many custom levels abound. Newer Super Mario Bros Wii
is a notable, extensive mod for this game with its own page.
New Super Mario Bros. Wii provides examples of the following Tropes:
- Absurdly Spacious Sewer: World 6-3.
- Advancing Boss of Doom: Bowser, when he grows giant.
- Advancing Wall of Doom: A pyroclastic flow in World 8-1.
- Ageless Birthday Episode: Begins with the Opening Narration, "Today is Princess Peach's birthday!" After the opening cutscene, birthdays become irrelevant for the rest of the game.
- Air Jousting
- And Your Reward Is Clothes: Inverted: Mario loses his hat if you have 99 lives (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).
- Anti-Frustration Feature: Failing a level at least eight times activates the "Super Guide"; selecting it will let you watch a CPU Luigi play through the level. The player can resume control at any time, or let Luigi finish the level and then choose to either try it themselves or advance to the next stage. It does come at the cost of a 100% Completion, as if you cause the block to appear (by losing eight times) the stars you get on your save file won't twinkle.
- Asteroids Monster: The larger Goombas.
- Auto-Scrolling Level
- Ax-Crazy: Iggy seems to have some shades of this.
- Big Boo's Haunt: The Ghost Houses.
- Big "NO!": Lemmy, Iggy, and Bowser let one out when you defeat them at the end of their respective worlds.
- Blackout Basement: A number of levels.
- 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 Remix: The music for the initial battle with Bowser is a heavily arranged version of the main overworld theme.
- Breaking the Fourth Wall: See Mickey Mousing (which is inverted in this game) below.
- Brutal Bonus Level: World 9 (and world 9-7 in particular).
- Bubbly Clouds: World 7.
- The Bus Came Back: The Koopalings.
- 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. Considering what happened during the first game, though, it might be the same event.
- The Chase: Mario and company chase the Airship throughout the game, but on two occasions, you end up chasing Bowser Jr. back into it.
- Chasing Your Tail: The rematch against Iggy.
- 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.
- Color-Coded Multiplayer: Yet Luigi and the two Toad colors are interchangeable.
- Combination Attack: If two or more players ground pound at the same time, a massive shock wave will defeat all enemies on screen.
- Continuity Nod/Call Back: Barrels, POW Blocks, rotating fire bars, the first Bowser battle, the wind, a secret ninth world, the ability to play as Toad, carrying things over your head, the Map Screen, the Koopalings, their Airship, the Spin Attack, Yoshi, aquatic animals that wear goggles and act as stepping stones for the player, Kamek enchanting boss battles (including the last one, in which Bowser is hugely enlarged), multi-player characters in floating bubbles after defeat, the coin switch collection music and sounds, mini mushrooms, dancing enemies, etc. Also, the sting that plays when Kamek's magic starts doing its stuff in the boss battles shows up in Yoshi's Island under the exact same conditions.
- Continuity Porn: There are many callbacks to earlier Mario games.
- 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.
- Damsel in Distress: Peach, of course.
- Death Mountain: World 6.
- Degraded Boss: Instead of Roy being the fifth Koopaling to be faced, he ends up being the second instead.
- Dem Bones: The Dry Bones.
- 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!
- Divergent Character Evolution: Inverted. Mr. Green's Luigification was revoked so that all four characters would play identically.
- Double Jump: The function of the propeller suit is to essentially gain a second jump in midair.
- Dummied Out: Quite a few things, actually.
- 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.
- Escape Sequence
- Escort Mission: Escorting those Toads in single player. Mercifully, they are completely optional. And if you really want to be a jerk, you can toss Toad into a pit and be on your way.
- Everything's Better with Penguins: The new Penguin Suit powerup, which is similar to Super Mario Bros. 3's Tanooki Suit in that it gives you the same powers as Ice Mario, but with additional abilities.
- Faceship: The airship that the Koopalings and Bowser Jr. ride in has Bowser's face at the front.
- Floating in a Bubble: One level in World 7 has water bubbles you can swim in. This is also a game mechanic in multiplayer: pressing A locks you in a bubble, allowing someone else to do a tough part of the level. If every player does it at once, you're all booted to the map screen.
- Fragile Speedster: As in the DS version, the Mini-Mushroom makes you both a One-Hit-Point Wonder and weaker with your Goomba Stomp, but it greatly increases your mobility.
- Game Mod: Are you looking forward to New Kaizo Mario Bros. Wii?
- 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? And between players stealing power ups from each other, bumping players into enemies, and so on, many players will spend more time trolling each other than making any actual progression.
- Grimy Water: In the forest levels.
- Ground Pound: Also see Combination Attack.
- 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.
- Hailfire Peaks: World 9-7 is a bizarre mix of jungle and snow themes.
- Hard Levels, Easy Bosses: 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.
- Hat of Flight: The Propeller Suit has a helmet with a propeller on it.
- Healing Checkpoint: If Mario is in his small form when reaching the checkpoint, he will automatically change into Super Mario.
- Hoist by His Own Petard: Kamek takes himself out by casting his magic on Bowser.
- I Was Told There Would Be Cake/The Cake Is a Lie/Jumping Out of a Cake: Bowser Jr. and the Koopalings hide in a birthday cake to nab Peach.
- 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).
- Incredible Shrinking Man: The Mini Mushroom, vital for reaching some secret areas, makes its return from New Super Mario Bros..
- 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.
- Inventional Wisdom: Bowser's castle has two floors which fold in when a button's pushed. One of them is apparently designed to trap 50-foot tall Koopa Kings in a ton of lava, the other he decides to ignore. Even when it's right behind him. And you're on said floor.
- Invincibility Power-Up: The Super Star.
- Invisible Block: Which are often blocks that don't exist until the player hits the location.
- It's All Upstairs from Here: Many of the tower/fortress levels.
- Jungle Japes: World 5.
- Kaizo Trap:
- 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.
- It's possible to get crushed after delivering the last hit to Morton in his second battle, especially since it's easier 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 Fire: The Fire Flower, unchanged from Super Mario Bros..
- 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.
- Kung-Fu Sonic Boom: A Combination Attack Ground Pound produces one from every player.
- Laughing Mad: Iggy Koopa.
- Lava Pit: Plentiful in World 8, since it's set in a volcanic area.
- 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.
- 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.
- Mercy Mode: Failing a level at least eight times lets you use the "Super Guide" feature, where a CPU Luigi runs through the level you're having trouble with. However, having the Super Guide appear on your save file removes the sparkles on your save file stars.
- Mickey Mousing: 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.
- Mini-Dungeon: As usual, the mid-world Fortress levels, as well as the Ghost Houses.
- 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."
- The New Adventures
- No Name Given: The two Toads, although the development team nicknamed them Ala-Gold and Bucken-Berry. And the fans called them Yvan and Wolley.
- Nostalgia Level: 1-1 starts off with that very familiar arrangement of blocks and a Goomba.
- Coin Level 2 in the multiplayer Coin Battle mode is the original World 1-1, with a bunch of new coins and odd little toys.
- For that matter, Coin Level 1 starts off with an area based on the original Mario Bros arcade game.
- For that matter, the entire game.
- Ominous Latin Chanting: The final boss theme, when you get to the lava portion.
- Ominous Pipe Organ: The castle theme, the airship theme, and some of the boss themes.
- Opening Narration: "Today is Princess Peach's birthday!"
- Palmtree Panic: World 4
- Platform Battle: The first fight with Iggy and the second fight with Ludwig.
- Power-Up Mount: Yoshi. Unlike in Super Mario World, however, players can't simply take Yoshi to other levels.
- Press X to Die: In multiplayer, you can press A to enter 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.
- Reconstruction: Of the original 2D Mario sidescrollers.
- 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.
- Red Zone Remix Vid: Starring the Koopalings!
- Remixed Level: A few of the exclusive Coin Battle courses from Super Mario Bros..
- 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.
- Rise to the Challenge: World 8-6. With lava. Good luck!
- Roar Before Beating: Roy and Bowser.
- Rubber-Band A.I. : The volcanic smog in World 8-1.
- Save the Princess: Well, it wouldn't be Mario otherwise.
- 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: Although all bosses except Iggy and Bowser Jr. can be skipped before Bowser via the Warp Cannons, the first battles with Wendy O. Koopa and Ludwig von Koopa can even be skipped within their residing levels. 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.
- Slippy-Slidey Ice World: World 3.
- 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.)
- Smash to Black: Happens in The Stinger. Doesn't stop you from hearing the castle land on Bowser.
- Smug Snake: Ludwig von Koopa.
- 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.
- Super Not-Drowning Skills
- Super Title 64 Advance: Obviously.
- Suspend Save: You can only truly save at fortresses and castles, but you can make a quick save at any time on the map if you need to quit.
- Teeth-Clenched Teamwork: The multiplayer has a knack for varying between this and Enemy Mine.
- Those Two Guys: Blue Toad and Gold Toad don't even have names.
- Throw a Barrel at It: The barrels here work almost the same way as in Donkey Kong Country.
- Trick Boss: The final boss.
- Took a Level in Badass: Morton Koopa's the sixth Koopaling to be fought instead of the second.
- Trojan Horse: Bowser Jr. and the Koopalings sneak inside Princess Peach's Castle by delivering themselves in a giant cake.
- Turns Red:
- Iggy's Chain Chomp.
- When Bowser appears to be defeated in the final battle, his eyes turn red after he turns giant.
- A Twinkle in the Sky: Using a warp cannon.
- Under the Sea: As usual, a lot of levels (particularly in world 4) take place partly or completely underwater. Super Not-Drowning Skills as usual.
- Underwater Boss Battle: The second fight with Wendy.
- 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.
- Video Game Caring Potential: You can save trapped citizens and carry your friends to safety.
- Video Game Cruelty Potential: You can pick them up and throw them into lava, slime, or pits. Guess which one you're more likely to see?
- 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 is magic.
- 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.)
- What Happened to the Mouse?: Peach's birthday is never mentioned after the opening sequence, not even in the ending, which is, like most Mario games, a giant Mario/Peach Ship Tease.
- You All Look Familiar: The Toads.
- You Have Outlived Your Usefulness: Bowser Jr. invokes this with his Clown Copter (which may or may not be sentient). He kicks it off the screen when choosing between his original, which is badly beaten and sad looking, and his dad's, which is in better shape and larger.