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Though it has some notable new additions and improvements, as a Mission Pack Sequel to it with the same core gameplay, saying that NSMBU has more unique elements than NSMBW isn't really the case


** This game introduced four player simultaneous multiplayer to the Mario series, which was one of the longstanding dreams of [[Creator/ShigeruMiyamoto Shigeru Miyamoto]], who tried to introduce this feature ever since the [[Platform/NintendoEntertainmentSystem NES]] days, and was touted as the biggest new feature and improvement of the game. This is hardly remembered anymore by anyone nowadays, with ''VideoGame/NewSuperMarioBrosU'', ''VideoGame/SuperMario3DWorld'', and later games cementing the mechanic while largely also having more unique elements.

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** This game introduced four player simultaneous multiplayer to the Mario series, which was one of the longstanding dreams of [[Creator/ShigeruMiyamoto Shigeru Miyamoto]], who tried to introduce this feature ever since the [[Platform/NintendoEntertainmentSystem NES]] days, and was touted as the biggest new feature and improvement of the game. This is hardly remembered anymore by anyone nowadays, with ''VideoGame/NewSuperMarioBrosU'', ''VideoGame/SuperMario3DWorld'', ''VideoGame/SuperMario3DWorld'' and later games further cementing the mechanic while largely also having more unique elements.
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** [[spoiler:The final fight with Bowser. At first it looks like your average fight with Bowser, but once Kamek makes him huge, the ''real'' fight begins as you haul ass out of the castle with Bowser hot on your tail, roaring and spewing ''massive'' fireballs at you. It's actually rather challenging, which when combined with the ''[[SugarWiki/AwesomeMusic godly]]'' [[SugarWiki/AwesomeMusic choir]] makes the fight super memorable.]]

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** [[spoiler:The final fight with Bowser. At first it looks like your average fight with Bowser, but once Kamek makes him huge, the ''real'' fight begins as you haul ass out of the castle with Bowser hot on your tail, roaring and spewing ''massive'' fireballs at you. It's actually rather challenging, which when combined with the ''[[SugarWiki/AwesomeMusic godly]]'' [[SugarWiki/AwesomeMusic choir]] makes the fight super memorable.]]]] At the same time, a lot of NightmareFuel was involved, during the true final boss fight.

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** The final boss fight first starts off with a regular Bowser-on-the-bridge boss fight. Mario looks up to what appears to be Peach, a remix of [=SMB1=]'s ending music playing... before it starts LettingTheAirOutOfTheBand, unveiling Kamek in a Peach disguise. He gets on his broomstick and gives Bowser some magic...the ground starts shaking. Kamek looks down, wondering what's happening... and then, Bowser ''springs up'', inadvertently knocking out Kamek; the demonic creature now looking tremendously giant, as his eyes are slightly ''glowing'' [[RedEyesTakeWarning a dark blood red]], and he is truly ''LIVID''.
*** The demonic entity starts chasing the player down relentlessly in a mindless, supreme rage, with intense orchestral music playing and only becoming even more intense in the second phase... and it's [[HellIsThatNoise his demonic, ungodly, extreme roar that really sells it]].

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** The final boss fight first starts off with a regular Bowser-on-the-bridge boss fight. Mario looks up to what appears to be Peach, a remix of [=SMB1=]'s ending music playing... before it starts LettingTheAirOutOfTheBand, unveiling Kamek in a Peach disguise. He gets on his broomstick and gives Bowser some magic...the ground starts shaking. Kamek looks down, wondering what's happening... and then, Bowser ''springs up'', inadvertently knocking out Kamek; the demonic creature now looking tremendously giant, as his eyes are slightly ''glowing'' [[RedEyesTakeWarning a dark blood red]], and he is truly ''LIVID''.
***
''LIVID''. The demonic entity starts chasing the player down relentlessly in a mindless, supreme rage, with intense orchestral music playing and only becoming even more intense in the second phase... and it's [[HellIsThatNoise his demonic, ungodly, extreme roar that really sells it]].
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Spelling/grammar fix(es), Added example(s)

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* NightmareFuel:
** A platform in one of the ghost houses suddenly drops down, which can be very unnerving.
** The final boss fight first starts off with a regular Bowser-on-the-bridge boss fight. Mario looks up to what appears to be Peach, a remix of [=SMB1=]'s ending music playing... before it starts LettingTheAirOutOfTheBand, unveiling Kamek in a Peach disguise. He gets on his broomstick and gives Bowser some magic...the ground starts shaking. Kamek looks down, wondering what's happening... and then, Bowser ''springs up'', inadvertently knocking out Kamek; the demonic creature now looking tremendously giant, as his eyes are slightly ''glowing'' [[RedEyesTakeWarning a dark blood red]], and he is truly ''LIVID''.
*** The demonic entity starts chasing the player down relentlessly in a mindless, supreme rage, with intense orchestral music playing and only becoming even more intense in the second phase... and it's [[HellIsThatNoise his demonic, ungodly, extreme roar that really sells it]].
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** The Spin Jump, also from ''Super Mario World'', no longer protects against spiky and fiery enemies[[note]]though that element has a FranchiseOriginalSin in ''VideoGame/SuperMarioLand2SixGoldenCoins''[[/note]], nor penetrates breakable blocks. This makes it virtually just a lower jump that is most notable for activating the {{Waggle}}-based screwtop course parts.

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** The Spin Jump, also from ''Super Mario World'', no longer protects against spiky and fiery enemies[[note]]though that element has a FranchiseOriginalSin in ''VideoGame/SuperMarioLand2SixGoldenCoins''[[/note]], nor penetrates breakable blocks. This makes it virtually just a lower jump that is most notable for activating the {{Waggle}}-based screwtop Midair Spin, Propeller Mushroom, and Screwtop course parts.

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** This game introduced four player simultaneous multiplayer to the Mario series, which was one of the longstanding dreams of [[Creator/ShigeruMiyamoto Shigeru Miyamoto]], who tried to introduce this feature ever since the [[UsefulNotes/NintendoEntertainmentSystem NES]] days, and was touted as the biggest new feature and improvement of the game. This is hardly remembered anymore by anyone nowadays.

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** This game introduced four player simultaneous multiplayer to the Mario series, which was one of the longstanding dreams of [[Creator/ShigeruMiyamoto Shigeru Miyamoto]], who tried to introduce this feature ever since the [[UsefulNotes/NintendoEntertainmentSystem [[Platform/NintendoEntertainmentSystem NES]] days, and was touted as the biggest new feature and improvement of the game. This is hardly remembered anymore by anyone nowadays.nowadays, with ''VideoGame/NewSuperMarioBrosU'', ''VideoGame/SuperMario3DWorld'', and later games cementing the mechanic while largely also having more unique elements.



** World 5 has an entire gimmick in the overworld where Iggy Koopa blocks certain paths with thorned vines. While it thankfully doesn't block important paths (I.E. the fortress and castle), this can get on anyone's nerves as it would block the potential path to advance and force the player to either finish another level or die. Iggy can also block Toad Houses as well especially when you desperately need them. It can also make enemy courses that much harder to dodge because chances are the Piranha Plants will run into you. Thankfully this gimmick is disabled after World 5 is finished.

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** World 5 has an entire gimmick in on the overworld world map where Iggy Koopa blocks certain paths with thorned vines. While it thankfully doesn't block important paths (I.E.(i.e. the fortress and castle), this can get on anyone's nerves as it would block the potential path to advance and force the player to either finish another level or die. Iggy can also block Toad Houses as well especially when you desperately need them. It can also make enemy courses that much harder to dodge because chances are the Piranha Plants will run into you. Thankfully this gimmick is disabled after World 5 is finished.



* TheyChangedItNowItSucks: Yoshi can't be taken onto the world map, unlike in ''VideoGame/SuperMarioWorld''.

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* TheyChangedItNowItSucks: Yoshi TheyChangedItNowItSucks:
** Yoshis
can't be taken onto the world map, which vastly limits the number of courses they can be used in, unlike in ''VideoGame/SuperMarioWorld''.''VideoGame/SuperMarioWorld'' where they were a major part of the game.
** The Spin Jump, also from ''Super Mario World'', no longer protects against spiky and fiery enemies[[note]]though that element has a FranchiseOriginalSin in ''VideoGame/SuperMarioLand2SixGoldenCoins''[[/note]], nor penetrates breakable blocks. This makes it virtually just a lower jump that is most notable for activating the {{Waggle}}-based screwtop course parts.
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** Twirl for the Midair Spin Jump introduced in this game, due to it making Mario and his friends [[ExactlyWhatItSaysOnTheTin do a twirl]].

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** Twirl "Twirl" for the Midair Spin Jump introduced in this game, due to it making Mario and his friends [[ExactlyWhatItSaysOnTheTin do a twirl]].
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** World 5 has an entire gimmick in the overworld where Iggy Koopa blocks certain paths with thorned vines. While it thankfully doesn't block important paths (I.E. the fortress and castle), this can get on anyone's nerves as it would block the potential path to advance and force the player to either finish another level or die. Iggy can also block Toad Houses as well especially when you desperately need them. Thankfully this gimmick is disabled after World 5 is finished.

to:

** World 5 has an entire gimmick in the overworld where Iggy Koopa blocks certain paths with thorned vines. While it thankfully doesn't block important paths (I.E. the fortress and castle), this can get on anyone's nerves as it would block the potential path to advance and force the player to either finish another level or die. Iggy can also block Toad Houses as well especially when you desperately need them. It can also make enemy courses that much harder to dodge because chances are the Piranha Plants will run into you. Thankfully this gimmick is disabled after World 5 is finished.
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None

Added DiffLines:

** World 5 has an entire gimmick in the overworld where Iggy Koopa blocks certain paths with thorned vines. While it thankfully doesn't block important paths (I.E. the fortress and castle), this can get on anyone's nerves as it would block the potential path to advance and force the player to either finish another level or die. Iggy can also block Toad Houses as well especially when you desperately need them. Thankfully this gimmick is disabled after World 5 is finished.

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* OnceOriginalNowCommon: This game introduced four player simultaneous multiplayer to the Mario series, which was one of the longstanding dreams of [[Creator/ShigeruMiyamoto Shigeru Miyamoto]], who tried to introduce this feature ever since the [[UsefulNotes/NintendoEntertainmentSystem NES]] days, and was touted as the biggest new feature and improvement of the game. This is hardly remembered anymore by anyone nowadays.

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* OnceOriginalNowCommon: OnceOriginalNowCommon:
**
This game introduced four player simultaneous multiplayer to the Mario series, which was one of the longstanding dreams of [[Creator/ShigeruMiyamoto Shigeru Miyamoto]], who tried to introduce this feature ever since the [[UsefulNotes/NintendoEntertainmentSystem NES]] days, and was touted as the biggest new feature and improvement of the game. This is hardly remembered anymore by anyone nowadays.nowadays.
** The game was originally praised for being the first 2D ''Mario'' platformer on a home console since ''VideoGame/SuperMarioWorld'', but has since been criticized for leading to the stagnation of original ideas in the ''Mario'' series, with all subsequent games in the subseries being influenced and reusing content from it[[note]]to the point that the more unique elements of the original DS game [[EarlyInstallmentWeirdness weren't seen anymore]][[/note]].

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* OnceOriginalNowCommon: This game introduced four player simultaneous multiplayer to the Mario series, which was one of the longstanding dreams of [[Creator/ShigeruMiyamoto Shigeru Miyamoto]], who tried to introduce this feature ever since the [[UsefulNotes/NintendoEntertainmentSystem NES]] days, and was touted as the biggest new feature and improvement of the game. This is hardly remembered anymore by anyone nowadays.



* SeinfeldIsUnfunny:
** This game was originally praised for being the first 2D Mario platformer on a home console since ''VideoGame/SuperMarioWorld'', but has since been criticized for leading to the stagnation of original ideas in the ''Mario'' series, with many of the subsequent games in the series being influenced by it in some way (to the point that the more unique elements of the original DS game [[EarlyInstallmentWeirdness weren't seen anymore]]).
** The reintroduction of the Koopalings was viewed as a really big deal when the game came out and celebrated. However, with them continuing to be major characters in the series again and also recurring characters in the following games, their presence in this game may not feel as special anymore and ended up being a ReplacementScrappy of sorts for the unique bosses of the original DS game, which had both Bowser Jr. (the Koopalings' equivalent in said game) and the unique bosses instead of only either one.
** This game introduced four player simultaneous multiplayer to the Mario series, which was one of the longstanding dreams of [[Creator/ShigeruMiyamoto Shigeru Miyamoto]], who tried to introduce this feature ever since the [[UsefulNotes/NintendoEntertainmentSystem NES]] days, and was touted as the biggest new feature and improvement of the game. This is hardly remembered anymore by anyone nowadays.
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9-6 is absolutely not a Breather Level by any means, especially since it's in a world made for Brutal Bonus Levels. It's got instant kill lava, tricky platforming, lava geysers, dangerous fire chomps, and no checkpoint.


* BreatherLevel: A few, including 7-5, 8-2, and 9-6. There's even a shortcut in 8-2 that leads to 8-7, considered the awesomest level ever. If you want to complete the game quickly, the 8-7 shortcut leads to the final airship.

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* BreatherLevel: A few, including 7-5, 8-2, 7-5 and 9-6.8-2. There's even a shortcut in 8-2 that leads to 8-7, considered the awesomest level ever. If you want to complete the game quickly, the 8-7 shortcut leads to the final airship.
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** 7-6. A scrolling level that involves you jumping from Para-Beetle to Para-Beetle to make it to the end. Depending on who you are, this might not be too difficult. But if you're also trying to get the coins, it can be somewhat torturous and having Yoshi doesn't always help. There's a saving grace in that jumping from beetle to beetle yields extra lives, though this might end up being a curse if you keep dying and drain yourself of items.

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** 7-6. A scrolling level that involves you jumping from Para-Beetle to Para-Beetle to make it to the end.end [[CheckpointStarvation without any checkpoints]]. Depending on who you are, this might not be too difficult. But if you're also trying to get the coins, it can be somewhat torturous and having Yoshi doesn't always help. There's a saving grace in that jumping from beetle to beetle yields extra lives, though this might end up being a curse if you keep dying and drain yourself of items.



** Have fun at 8-4. Yep, it's [[DownTheDrain underwater]]. [[BlackoutBasement In the dark]]. With many unforgiving undersea baddies.

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** Have fun at 8-4. Yep, it's [[DownTheDrain underwater]]. [[BlackoutBasement In the dark]]. With many unforgiving undersea baddies. [[CheckpointStarvation And no checkpoint]].
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* EvenBetterSequel: Compared to its [[VideoGame/NewSuperMarioBros1 DS predecessor]], other than reusing several of its VideoGameSettings, it expands on the formula to deliver a longer, more fleshed out with further improvements and additions to the gameplay, and overall more challenging game featuring just as great level design.

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* EvenBetterSequel: Compared to its [[VideoGame/NewSuperMarioBros1 DS predecessor]], other than reusing several of its VideoGameSettings, VideoGameSettings and removing its unique bosses and obstacles, it expands on the formula to deliver a longer, more fleshed out with various further improvements and additions to the gameplay, and overall more challenging game featuring just as great level design.
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* EvenBetterSequel: Compared to its [[VideoGame/NewSuperMarioBros1 DS predecessor]], other than reusing several of its VideoGameSettings, it expands on the formula to deliver a longer, more fleshed out with further improvements and additions to the gameplay, and overall more challenging game.

to:

* EvenBetterSequel: Compared to its [[VideoGame/NewSuperMarioBros1 DS predecessor]], other than reusing several of its VideoGameSettings, it expands on the formula to deliver a longer, more fleshed out with further improvements and additions to the gameplay, and overall more challenging game.game featuring just as great level design.
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** The Propeller Suit [[VideoGame/SuperMarioBros3 continues]] [[VideoGame/SuperMarioWorld the tradition]] of flying powers allowing you to breeze past levels. It isn't quite as broken as the cape from ''World'' since you can't skip levels entirely, but many levels, as well as getting the star coins in them, becomes significantly easier.

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** The Propeller Suit [[VideoGame/SuperMarioBros3 continues]] [[VideoGame/SuperMarioWorld the tradition]] of flying powers allowing you to breeze past levels. It isn't quite as broken as the cape Cape Mario from ''World'' since you can't skip levels entirely, entirely once you master it, but many levels, as well as getting the star coins in them, becomes significantly easier.



** Dying eight times in a level and triggering the Super Guide block's appearance will [[PermanentlyMissableContent lock you out]] of [[CosmeticAward shining completion stars]] on your save file, even if you don't actually use the block. This would be addressed on ''New Super Mario Bros. U'' onwards, where you'll only lose the shining stars if you actually use the Super Guide and even then you can recover them if same course is cleared without using the block.

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** Dying eight times in a level and triggering the Super Guide block's appearance will [[PermanentlyMissableContent lock you out]] of [[CosmeticAward shining completion stars]] on your save file, even if you don't actually use the block. This would be addressed on in ''New Super Mario Bros. U'' onwards, where you'll only lose the shining stars if you actually use the Super Guide and even then you can recover them if the same course is cleared without using the block.
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** One of the most common criticisms of the game is that the only way to spin jump (and to get off Yoshi and pick up objects) [[{{Waggle}} is via shaking the Wii Remote]] despite them leaving out the B button free on the Wii Remote. This could cause lags in actions that lead to untimely deaths, following games would allow players to spin jump using buttons.

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** One of the most common criticisms of the game is that the only way to spin jump (and to get off Yoshi and pick up objects) [[{{Waggle}} is via shaking the Wii Remote]] despite them leaving out the B button free on the Wii Remote. This could cause lags in actions that lead to untimely deaths, following deaths. Following console games would allow players to spin jump using buttons.

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