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This would make a better description of them.


* ChestMonster: Noknoks, teal door-shaped enemies, mimic the appearance of actual doors in an attempt to lure you close so that they can attack. They are still functional doors, though, and can be defeated and used by jumping on them to stun them and then opening them.

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* ChestMonster: Noknoks, Noknoks are teal door-shaped enemies, enemies who mimic the appearance of actual doors in an attempt to lure you close so that they can attack. They are still functional doors, though, and can be defeated and used by jumping on them to stun them and then opening them.
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Actual name.


* ChestMonster: Teal door-shaped enemies mimic the appearance of actual doors in an attempt to lure you close so that they can attack. They are still functional doors, though, and can be defeated and used by jumping on them to stun them and then opening them.

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* ChestMonster: Teal Noknoks, teal door-shaped enemies enemies, mimic the appearance of actual doors in an attempt to lure you close so that they can attack. They are still functional doors, though, and can be defeated and used by jumping on them to stun them and then opening them.

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* ChestMonster: Teal door-shaped enemies mimic the appearance of actual doors in an attempt to lure you close so that they can attack. They are still functional doors, though, and can be defeated and used by jumping on them to stun them and then opening them.



* MimicSpecies: Teal door-shaped enemies mimic the appearance of actual doors in an attempt to lure you close so that they can attack. They are still functional doors, though, and can be defeated and used by jumping on them to stun them and then opening them.
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Actually, they're not pluralised.


* AnthropomorphicFood: The level "Hot-Hot Hot!" features Morocons, enemies that resemble kernels of corn with shoes. If they touch the hot magma in the level, they pop -- and appropriately enough, start bouncing around like freshly-made popcorn.

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* AnthropomorphicFood: The level "Hot-Hot Hot!" features Morocons, Morocon, enemies that resemble kernels of corn with shoes. If they touch the hot magma in the level, they pop -- and appropriately enough, start bouncing around like freshly-made popcorn.
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I know their name.


* AnthropomorphicFood: The level "Hot-Hot Hot!" features enemies that resemble kernels of corn with shoes. If they touch the hot magma in the level, they pop -- and appropriately enough, start bouncing around like freshly-made popcorn.

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* AnthropomorphicFood: The level "Hot-Hot Hot!" features Morocons, enemies that resemble kernels of corn with shoes. If they touch the hot magma in the level, they pop -- and appropriately enough, start bouncing around like freshly-made popcorn.
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* EternalEngine: Many levels from the final part of Petal Isles fit this trope, with many conveyor belts, electric circuits and other factory elements.


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* FinalBossNewDimension: Once you defeat all of Bowser's Cloud Piranhas, you can enter the central area of Petal Isles - [[spoiler:where Bowser has prepared his "Big Wonder", aka a new dimension full of AmazingTechicolorBattlefield elements]].

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Added example(s) and removed a completely spoilered entry


* BaitAndSwitch: [[spoiler:The beginning of the final level has Bowser Jr. in his Wonder form intercepting you ready for one more fight, only to end up being sent flying by his own Wonder-amplified traps with a panicking Kamek diving down trying to save him.]]

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* BaitAndSwitch: [[spoiler:The The beginning of the final level has Bowser [[spoiler:Bowser Jr. in his Wonder form intercepting you ready for one more fight, only to end up being sent flying by his own Wonder-amplified traps with a panicking Kamek diving down trying to save him.]]


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* BigBoosHaunt: The level "Light-Switch Mansion" combines this with BlackoutBasement and takes place in a haunted mansion full of Boos. The level also features light switches which turn the light on temporarily (and kills the boos inside the light). Lastly, you'll be on the run from King Boo, who performs a musicalesque stage play.


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* BonusStage: "Bonus: Coins Galore!" is a level that only appears after a Game Over in any world, and consists of a short auto-scrolling course with yellow and purple coins galore. The level disappears again after you've beaten it.


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* BossCorridor: All battles with Bowser Jr. have a corridor with nothing in it leading to the boss arena.


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* GreenHillZone: The first world, Pipe-Rock Plateau, is the typical green hill zone with lots of greenery and trees and a generally low difficulty.
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** Unlike all prior mainline games, the game lacks a proper final world as [[spoiler:The factory-themed world inside of Castle Bowser is not labeled as its own separate course in-game, instead being considered part of Petal Isles, which acts as the central level hub of the game.]]

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** Unlike all prior mainline games, the game lacks a proper final world world, as [[spoiler:The [[spoiler:the factory-themed world inside of Castle Bowser is not labeled as its own separate course in-game, instead being considered part of Petal Isles, which acts as the central level hub of the game.]]
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* AbsurdlyShortLevel: The "Break Time!"-Levels are all relatively short, but its music stages such as "Wonder Token Tunes" take the cake. You get in, collect five Flower Tokens right next to another, listen to a jingle, done.


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* AlliterativeName: Many stages bear alliterative names. In order of appearance: "Piranha Plants on Parade!", "Scream, Skedaddlers!", "Pokipede Pass", "Puzzling Park", "Cloud Cover", "Watery Wonder Tokens", "Pipe Park", "Revver Run", "Fungi Funk", "Raarghs in the Ruins", "Maw-Maw Mouthful", "Missile Meg Mayhem", and "Bowser's Blazing Beats".


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* AmazingTechnicolorBattlefield: Many stages in the game qualify, but especially the levels just before the final boss, such as "High-Voltage Gauntlet" or "Evade the Seeker Bullet Bills!"


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* AutoScrollingLevel: Few levels are autoscrollers from start to finish, but many times there is an autoscroller section triggered by a Wonder Flower. The most prominent examples are the music stages such as "Piranha Plants on Parade" and the castle levels.
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* NorthIsColdSouthIsHot: The Southern half of the map features a desert and an active volcano. The North is home to the Fluff-Puff peaks with the only Ice levels in the game.


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* SuperNotDrowningSkills: As in all ''Franchise/SuperMarioBros'' games, you cannot drown in water in this game. One Wonder Flower lampshades this:
--> '''Wonder Flower''': ''Focus. Take a deep breath. No, wait, we're underwater! Just focus.''


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* VideoGameDashing: This game features the Fast Dash badge, which lets Mario and his friends dash unstoppably in one direction. If you reach the end of a platform, you will even be able to dash a bit further without losing height and then jump from the air.


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* WarpWhistle: Unlike in older games in the series which only supported warping to whole worlds, this time you can just instantly warp to any level which you have beaten. The loading screen shows how you're transported there using propeller flowers.
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* CraniumRide: In two levels, you ride on top of a big stampede of Rhinoes. In one of them, you even ride them beyond the initial flagpole, leading to a secret exit.


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* DowsingDevice: The Sensor badge alerts you when you're close to certain collectibles, such as Wonder Flowers or big purple coins.

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* CombatResuscitation: When playing in multi-player, defeated characters don't lose a life instantly, but instead are put into a ghost state, in which they can wiggle around freely across the screen. They now have five seconds to touch either another player or a standee before they die for real and lose a life.



* CorridorCubbyholeRun: In the level Maw-Maw Mouthful, its Wonder Flower transforms you into a Goomba. You are subsequently constantly chased by the hungry Maw Maws and have to avoid them by using safety zones, such as hiding behind trees.



* MercyMode: Subverted. The Yoshis and Nabbit can't take damage from enemies, making them the "easy mode" for the game. However, they can't use power-ups and they'll still lose a life if they fall into a pit or the like. The enemies cause KnockBack, and that can make some levels harder than normal.

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* MercyMode: Subverted.MercyMode:
** Some badges lower the difficulty of the game substantially, in particular the "Safety Bounce" cap. If you equip it, should you fall into a bottomless pit or touch environmental insta-death hazards such as lava, you are instead bounced away from it. And you can use this once per jump, which trivializes many of the trickier stages.
** Subverted in regards to selecting the "easy" characters.
The Yoshis and Nabbit can't take damage from enemies, making them the "easy mode" for the game. However, they can't use power-ups and they'll still lose a life if they fall into a pit or the like. The enemies cause KnockBack, and that can make some levels harder than normal.

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* EasyLevelTrick: The Invisibility Badge renders Mario and his friends completely invisible - including for you, the player. However, this is averted when you're playing in multiplayer, as the leading player's crown is always visible just above their heads, making all invisibility stages a cakewalk.



* NoSell: Outmaways cannot be killed with kicked shells because they can just stop them with their feet. They'll even kick them back at you.

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* NoSell: NoSell:
**
Outmaways cannot be killed with kicked shells because they can just stop them with their feet. They'll even kick them back at you.you.
** If you're wearing the invisibility badge, no enemy can see you or react to you - all except [[spoiler:Bowser, whose Wonder powers make him see right through your disguise.]]
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** The [[VideoGame/SuperMarioWorld Li'l Sparkies and Hotheads]] make their return after previously being overshadowed by the Amps from ''VideoGame/SuperMario64'', only seldom appearing in spin-offs and in ''VideoGame/SuperPrincessPeach'' until this game. Likewise, Nipper Plants return to a ''Super Mario'' title once more, debuting in ''VideoGame/SuperMarioBros3'' and only ever reappearing in ''VideoGame/YoshisIsland'' games until ''Wonder''.

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** The [[VideoGame/SuperMarioWorld Li'l Sparkies and Hotheads]] make their return after previously being overshadowed by the Amps from ''VideoGame/SuperMario64'', only seldom appearing in spin-offs and in ''VideoGame/SuperPrincessPeach'' until this game. Likewise, Nipper Plants return to a ''Super Mario'' title once more, debuting in ''VideoGame/SuperMarioBros3'' and only ever reappearing in ''VideoGame/YoshisIsland'' games until ''Wonder''.

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Subtrope.


* GentleGiant: Mario and his friends become this once they acquire the Elephant Fruit. In spite of being turned into elephants, they retain their heroic nature and just as dedicated to stop Bowser.


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* HonorableElephant: Mario and his friends become this once they acquire the Elephant Fruit. Being turned into elephants, they retain their heroic nature and just as dedicated to stop Bowser.
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* AmphibianAssault: Maw-Maws are tadpole-like creatures who have very large mouths to eat and swallow objects. They only hurt the player normally, but under the Goomba Wonder Effect, they can swallow the player whole for a instant K.O.
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* {{Cumulonemesis}}: Smogrins are cloud enemies that also appear in larger sizes. They don't really do anything except float in the way.
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* BigStormEpisode: "Downpour Uproar" is a beach stage where the player traverses across large storm cloud platforms that rain down a heavy downpour (to the point where you can actually swim in it). The sky gets greyer as they proceed in the stage, culminating in a Wonder Effect where the player is blown upward in a hurricane where they have to avoid lightning strikes and Koopa Troopas who are carried in the storm.


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* TheManyDeathsOfYou: The characters have different DeathThrows animations depending on the situation, like getting singed and [[RumpRoast grabbing their backsides]] when falling in lava, or getting an AshFace when zapped by electricity.
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These tracks have official names, you know.


** A Wonder Effect in one of the Bowser levels [[spoiler:turns you metallic, with the music being a remix of Metal Mario's theme from ''VideoGame/SuperMario64'']].

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** A Wonder Effect in one of the Bowser levels [[spoiler:turns turns you metallic, with the music being a remix of Metal Mario's "Metalic Mario" theme from ''VideoGame/SuperMario64'']].''VideoGame/SuperMario64''.



** The hidden coin minigame areas play a remix of ''VideoGame/SuperMario64'''s slide level theme.

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** The hidden coin minigame areas play a remix of ''VideoGame/SuperMario64'''s slide level theme."Slider".
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->''"And we all lived happily ever after. Come back again sometime, yeah?"''

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->''"And we all lived happily ever after.HappilyEverAfter. Come back again sometime, yeah?"''
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* HappilyEverAfter: Said by a Talking Flower at the end of the final cutscene:

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* HappilyEverAfter: Said by a Talking Flower at the end of the final cutscene:TheStinger:
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''Super Mario Bros. Wonder'' is a 2D PlatformGame in the ''Franchise/SuperMarioBros'' series for the UsefulNotes/NintendoSwitch. It is the first new full-fledged 2D mainline installment since ''VideoGame/NewSuperMarioBrosU'', [[SequelGap almost eleven years prior]], and the first 2D entry to utilize a new visual style since the inception of the ''[[VideoGame/NewSuperMarioBros New]]'' sub-series. It was released on October 20, 2023.

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''Super Mario Bros. Wonder'' is a 2D PlatformGame in the ''Franchise/SuperMarioBros'' series for the UsefulNotes/NintendoSwitch.Platform/NintendoSwitch. It is the first new full-fledged 2D mainline installment since ''VideoGame/NewSuperMarioBrosU'', [[SequelGap almost eleven years prior]], and the first 2D entry to utilize a new visual style since the inception of the ''[[VideoGame/NewSuperMarioBros New]]'' sub-series. It was released on October 20, 2023.
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Spelling/grammar fix(es)


* TogglingSetpiecePuzzle: Certain levels feature toggleable mechanisms that have to worked around to either solve a navigation puzzle oir simply overcome an obstacle. As usual for the ''Mario'' series, the ON/OFF Switches can be pressed to swap their corresponding states. The mechanisms in question include the classic red and blue blocks, the Zip Tracks used for fast navigation, and the radius of light for objects in dark rooms.

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* TogglingSetpiecePuzzle: Certain levels feature toggleable mechanisms that have to worked around to either solve a navigation puzzle oir or simply overcome an obstacle. As usual for the ''Mario'' series, the ON/OFF Switches can be pressed to swap their corresponding states. The mechanisms in question include the classic red and blue blocks, the Zip Tracks used for fast navigation, and the radius of light for objects in dark rooms.
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Crosswicking

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* TogglingSetpiecePuzzle: Certain levels feature toggleable mechanisms that have to worked around to either solve a navigation puzzle oir simply overcome an obstacle. As usual for the ''Mario'' series, the ON/OFF Switches can be pressed to swap their corresponding states. The mechanisms in question include the classic red and blue blocks, the Zip Tracks used for fast navigation, and the radius of light for objects in dark rooms.

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* DanceBattler: The final battle [[spoiler:against Castle Bowser adds RhythmGame elements, with Bowser (as a floating head and set of hands a la [[VideoGame/StarFox64 Andross]]) vibing and attacking to the EDM background music, and the heroes having to attack to the beat as well to successfully hit his weak points]].



* DanceBattler: The final battle [[spoiler:against Castle Bowser adds RhythmGame elements, with Bowser (as a floating head and set of hands a la [[VideoGame/StarFox64 Andross]]) vibing and attacking to the EDM background music, and the heroes having to attack to the beat as well to successfully hit his weak points]].
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Crosswicking

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* MiniBoss: The Battleship levels, which have to be cleared so the characters can proceed in their quest for the Royal Seeds, are guarded (and powered) by Bowser-shaped generating engines which serve as the ultimate target.
* MiniDungeon: In a case of role reversal when compared to other 2D ''Mario'' games, here the airships are the mini-dungeons while the castles are the main dungeons. In certain worlds, the path Mario and his friends traverse is intercepted by one of Bowser's Battleships, sent to them by Kamek; the characters have to storm it and destroy the Bowser-shaped generating engine (the resident MiniBoss) and disable the vessel in order to eliminate the threat and resume their path.
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* BleakLevel: The Muncher Fields is noticeably bleaker than anything else in the game. It's a gloomy late-game rainy level with the same dreary music as the one heard in Fungi Mines and since it's situated right in front of Castle Bowser, meaning you also have a rather huge castle fusion staring at you menacingly with demented swirly eyes from the background.

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* BleakLevel: The Muncher Fields is noticeably bleaker than anything else in the game. It's a gloomy late-game rainy level with the same dreary music as the one heard in Fungi Mines and since it's situated on the island right in front of Castle Bowser, meaning you also have a rather huge castle fusion staring at you menacingly with demented swirly eyes from the background.
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* BleakLevel: The Muncher Fields is noticeably bleaker than anything else in the game. It's a gloomy late-game rainy level with the same dreary music as the one heard in Fungi Mines and since it's situated right in front of Castle Bowser, meaning you also have a rather huge castle fusion staring at you menacingly with demented swirly eyes from the background.

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* DisconnectedSideArea: Throughout each world, there are hidden pipes that take Mario and co. to a disconnected area in a new location where they encounter Captain Toad who gives fifty flower coins to assist them.



* DisconnectedSideArea: Throughout each world, there are hidden pipes that take Mario and co. to a disconnected area in a new location where they encounter Captain Toad who gives fifty flower coins to assist them.
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** The secret exit in Hot-Hot Hot! is a callback to Subspace from ''VideoGame/SuperMarioBros2'', with players entering through a door that takes them to a silhouetted version of the level they just played through.

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