Follow TV Tropes


Video Game / New Super Mario Bros. Wii

Go To
New Super Mario Bros. Wii is a 2009 Platformer Video Game for the Wii, and the sequel to New Super Mario Bros. 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 Bowser 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.

New Super Mario Bros. Wii provides examples of the following tropes:

  • Absurdly Short Level: The cannon "levels" only have one point of interest: a huge cannon in the center. All Mario has to do is enter the cannon and the level is finished, and it takes him a few worlds ahead.
  • Absurdly Spacious Sewer: World 6-3. It's an underground sewer where Mario and his friends have to press switches to raise the water's level and reach new places. It is infested by large Piranha Plants and Buzzy Beetles.
  • Advertisement:
  • Advancing Boss of Doom: Bowser, when he grows giant. His enlarged size makes him impossible to attack directly for Mario and company, so they have to move away from him while dodging his fireballs and jumping through the platforms before he breaks them with his moves. They only manage to defeat him by pressing a large switch that lowers the lava's level and sends him down into a pit.
  • Advancing Wall of Doom: A pyroclastic flow in World 8-1. If it's touched, a life is lost. And since it's gradually taking over the level, the characters have to advance constantly to avoid being caught by it.
  • Advertised Extra: Yoshis prominently appear on the cover, but the number of levels they actually appear in can probably be counted on one hand (and you can't keep them).
  • 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.
  • Advertisement:
  • Air Jousting: The World 6 boss battle involves the player(s) and Bowser Jr both riding Clown Cars like the one from Super Mario World and trying to send each other flying into electric fences in mid air.
  • And Your Reward Is Clothes: Inverted: Mario loses his hat if you have 99 lives (he gets his hat back should he lose a life). 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. One stomped, they'll split into two regular-sized Goombas.
  • Auto-Scrolling Level: Quite a few of them, particularly the airship levels. One of the levels, the World 2's Castle, mixes it with Unnaturally Looping Location, as the characters have to choose the right paths while the screen is scrolling forward and, if they miss, they'll have to replay the current section.
  • Big Boo's Haunt: The Ghost Houses. In addition to featuring Boos, they also have an illusory design, requiring Mario and his friends to solve some sort of puzzle in order to find the standard exit (and look closer at the surroundings to find the secret exit).
  • Big "NO!": Lemmy, Iggy, and Bowser let one out when you defeat them at the end of their respective worlds.
  • A Birthday, Not a Break: Dick move, Bowser, kidnapping poor Princess Peach on her birthday.
  • Blackout Basement: A number of levels. In them, there's usually an object or item that illuminates part of the path, and they become essential to avoid touching unseen hazards.
  • Blatant Item Placement: Oddly enough for the franchise, Justified. The Toads who stayed at the castle aided Mario, Luigi, and the Blue and Yellow Toads 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 Arena Idiocy: Bowser Jr. has propeller blocks that can be used to reach his head in his first fight, electric fences that you can knock him into for his second fight, and a floor that can send his bombs into his vehicle in his third fight.
  • Boss Remix: The music for the initial battle with Bowser is a heavily arranged version of the main overworld theme.
  • 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.
  • Cover Version: The music in this game mostly, though not exclusively, consists of remakes of pieces from the previous episode.
  • Creative Closing Credits: Every letter of the credits is a unique brick block. You can destroy them for points, and compete with other players to see who can find the most coins during the credits' run.
  • Cumulonemesis: The Foos, which are enemies exclusive to the 5th level of World 7, are clouds that blow opaque fog at Mario to blind and disorient him.
  • 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, who isn't even safe during her birthday from Bowser's nefarious plans. The only variation is that it's the Koopalings who bring her to Bowser, instead of the Koopa King coming to her in person.
  • Death Mountain: World 6, which brings back the spiral mountains from the original New Super Mario Bros.. These mountains are overrun by Bullet Bills, Buzzy Beetles and Monty Moles, and omne of the levels has ledges that need to be traversed carefully to avoid falling.
  • Dem Bones:
    • The Dry Bones as always.
    • World 8-7 introduces the Spine Coaster, which takes you for a roller coaster reminiscent ride through the stage, and the head screeches every few seconds as well.
  • Developers' Foresight: In multiplayer, at the end of the final boss chase, if Mario loses a life before/is still respawning when Peach comes into view, and if Luigi is present (Or if you're using Super Guide), she will instead cry out Luigi's name (Also taken from Super Mario Galaxy). If this happens to both brothers, thus only leaving the Toads, she will simply shout her default "Help!", which can undermine the intensity of Peach in sight.
  • 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.
  • Easy-Mode Mockery: If the Super Guide was made available to you for any level (even if you don't actually use it), and then you save the game afterwards, the stars you earn on your save file after beating the game will no longer 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.
  • 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.
  • Fantastic Light Source: World 8-4 is a dark underwater level lit intermittently by Jellybeams, bioluminescent jellyfish that produce lamp-like cones of light from their undersides.
  • 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 a One-Hit-Point Wonder, but it greatly increases your mobility.
  • Geo Effects: Just like in Yoshi's 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, in a nod to World 4 from the game's predecessor. Much like lava, touching this purple-colored water spells instant death.
  • Ground Pound: An ability brought back from the first New game, and is useful to break blocks from above (though it doesn't work if the character is small).
  • 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, and serves as the game's signature flight powerup. Instead of a prolonged diagonal flight like the Racoon Leaf (Super Mario Bros. 3) or the Cape Feather (Super Mario World), or a long jump with slow descent like the Carrot (Super Mario Land 2), it focuses on a rapid elevation in the air to reach high spots or grab items that wouldn't be accessible otherwise.
  • Healing Checkpoint: If Mario is in his small form when reaching the checkpoint, he will automatically change into Super Mario.
  • Homing Projectile: Ludwig Van Koopa can shoot homing fireballs (thankfully much slower than regular fireballs). The game also introduces the Bull's-Eye Banzai, a variant of the Bullet Bill that chases Mario and his friends like Bull's-Eye Bills do.
  • Hoist by His Own Petard: Kamek takes himself out by casting his magic on Bowser.
  • I Was Told There Would Be 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, which not only grants invincibility, but also makes the characters run faster and amplify the visibility in dark levels.
  • Jumping Out of a Cake: The Koopalings and Bowser Jr all jump out of a giant cake they used to get into the castle, before throwing it on top of Peach to kidnap her.
  • Jungle Japes: World 5, which also has elements of The Lost Woods. Features include toxic water, Wigglers, vines that can be used for swinging, and a new enemy called Bramball (which looks like a hybrid between a Pokey head and bramble branches).
  • 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.
  • 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. In addition to lava and copious sources of fire, the game introduces a kind of volcanic smoke that becomes deadly upon contact, so the characters have to move constantly to avoid being caught by it.
  • Letting the Air Out of the Band: Near the end of the game, when Kamek reveals himself after the Trick Boss battle against Bowser, the usual fanfare indicating that the mission is completed is gradually turned off, making clear that Mario and company haven't yet seen the last of Bowser. Also occurs during multiplayer, if all players put themselves in bubbles.
  • Level in the Clouds: World 7, which is set in the sky. In addition to classical staples like cloud platforms and flying enemies, the game introduces a dense mist that can be removed with the spin move (and doing so makes the location of Star Coins much easier).
  • 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.
  • Make My Monster Grow: As in Yoshi's 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.
  • Musical Nod: The theme for World 9, Rainbow starts off as its own tune before it segues into Rainbow Road from Mario Kart 64.
  • 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: The second title in the "New Super Mario Bros" series.
  • No Name Given: The two Toads, although the development team allegedly 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.
    • Coin Level 1 starts off with an area based on the original Mario Bros arcade game.
  • Ominous Latin Chanting: The final boss theme doesn't feature this at first, but it does when you get to the lava portion.
  • Power-Up Mount: Yoshi, who can be mounted and ridden for the duration of the levels where it's found, eating enemes and taking the character into hard-to-reach places with his flutter jump in the process. 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.
  • 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.
  • Remilitarized Zone: Airships appear as a level a few times where you must battle Bowser Jr. Unlike in Super Mario Bros. 3, the first two airship levels appear after the boss levels were completed (the third and last one serves as the penultimate level of World 8, only followed by Bowser's Castle).
  • Ring-Out Boss: Inverted. Lemmy is incapable of actually harming you (unless you jump into his body 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. Bowser Jr. plays this trope straight during his second fight, which plays à la bumper cars.
  • Rise to the Challenge: World 8-6, in which lava will rise and so must the characters as they climb with the platforms to avoid being caught. Interestingly, this was exactly the same concept used in World 8-6 of the game's predecessor.
  • Rubber-Band A.I.: The volcanic smog in World 8-1. It is impossible to lose sight of it, no matter how fast one goes through the level.
  • 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.
  • 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.)
  • Snowy Sleigh Bells: The map theme from World 3 uses extremely prominent sleigh bells. Also, the overworld theme in icy levels is almost the same than the regular overworld theme with added sleigh bells.
  • Socialization Bonus: If all but one player die, they can be resurrected by the one still standing. Makes beating some levels MUCH easier, and maybe even necessary.
  • 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, with up to four fireballs (this contrasts his tactic in the first fight, where he shoots single-but-homing fireballs).
  • Stalactite Spite: Lots of icicles in the third world. In one level, the entire ceiling is full of them.
  • Statuesque Stunner: Peach is significantly taller than even Super Luigi.
  • The Stinger: The Koopalings helping Bowser up from his shell... And getting their castle dropped on them.
  • 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.
  • Trick Boss: The final boss. Bowser starts the battle like he did in the castle levels of the original Super Mario Bros. as well as in the first and eight worlds of the first New Super Mario Bros. But once he appears to be defeated, Kamek enlarges him, and the real battle starts.
  • Trojan Horse: Bowser Jr. and the Koopalings sneak inside Princess Peach's Castle by delivering themselves in a giant cake. When the birthday celebration reaches its peak, the cake breaks and reveals Bowser's minions, with them proceeding to kidnap the princess.
  • Turns Red: Iggy's Chain Chomp, after the former is hit twice. Its rage turns it orange and starts ramming at Mario and company more fiercely.
  • A Twinkle in the Sky: When using a warp cannon, it shoots the character(s) to the far reaches of the unlocked world this way.
  • Under the Sea: As usual, a lot of levels (particularly in world 4) take place partly or completely underwater. This being a 2D Mario game, Super Not-Drowning Skills are the norm.
  • Underwater Boss Battle: The second fight with Wendy, as it starts with the battlefield completely flooded, though water eventually lowers its level.
  • 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.
  • Unnaturally Looping Location: Roy installs this into his castle, forcing players into what can be seen as a high-definition version of the later levels of Super Mario Bros.. A high-pitched chime plays when Mario picks the correct path (high D followed by high Bb in rapid succession), and if his choice is incorrect, a lower-pitched (Low F#) chime plays.
  • 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 Toads and carry them to safety.
  • Video Game Cruelty Potential: You can pick up Toads 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.


Video Example(s):

Alternative Title(s): New Super Mario Brothers Wii


NSMBWii 3-Tower

The tower has a segment where Mario must dodge Amps and spiky balls on a lift.

How well does it match the trope?

5 (4 votes)

Example of:

Main / LiftOfDoom

Media sources: