New Super Mario Bros. 2: Difference between revisions

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Chain Chomp NSMB2 Prima.jpg|'''[[Chain Chomp]]s'''

Revision as of 12:44, December 20, 2017

Template:More images

This article is about the second New Super Mario Bros. title on a handheld console. For the second title overall, see New Super Mario Bros. Wii. For the sequel to New Super Mario Bros. Wii, see New Super Mario Bros. U.

Template:Infobox New Super Mario Bros. 2 is a side-scrolling 2.5D action-adventure platform game for the Nintendo 3DS. It was released in Japan on July 28, 2012, in Europe on August 17th, in Oceania on August 18, in North America on August 19, and in Hong Kong and Taiwan on June 21, 2013, while in Italy the game was separately released on August 24, 2012, for the retail cartridge. It is the thirteenth title in the main Super Mario series and the third in the New Super Mario Bros. line after New Super Mario Bros. for the Nintendo DS, and New Super Mario Bros. Wii for the Wii. As the direct sequel to New Super Mario Bros., it is an indirect follow-up to New Super Mario Bros. Wii.

Like Super Mario 3D Land, the game seems to be partly based on Super Mario Bros. 3, as it features Raccoon Mario, the Power Meter, and the Koopalings, all of which were introduced in said game. The game's main focus is on coins, with the primary goal being to collect one million. To reach the goal the game includes many new items to aid the player, such as the Gold Flower, which turns Mario into Gold Mario.

According to Nintendo, New Super Mario Bros. 2 is the first Mario title and the first Nintendo game overall to be available for purchase in both packaged (retail) and digital (downloadable via the Nintendo eShop) versions. The digital version can be stored onto an SD card, along with multiple other games, and be played on the Nintendo 3DS, but they cannot be shared with other Nintendo 3DS handhelds.

Story

The Mario Bros. waving Peach goodbye
The opening cutscene

Its story takes place after the events of New Super Mario Bros., but not the events of New Super Mario Bros. Wii. During the story, standing on the balcony of Princess Peach's Castle, Mario and Luigi wave goodbye to Princess Peach to go on a coin hunt as Raccoon Mario and Fox Luigi. However, as soon as they return, the Koopalings suddenly appear, crashing their Koopa Clown Car onto the ground, as well as damaging the brothers, making them revert to Super Mario and Super Luigi. Roy Koopa reveals Princess Peach from his back. They soon fly away in their Koopa Clown Car, and Mario and Luigi chase after them.

The Koopalings riding in a Koopa Clown Car.
The Koopalings kidnapping Princess Peach while on the Koopa Clown Car.

After defeating all of the Koopalings, the brothers head out of World 5-Castle, and see Peach in a cage. As they are about to free her, the now-empty Koopa Clown Car transfers her to Bowser's Castle.

When Mario and Luigi arrive at Bowser's Castle, they find Bowser and Peach, who is locked up in a cage. One of the duo has to step on the ! Switch behind Bowser, making the bridge collapse and sending Bowser to his doom. Just before the bros. can celebrate their victory, Peach's cage gets pulled off screen. After riding some bony platforms, Mario and Luigi find the Koopalings in their Koopa Clown Car. They power Bowser up and Bowser transforms into a gigantic size. At the top of the tower is a giant switch that, when pressed, sends Bowser falling through the floor. Afterward the princess is released from her cage. Then, everyone returns home, with Mario holding Peach in his arms and Luigi following closely behind, collecting coins along the way.

During the credits, the Koopalings can be seen in the background carrying the now regular-sized Bowser with the Koopa Clown Car. Bowser's immense weight exceeds its capacity. The story's description concludes with the Koopa Clown Car crash-landing, scattering everyone throughout the ground.

Characters

*Player 2 in Co-op mode, and unlockable for Solo mode by holding L Button + R Button at the title screen.

Gameplay

Mario having used a Gold Ring to turn several enemies golden, so as to earn coins.
File:9,999,999.jpeg
The message received after maxing out the coin counter at 9,999,999 coins

The basic gameplay is very similar to the previous New Super Mario Bros. games. However, New Super Mario Bros. 2 focuses on collecting coins, with many and varied ways to collect many coins at once, such as golden items that award the player with them. The game's overall objective is to collect one million coins, with coins collected in levels being added to a total that is shared between the game's three save files and Coin Rush. The reward for collecting one million coins is a new title screen featuring a Gold Mario statue. The reward for maxing out the coin counter at 9,999,999 coins is a Gold Raccoon Mario Statue.[1][2] Like New Super Mario Bros., the bottom screen displays a kind of map, showing the length of the level and where the player is, as well as showing the Star Coins collected, points total, number of extra lives, and also providing an item storage. It also shows the total number of collected coins in a stage, with the record number displayed next to it. There are nine worlds: six main worlds and three special worlds. Each world contains a different number of levels, including Ghost Houses, Fortresses and Castles. Reznor and Koopalings are found at the end of each fortress and castle, respectively.

New Super Mario Bros. 2 screenshot.
Raccoon Mario and Fox Luigi flying in co-op mode.

Other details in gameplay were added in New Super Mario Bros. 2. Among these details is the game's music that slightly changes depending on the situation; for example, when playing as Raccoon Mario or Fox Luigi, a drumbeat is added, similar to how a drumbeat is added while riding Yoshi in other Mario games. Once a Gold Ring is activated, twinkling noises appear. Another example is that if Mario goes to the very top of the screen and out of sight, the music gets quieter.

A two-player co-op mode is also available, in which a second player plays as Luigi accompanying Mario in the single-player game; both players may select which character they would like to be, however. This mode can only be played with two Nintendo 3DS consoles and two game cards. The gameplay is not much different from the single player, although in co-op coins and lives are shared between the two players, with each collected coin or extra life earned (though not collected) counting as two. Each player also has their own item storage, which can be accessed at any point. Several mechanics from the New Super Mario Bros. Wii multiplayer, such as the bubble and item boxes giving two items, are retained for this mode. In addition, the camera only focuses on one player at a time (denoted by a colored arrow above their character; red for Mario and green for Luigi), and can be changed during the level by ground-pounding the player currently in control, if the other player enters another section of the level first, or if the player of focus loses a life or enters a bubble.

Coin Rush

Coin Rush
Coin Rush menu.
Main article: Coin Rush

Also featured in New Super Mario Bros. 2 is Coin Rush mode, a time attack-esque mode that challenges the player to collect as many coins as they can in three randomly selected single-player levels without losing a life. Levels are selected depending on the pack chosen. The Mushroom Pack selects three levels from Worlds 1, 2, and Mushroom; the Flower Pack chooses levels from Worlds 3, 4, and Flower; and the Star Pack chooses levels from Worlds 5, 6, and Star. Ten downloadable course packs are also available for purchase in the in-game store, also accessible in this mode, which allows the player to play three custom-created courses. In Coin Rush, players have the option to either play normally or as White Raccoon Mario.

Coin Rush records can be exchanged via Streetpass and challenged. Beating another player's record results in getting a Crown Coin (worth 1,000 coins).[3] SpotPassing allows the player to put their total into the Worldwide Coin Total on the official website.[4]

Controls

Main menu

  • Select: +Control Pad/Circle Pad
  • Confirm: A Button
  • Back: B Button
  • Play as Luigi in single-player mode: L Button+R Button+A Button (while selecting file)
  • Delete all save data: Press and hold A Button+B Button+X Button+Y Button (when the Nintendo 3DS logo disappears)

In-game

  • Move: +Control Pad left or right or Circle Pad
  • Dash: Hold Y Button/X Button or B Button/Y Button while moving
  • Jump/stomp: B Button/A Button or A Button/X Button
  • Crouch: +Control Pad down or Circle Pad
  • Ground Pound: +Control Pad down or Circle Pad (in midair)
  • Wall Jump: B Button/A Button or A Button/X Button (while holding +Control Pad left or right or Circle Pad in the direction of a wall, while sliding down it)
  • Double/Triple Jump: B Button/A Button or A Button/X Button (when landing after a running jump)
  • Pick up/throw: Press and hold Y Button/X Button or B Button/Y Button; release to throw
  • Pause: Start Button/Select Button

Nintendo eShop description

The bros are back for an all-new adventure worth its weight in gold!

  • Jump, bounce, and power-up through visually stunning side-scrolling worlds as you race to save Princess Peach.
  • Gold Flowers, Gold Blocks, and Gold Rings make collecting coins more fun than ever before! Can you collect a million coins?
  • Use all your speed-running and coin-collecting skills to best your friends in the new StreetPass-enabled Coin Rush mode.
  • Team up with a friend and play through the entire game via Local Wireless. (Requires two copies of the game.)

Transformations

Small-mario.png
Artwork of Mario in New Super Mario Bros. 2
Artwork of Fire Mario in New Super Mario Bros. 2
Small Mario/Luigi
(starting form)
Super Mario/Luigi
(Super Mushroom required)
Fire Mario/Luigi
(Fire Flower required)
Raccoon Mario artwork from New Super Mario Bros. 2
Artwork of Mini Mario in New Super Mario Bros. 2
Raccoon Mario/Fox Luigi
(Super Leaf required)
Gold Mario/Silver Luigi
(New, Gold Flower required)
Mini Mario/Luigi
(Mini Mushroom required)
Mega Mario
Invincibility Raccoon Mario New Super Mario Bros. 2.png
Mega Mario/Luigi
(Mega Mushroom required)
Invincible Mario/Luigi
(Star required)
White Raccoon Mario/White Fox Luigi
(New, Invincibility Leaf required)

Enemies and obstacles

New

Returning

* - Enemies which first appeared in New Super Mario Bros.

Bosses

Boss Place(s) Fought How to Defeat
Reznors
Reznor (as miniboss)
All Towers except special worlds The player needs to hit the coin-giving Rectangular Coin Block underneath them, hit them with six fireballs or one gold fireball, or simply touch them while under the effects of the Invincibility Leaf. If defeated by a gold fireball, they will give thirty coins each.
File:Roy 1.jpg
Roy Koopa
World 1-Castle The player needs to bait him into ramming into a wall to stun him. This in return will leave him vulnerable to being jumped on three times. Alternatively, the player can jump on him three times while he is doing the charge attack.
File:Iggy.jpg
Iggy Koopa
World 2-Castle The player needs to jump on him in his carriage with a Chain Chomp attached to it three times. After stomping him once, the Chomp will get angry, though it'll exit the room from the top or bottom and will continue. After two stomps, the Chomp will start getting quicker.
File:Larry NSMBWii.png
Larry Koopa
World Mushroom-Castle The player needs to jump on him three times.
File:Wendy NSMBWii.png
Wendy O. Koopa
World 3-Castle The player should jump on her when not underwater three times.
File:Morton 1.jpg
Morton Koopa Jr.
World 4-Castle The player should be on the lookout for Spiked Balls that are created using his wand and jump on him three times.
File:LemmyNSMBWii.png
Lemmy Koopa
World Flower-Castle The player should jump on him on a conveyor belt three times.
File:Ludwig NSMBWii.png
Ludwig von Koopa
World 5-Castle The player should use the five grey pipe cannons on the floor to blast himself against him fast enough. After that, he falls onto the floor and gets dizzy. Then the player can jump on his head. After the first stomp, he starts to shoot four fireballs. After the second stomp, the chain he hangs on starts to swing, making it harder for the player to hit him but still shoots four fireballs.
Artwork of Bowser in New Super Mario Bros. 2
Bowser
World 6-Bowser Castle and Gold Classics Pack Course 3 The player needs to jump on the ! Switch to send him falling down beneath the bridge into the lava. After that, the Koopalings enlarge him, and Mario must get to the roof while avoiding him for a massive ! Switch to complete the game. This does not happen in the Gold Classics Pack, however.
Dry Bowser
Dry Bowser
World Star-Castle The player needs to jump on the ! Switch to send him falling down beneath the bridge into the lava. After that, the Koopalings enlarge him, and Mario must get to the roof while avoiding him for a massive ! Switch.

Items

Worlds

Level Preview Description
World 1 World 1 The grassland world of New Super Mario Bros. 2. The boss is Roy Koopa and its cannon leads to World Mushroom.
World 2 World 2 The desert world of New Super Mario Bros. 2. The boss is Iggy Koopa.
World Mushroom Mario in the World Mushroom map with Triple-crown lives. The first Special World of New Super Mario Bros. 2. The boss is Larry Koopa and its cannon leads to World Flower.
World 3 World 3 NSMB2.png The tropical/forest world of New Super Mario Bros. 2. The boss is Wendy O. Koopa and its cannon leads to World Flower.
World 4 World4NSMB2.png The snow world of New Super Mario Bros. 2. The boss is Morton Koopa Jr..
World Flower WorldFlowerNSMB2.png The second Special World of New Super Mario Bros. 2. The boss is Lemmy Koopa and its cannon leads to World 6.
World 5 World 5 The sky/mountain world of New Super Mario Bros. 2. The boss is Ludwig von Koopa.
World 6 World 6 The volcano and final main world of New Super Mario Bros. 2. The boss is Bowser. This world must be completed to complete the game.
World Star World Star (New Super Mario Bros. 2) with the Toad House The final Special World of New Super Mario Bros. 2. The boss is Dry Bowser. 90 Star Coins must be collected to play this world.

Downloadable content

Main article: Coin Rush § Downloadable content

Downloadable content for New Super Mario Bros. 2 was first announced in a Nintendo Direct Mini dedicated entirely to the game, showcasing the three downloadable Coin Rush course packs and their price tags along with the release dates. The downloadable packs are available for purchase on the in-game shop, available for 200¥ for Japan, €2.50 for Europe, $2.50 for America, HKD$20 for Hong Kong and 60 Nintendo Points for Taiwan. This game is both the first Mario game and also the first Nintendo game overall to feature standard downloadable add-on content.

The service started on October 2 for Japan, Europe, and Oceania, and October 4 for North America, featuring three course packs. Two more packs were released on October 25, two more were released on December 5 and the last two was released on December 20 (North America and Europe) and December 21 (Japan and Australia). In addition, a single pack, which could be downloaded for free until January 31, 2013, was also released on November 27. In total, there are ten course packs available for purchase.

In Europe, the game received a Nintendo 2DS bundle which in addition to the game also includes all ten downloadable course packs pre-installed. In North America, the game received a special edition Nintendo 3DS XL with all ten downloadable course packs pre-installed during the 2014 holiday season.

Development

The development of a 2D Super Mario game for the Nintendo 3DS was first brought up during an earnings briefing in November 2010, with Shigeru Miyamoto speaking about the possibilities of 2D and 3D Super Mario games on the Nintendo 3DS.[5] Later, after the release of Super Mario 3D Land, Satoru Iwata officially announced that a 2D Mario game for the 3DS was in development,[6] which was revealed to be New Super Mario Bros. 2 during the April 21, 2012, Nintendo Direct in Japan.[7]

New Super Mario Bros. 2 had a more unique development cycle than other games in the series. Not only was the game developed by the Entertainment Analysis and Development team, but also by members of other development teams, including the Software Planning and Development team, as part of the "Mario Cram School," a program meant to teach other teams about the development of Mario games.[8] Also different is that the game's stages were designed before the mechanics and main focus were thought of.[8]

The focus on coins came about early in development, with Takashi Tezuka and Toshihiko Nakago speaking about coins; at the time, development of Super Mario 3D Land, which features the Coin Box, had recently wrapped up. The coin concept was first implemented with the golden Koopa Troopa, and soon after Tezuka suggested the one million coin goal. The developers then began to fill the stages with coins, and created more ways to collect them, such as the additional golden enemies and Gold Mario.[9] Because of the game's coin focus, the developers considered naming it "New Super Mario Bros. Gold," but the "2" was chosen instead since the game features more stages than the previous entries in the New Super Mario Bros. series as well as several new elements, allowing it to stand alone as a standard 2D Super Mario title.[10]

Implementation of the co-op mode was originally met with conflict; Tezuka suggested adding it, but the staff opposed him due to being unsure on how it could be implemented, and that it couldn't be done within the remainder of the given development timeframe. Earlier in development, a prototype mode featuring both Mario and Luigi in the single-player stages had been developed. Using this, the developers worked on refining it, making it more similar to New Super Mario Bros. Wii. Issues with the Nintendo 3DS' screen kept the camera from expanding to accommodate both players, so instead the camera was made to focus on a single player at a time, with both being able to fight for control over it.[11]

The concept of the Coin Rush mode was thought of before the coin theme of the game was. Yusuke Anamo was thinking about how to make the game more replayable, but also something that could be played even in free time. In addition, after making the stages more coin-oriented, the developers noticed that, no matter how often the game was played, the million-coin goal was very difficult to reach. It was then that they decided to incorporate collecting large amounts of coins into the new mode.[12] The Coin Rush downloadable course packs were originally announced before the game was released; the courses themselves, however, had not been created at the time.[13] The idea of downloadable content had come up during the development of both New Super Mario Bros. 2 and New Super Mario Bros. U, and from both teams; the development team for New Super Mario Bros. 2 had thought of the idea of downloadable Coin Rush courses, and since this game was to be released first it was decided that content would be created for it first.[14]

References to other games

  • Mario Bros.: Round 1 is remade as part of the Gold Classics Pack.
  • Super Mario Bros.: In the first phase of Bowser's and Dry Bowser's battles, Bowser throws sledgehammers and breathes fire, and Mario must wait for him to jump then get past him, very much alike to this game. Also, while the game loads (such as when starting up the game or looking for a second player in Co-op Play), the loading chime plays the first part of this game's overworld theme. Small Mario sprite from Super Mario Bros. appears in some parts of Coin Rush mode, such as to show which course the player will play or while counting the coins obtained in the levels. The maximum number of lives results in crowns like in this game. World 1-1, 1-2 and 1-4 are remade as part of the Classic Courses Pack.
  • Super Mario Bros.: The Lost Levels: Not in the game itself, but the Gold Classics Pack DLC's third course at the ending had "Thank You!!" message similar to the Arigatou! message in World 9-4 (although unlike in that game, the "Thank You!!" message was written in coins rather than coral).
  • Super Mario Bros. 3: A trailer released by Nintendo of Europe states that this game is the "rightful successor" to this game.[15] Raccoon Mario, the Power Meter, Jump Blocks and Wooden Blocks return. The P-Wing makes a cameo, replacing the "P" icon of the Power Meter. The floor in Bowser's room is checkered, similar to those of several Fortresses in this game. Like in this game, Toad Houses have the same music (except for 1-Up Toad Houses) and feature a choice of three power-ups. Also, the loading chime plays a small part of this game's overworld theme. The Toad Houses also play the music that they played in this game. World 1-1 and 1-5 are remade as part of the Classic Courses Pack.
  • Super Mario World: Chocolate Island backgrounds are used in some of the levels. Reznors and the battle theme return from this game. Also, when the bridge breaks in the Reznor battles it has a similar sound to the blocks when they break in this game, and when the player hits a switch, it makes the P Switch noises from this game. The loading chime plays a small part of this game's overworld theme. Mario and Luigi can look up as well. The Moon Coins have an imprint of a 3-Up Moon.
  • Super Mario World 2: Yoshi's Island: The number "two" on the logo is similar to this game.
  • Super Mario Sunshine: If Mario jumps on a Toad, its mushroom cap will bounce. If attacked from a distance, it will flinch. This feature first appeared in this game.
  • Mario & Luigi: Partners in Time: The Giant Coin makes a reappearance in this game, based on its appearance in Mario & Luigi: Partners in Time.
  • New Super Mario Bros.: A direct sequel to this game. Mario's mini and mega forms return. Dry Bowser also returns. The game's remix of the Super Mario Bros. theme is used during the Dash Mario stages, as well as the Mega Mushroom theme.
  • Yoshi's Island DS: Bowser is fought as a giant in the background, just as he was in this game.
  • Super Mario Galaxy: The Toads' reaction to a raccoon tail whip (by spinning around happily) is reused from the Toads' reaction to a Star Spin in this game.
  • New Super Mario Bros. Wii: An indirect follow-up to this game. Numerous elements from the game return. The music and graphic style are reused from this game, with added vocals to the overworld and athletic themes, as well as vocal riffs "bah" included in the tower, castle and ghost house themes. The second phase of Bowser's battle can be compared to the second phase of Bowser in this game, except Mario needs to move from platform to platform vertically instead of horizontally. The bubble system returns, and the multiplayer gameplay is reused (though Mario and Luigi cannot pick up each other as before). The Koopalings also had the same voices from and also taunt the same way before they fight and are fought similarly to New Super Mario Bros. Wii. In addition, they also aided Bowser in a manner very similar to how Kamek aided Bowser in that game. Stars can be earned on the file, like in this game.
  • Super Mario 3D Land: The Super Leaf retains its look from this game, as it did in Mario Kart 7. The Invincibility Leaf also returns, as does the Assist Block. Peepas, Coin Coffers and Goomba Towers return. Toad Houses use the same music as in this game, which, in itself, is a remix of the theme from Super Mario Bros. 3. During the credits, Mario carries Peach in a similar fashion to this game, except he is not flying, but walking on the ground. + Clocks return with similar functions. Once again, items from Toad Houses work their effects immediately, rather than being placed in an inventory. Stars can be earned in the file, like in New Super Mario Bros. Wii and this game. The max lives are 1,110 (shown as three crowns), like in this game.
  • Mario Kart 7: Raccoon Mario's tail whip and transformation sounds are re-used from this game.

References in later games

Gallery

For this subject's image gallery, see Gallery:New Super Mario Bros. 2.

Media

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Pre-release and unused content

Main article: List of New Super Mario Bros. 2 pre-release and unused content

The game was originally to be titled New Super Mario Bros. Gold, but since the stages were said to stand on their own without the coin theme, the name was changed. The Platform Panic Pack Coin Rush DLC was also set to be released as the seventh pack, but with the announcement of the Gold Classics Pack it was moved to being pack eight.

Glitches

Main article: List of New Super Mario Bros. 2 glitches

Enemies in the Blocks

This glitch can be done in World Star-1 and requires Super Mario. First, Mario should Ground Pound some Brick Blocks near a Brick Block with nothing below it to make it possible to hit. It has a P Switch inside that Mario must press. Then Mario must run to the second platform after the ? Switch and wait for the P Switch to wear off. Then, if done correctly, the Koopa will be stuck inside some Brick Blocks. After turning right, it will appear slightly to the right for only a split second and then return to its original position. It can still dance to the beat in the music.[16]

Staff

Main article: List of New Super Mario Bros. 2 staff

Reception

New Super Mario Bros. 2 has received generally positive reviews from critics. IGN gave it an 8.5/10 and Nintendolife gave it a 9/10. Most critics considered it a solid Mario game, though they also criticized its unoriginality.[17][18][19][20]

As of August 18, 2012, New Super Mario Bros. 2 has received a 78% average on Metacritic, with 22 positive and 13 mixed reviews. As of March 31, 2014, New Super Mario Bros. 2 is the 5th best selling game for the Nintendo 3DS, having sold about 7.82 million copies worldwide.

Trivia

  • This is the only New Super Mario Bros. game to not feature Bowser Jr. as a boss, making Bowser the only boss to be featured in every New Super Mario Bros. game.
  • US and Canada Club Nintendo members who purchased New Super Mario Bros. 2 from the Nintendo eShop by September 20th, 2012 and completed the surveys within four weeks after downloading could receive double the amount of coins (for a total of 100 coins) as they would receive if they bought the game at retail (50 coins).[21]. European Club Nintendo members that purchased the game from the Nintendo eShop received 250 free Stars. Likewise, Australian Club Nintendo members received double the amount of Stars (i.e. 400 instead of 200)[22].
  • Nintendo made a special gold-themed week on the American Nintendo eShop to celebrate the release of the game, where every category's image was replaced with something from the game and the backgrounds were gold-colored; in other regions, however, this did not occur.

External links

References

Template:MarioGames

Template:WiFi