New Super Mario Bros.

This article is about the 2006 Nintendo DS game. For other New Super Mario Bros. games, see New Super Mario Bros. (disambiguation).
New Super Mario Bros.
Box art of New Super Mario Bros.
North American box cover
For alternate box art, see the game's gallery.
Developer Nintendo EAD
Publisher Nintendo
Platform(s) Nintendo DS, Virtual Console (Wii U)
Release date Nintendo DS:
USA May 15, 2006[?]
Canada May 17, 2006[?]
Japan May 25, 2006[?]
HK May 25, 2006[1]
ROC May 25, 2006[?]
Australia June 8, 2006[?]
Europe June 30, 2006[2]
South Korea March 8, 2007[?]
South Africa February 2008[3]
China July 6, 2009[4]
Virtual Console (Wii U):
Japan April 2, 2015[5]
USA May 14, 2015[6]
Europe December 17, 2015[?]
Australia December 18, 2015[?]
Language(s) English (United States)
French (France)
German
Spanish (Spain)
Italian
Japanese
Simplified Chinese
Korean
Genre Platformer
Rating(s) Nintendo DS:
ESRB:E - Everyone
PEGI:3 - Three years and older
CERO:A - All ages
ACB:PG - Parental Guidance
USK:0 - All ages
ClassInd:L - General audience
GRAC:All - All ages
Virtual Console:[7]
PEGI:12 - Twelve years and older
Mode(s) Single player, Vs. Multiplayer, Minigames (single-card and multi-card DS download play supported)
Format
Wii U:
Digital download
Nintendo DS:
Game Card
Input
Wii U:
Nintendo DS:
Serial code(s) USA NTR-A2DE-USA
Japan NTR-A2DJ-JPN
Europe NTR-A2DP-EUR
Australia NTR-A2DE-AUS
South Korea NTR-A2DK-KOR
China NTR-A2DC-CHN

New Super Mario Bros. is a side-scrolling 2.5D platform game first released for the Nintendo DS in the United States on May 15, 2006, starring Mario and Luigi. It is the tenth entry in the Super Mario series[8][9] and, not counting re-releases and remakes, the first side-scrolling platformer in the series to be released since Super Mario Land 2: 6 Golden Coins, 13½ years prior in 1992, starting a new revival of the 2D Mario platformers, succeeding the Super Mario Advance series. The game features a solo story mode with Mario or Luigi, a two-player wireless Mario Vs. Luigi mode, and a minigame mode for up to four players. The multiplayer games support both single-card and multi-card play. Most of the minigames are the same as those featured in Super Mario 64 DS, which are no longer required to be unlocked. The gameplay is based on that of the classic 2D platformers and builds upon them to create gameplay both classic and contemporary. It introduced moves from Super Mario 64 to 2D Super Mario games for the first time and added several new enemies, bosses, and obstacles to the franchise.

New Super Mario Bros. is the first Super Mario platformer to be originally released outside Japan since Super Mario Bros. 2. After its original release and the eventual release of a follow-up game for the Wii entitled New Super Mario Bros. Wii on November 12, 2009, a dedicated sequel, New Super Mario Bros. 2, was developed and released for the Nintendo 3DS on July 28, 2012.

In 2015, the game was rereleased on the Wii U's Virtual Console.

StoryEdit

From the instruction booklet:

Emergency News Flash!

Princess Peach has been kidnapped! While enjoying a nice walk with Mario, the beloved ruler of the Mushroom Kingdom was whisked away by an unknown assailant. How could this happen with Mario around?

According to eyewitnesses, the walk was going swimmingly when Mario and the princess spotted smoke billowing out of Peach's Castle. The mysterious marvel immediately jumped into action and sped off towards the fire. The moment he left her side, the princess vanished!

Who's behind Princess Peach's disappearance?

Who's behind the attack on Peach's Castle?

Are the two incidents related?

Didn't Bowser Jr. once think that Princess Peach might be his mother?

Looks like Mario's going to need all the Mega Mushrooms he can find to get to the bottom of this mess!

 
Bowser Jr. about to kidnap Peach


Mario (or Luigi) and Princess Peach are walking together around Peach's Castle, when a mysterious thundercloud appears and strikes the castle with lightning, causing Toads to flee from the castle. Mario (or Luigi) goes near the castle to investigate, but while he is there, Bowser Jr. sneaks behind a bush, kidnaps Princess Peach, and flees, causing Mario (or Luigi) to chase after Bowser Jr. After chasing Bowser Jr. off-screen, Mario (or Luigi) takes a hit, reverting into his smaller form. Bowser Jr. runs away and Mario (or Luigi) continues to chase him.

Two alternate versions of this intro can be seen if the player remains on the title screen menu for a certain amount of time. In one alternate version, after the part where Mario starts chasing Bowser Jr., Mario retreats from an incoming green Koopa Shell, and takes the hit off-screen. After jumping to hit the game's logo back into place, he continues to chase Bowser Jr. In another alternate version, Luigi walks into the scene before the green Koopa Shell follows after Mario. Mario and Luigi both run from the shell simultaneously, and take the hit off-screen. Mario then jumps to fix the game's logo and runs after Bowser Jr. Shortly after Mario runs off-screen, Luigi follows after Mario.

 
Bowser and Bowser Jr. in the final boss fight

Bowser waits for Mario or Luigi at the end of World 1- Castle. Mario or Luigi defeats Bowser, causing him to fall into a pit of lava. Bowser's skin is burned off and he becomes a skinless, Dry Bones-like version of himself, named Dry Bowser. Later, in World 8- Castle, Mario or Luigi defeats Dry Bowser and he falls into a pit. In World 8- Bowser's Castle, Bowser Jr. tosses Dry Bowser's remains into a cauldron, causing a resurrected and larger Bowser to break out of the cauldron. Mario or Luigi, Bowser, and Bowser Jr. then proceed to battle. Princess Peach is watching with fear from a platform above.

In the end, Mario or Luigi defeats Bowser and Bowser Jr., sending them into another pit and saving Peach. Peach's platform disappears, allowing her to float down safely. Peach gives Mario or Luigi a kiss, which the hero responds to with a nervous chuckle. After the credits roll, Bowser Jr. is shown dragging an unconscious Bowser across the castle floor. When Bowser Jr. notices the player watching him, he growls at the player, then continues dragging Bowser.

GameplayEdit

 
Mario, near the end of World 1-1.

The gameplay of New Super Mario Bros. is very much like that of the classic 2D platformers, mostly Super Mario Bros. and Super Mario Bros. 3, and substantially builds upon them to create gameplay both classic and contemporary. One of the two control modes can be selected in the Options menu: jumping with   /   and dashing with   /  , or jumping with   /   and dashing with   /  . Mario is controlled with the  , and the Touch Screen is only required to activate the stored item, which is used similarly to stored items in Super Mario World. When Mario enters a pipe to a secret area, the top screen and the touch screen are switched, and the gameplay continues on the touch screen until Mario exits that area. During that period the stored item cannot be activated.

The Wall Jump, Triple Jump, and Ground Pound make their first appearance in a 2D Super Mario game since being introduced to 3D Super Mario games starting with Super Mario 64. In contrast to the 3D games, Mario has to slide down a wall for a small amount of time before being able to do a Wall Jump. This technique lets Mario or Luigi reach new areas by bouncing off the side of any wall or vertical object, and is useful for escaping from a fall down a pit. Mario has the ability to Ground Pound by pressing down when he is in the air, allowing him to crush blocks under him. The game introduces several new power-ups to the Super Mario series: the Blue Shell which lets Mario or Luigi slide like a Koopa shell, the Mega Mushroom which makes Mario grow about three to five times his size (similarly to the mushroom seen in Super Mario 64 DS), and the Mini Mushroom which causes Mario or Luigi to shrink to about half of Small Mario's size, allowing him to fit through tiny pipes and passages, jump higher and longer, and dash across the top of water. However, some items remain unchanged, such as the Super Mushroom, the Starman, and the Fire Flower. As in the western release of Super Mario Bros. 3 and most later games, Mario or Luigi does not power down to Small form if he is powered up with a Fire Flower or Blue Koopa Shell when he takes damage; he instead reverts to Super Mario, unlike in Super Mario Bros. and Super Mario World.

 
A text box for the hidden Challenge mode

The game features a secret Challenge mode, wherein the player cannot scroll the camera to the left or downward, like in Super Mario Bros. It is only available when the player has completed the game. To unlock it, the player should go to the map screen (any world) and press  , then press  ,  ,  ,  ,  ,  ,  ,  . It also shows an arrow pointing right on the world maps and levels touch screen.

It is also possible to play as Luigi in single player mode by holding down  + +  when selecting a file. There are no gameplay differences between the brothers. The character is not locked as default - players can choose a different character every time they load the game. After the final boss has been beaten, a star appears next to the Save Game function. When the player has completed all levels, there are two stars next to it. When the player collects and spends all the Star Coins in the game, three stars appear on the save file.

Within the levels, whenever the music plays a vocal riff (or in the case of the underwater levels, bell trees), some enemies and power-ups move to the beat. This includes the Overworld, Athletic, Underground, Desert, Beach and Volcano themes. Examples of enemy or object movements include Goombas and power-ups hopping, Koopa Troopas turning to face the player, Spinies switching direction, and Cheep-Cheeps doing side flips. Goombas can actually dodge a Koopa Shell with the hop. This also happens in every other game in the New Super Mario Bros. line.

If Mario finishes a level with the last 2 digits of the time limit the same except for 00, the "Course Clear" theme from Super Mario Bros. plays in place of the normal one. Firework explosions also occur, the amount of which varies depending on the digits (e.g. 2 explosions for x22, 7 explosions for x77 etc., where "x" represents the first digit displayed on the timer). Consequently, a Toad House appears on the first space of that specific world (unless there is one there already).

Mario Vs. LuigiEdit

"Mario Vs. Luigi" redirects here. For the tours in Mario Kart Tour, see Mario vs. Luigi Tour.

In this two-player mode, Mario and Luigi compete for a number of Big Stars. Those stars appears at random in the side-scrolling stages. The stages are wrapped, so players that cross the end of each of those stages loop to the beginning. When Mario or Luigi are hit by enemies, hit each other, stomp on each other, or are defeated, they lose a star, which can then be again collected by either of the brothers. Getting ground-pounded causes a brother to lose three Big Stars. The first brother to reach the previously set amount of stars wins the game. However, if lives are turned on, they will lose by losing all their lives as well. When a brother collects eight coins, a random power up appears – Mushroom, Fire Flower, Blue Shell, Mini Mushroom, Starman, or Mega Mushroom (which is only given to the losing player). When a brother has a certain amount of victories, he wins the match. The following stages can be played:

  • Grass[10] - A stage that is much like World 1-1 of the single-player game, a meadow near Peach's Castle. It also based off of World 1-1 from Super Mario Bros. and has many elements of it. This stage is a relatively simple stage with only Goombas and one Koopa Troopa.
  • Bricks[10] - An underground stage much like World 1-2 of the single-player game. It has many walls of blocks and has several holes. The stage is very short. Mario/Luigi should be very careful if they get a Mega Mushroom in this stage, as they can easily crush through the bricks and fall through the floor.
  • Ice[10] - A slippery stage that resembles levels found in World 5. Bullet Bills are hazards in this stage. There is a spin block which can be used to access higher Big Stars as well as coins. There is a Blue Koopa Troopa in this level; jumping on it reduces it to being a Blue Shell which can be used.
  • Pipes[10] - A pipe world that resembles a level in World 7 of Super Mario Bros. 3, it contains many Warp Pipes and Piranha Plants.
  • Fortress[10] - The most hazardous level, resembling most castle levels in the game. It contains Bob-ombs and moving walls which can crush Mario and Luigi, among other dangers.

MinigamesEdit

 
The 1 Player minigames menu.

New Super Mario Bros. also features a selection of minigames, many of which are identical to those in Super Mario 64 DS, but some new ones are also present. The games are not divided based on the characters that unlock them by catching rabbits, and instead are divided into several categories. This game also features the option to either play several single player minigames, or play several multiplayer minigames, in which multiple players compete against each other in a series of minigames specially designed for multiple players to earn the highest score.

Vs. BattleEdit

Action

Puzzle

Table

1 on 1

1 PlayerEdit

Action

Puzzle

Table

Variety

LocationsEdit

OverviewEdit

 
Mario in World 1

The game features a world map, with alternative and secret paths (like Super Mario World). Alternate paths can be unlocked with Star Coins. There are three in each level, usually adding an extra challenge for the player apart from simply reaching the pole. Some Star Coins are in clear sight while others are hidden in Warp Pipes, up vines, or other inconspicuous places. On the world map, signs block paths that require five Star Coins to open. After a player defeats Bowser and Bowser Jr. in Bowser's Castle, a new, mysterious Blue Toad House appears just above World 1. It is a market, and for 20 Star Coins, the player can buy a wallpaper for the bottom screen. The fifth and final background is only available after all of the 32 Star Coin Signs have been opened. Sometimes Hammer Bros. and Flying ? Blocks appear on the map; offering items within the beginning of the level.

Mario or Luigi only has to go through three of the eight worlds — using the World 1 cannon to go to World 5, and World 5 cannon to World 8. After World 2, Mario gets to either of World 3 or World 4, and the world following both of those is World 5. After World 5, Mario can get to either World 6 or 7 in the same fashion. Mario or Luigi must defeat the World 2 or World 5 bosses in Mini Mario form to instead reach World 4 and World 7, respectively.

The shortest possible path that Mario can take is World 1-1, World 1-2, World 1-Tower, World 5-1, World 5-2, World 5-3, World 5-Ghost House, and all of World 8.[11]

TableEdit

Worlds
World 1
 ×24  ×6  ×2
Levels
  World 1-1 World 1-2
World 1-3 World 1- Tower
World 1- Warp Cannon World 1-4
World 1-5 World 1-A
World 1- Castle
A grassy area. Being the first world, most levels are simplistic and safe. Alongside grassland levels, this world also introduces the game's first underground, underwater, tower, sky, and castle levels.
Unlock criterion: start a new game
World 2
 ×27  ×5  ×2
Levels
  World 2-1 World 2-2
World 2-3 World 2-A
World 2- Warp Cannon World 2- Warp Pipe
World 2-4 World 2- Tower
World 2-5 World 2-6
World 2- Castle
A desert-themed world. Most levels take place in the desert, though some feature water, grassy terrain and palm trees, similar to an oasis. The world also includes the game's only sewer level. The world features more dangerous enemies and obstacles than the previous, and introduces Spinies, Lakitu, Spiked Balls, among others. This world also contains the first instance of a Warp Pipe being on the world map. Finally, it contains a rare castle level that includes both indoor and outdoor sections.
Unlock criterion: complete World 1- Castle
World 3
 ×27  ×3  ×2
Levels
  World 3-1 World 3-A
World 3-2 World 3-B
World 3-C World 3- Tower
World 3-3 World 3- Ghost House
World 3- Warp Cannon World 3- Castle
An island and ocean-themed world. It introduces beach levels, and also includes an heavy amount of underwater stages. It is also the first world to include a Ghost House.
Unlock criterion: complete World 2- Castle in any form other than Mini Mario
World 4
 ×30  ×5  ×2
Levels
  World 4-1 World 4-2
World 4-3 World 4- Tower
World 4-A World 4-4
World 4- Ghost House World 4- Warp Cannon
World 4-5 World 4-6
World 4- Castle
A jungle world composed of plants. It can only be accessed by defeating Mummipokey as Mini Mario or Mini Luigi. Most levels are jungle-themed, with bug-themed enemies and a large amount of poisonous water, which instantly defeats the player.
Unlock criterion: complete World 2- Castle as Mini Mario
World 5
 ×30  ×3  ×2
Levels
  World 5-1 World 5-2
World 5- Warp Pipe World 5-A
World 5- Tower World 5-3
World 5- Ghost House World 5- Warp Cannon
World 5-B World 5-C
World 5-4 World 5- Castle
An ice-themed world composed of snowy grounds and a frozen lake. Mechanics using ice, snow, and mushroom platforms are common, and unlike in previous worlds bottomless pits are far more common. This is the last world containing a cannon. It is also the world with the most ways to enter, with all four previous worlds having an exit which leads to it.
Unlock criterion: use World 1- Warp Cannon, use World 2- Warp Cannon, complete World 3- Castle, or complete World 4- Castle
World 6
 ×33  ×5  ×3
Levels
  World 6-1 World 6-A
World 6-2 World 6- Tower
World 6-3 World 6-4
World 6- Tower2 World 6-5
World 6-B World 6-6
World 6- Castle
A rocky mountain world. It is the first world containing two towers and it features a large amount of Bullet Bills. It is the only world to feature Chain Chomps. Alongside mountain levels, the world includes a large amount of levels using themes from previous worlds in the game.
Unlock criterion: use World 3- Warp Cannon or complete World 5- Castle in any form other than Mini Mario
World 7
 ×33  ×5  ×2
Levels
  World 7-1 World 7- Ghost House
World 7-2 World 7-3
World 7- Tower World 7-4
World 7-5 World 7-6
World 7-7 World 7-A
World 7- Castle
A sky world. It can only be accessed via defeating Petey Piranha as Mini Mario or Mini Luigi or by using the cannon in World 4. It contains a heavy amount of levels taking place in the sky, with many bottomless pits, the first and only instance of a grassland level outside of World 1, and the game's only Pipe-themed level.
Unlock criterion: use World 4- Warp Cannon or complete World 5- Castle as Mini Mario
World 8
 ×36  ×3  ×4
Levels
  World 8-1 World 8-2
World 8- Tower World 8-3
World 8-4 World 8- Castle
World 8-5 World 8-6
World 8-7 World 8-8
World 8- Tower2 World 8- Bowser's Castle
The final world in the game, which is divided into two separately-themed halves. The first half has a haunted theme, and the second half of the world has a volcanic theme. This world is the only which does not finish with a traditional castle, and it is also the longest. Additionally, this is the only world with no secret exits or unlockable levels, and ends with Bowser's Castle.
Unlock criterion: use World 5- Warp Cannon, complete World 6- Castle, or complete World 7- Castle

Toad HousesEdit

Image Name Description
  Red Toad House Has a Roulette Block, which can give the player a power-up. The selection includes all power-ups in the game, except for the Mega Mushroom.
  Green Toad House Plays a minigame with cards. These can reward up to twelve 1-Ups, or none at all.
  Yellow Toad House Gives the player a Mega Mushroom.
  Blue Toad House Only appears in World 1 after beating the game. The player can spend Star Coins to purchase backgrounds for the bottom screen.
Toad House type World 1 World 2 World 3 World 4 World 5 World 6 World 7 World 8 Total
Red Toad House 2 3 1 2 1 2 1 1 13
Green Toad House 2 1 1 2 1 2 3 1 13
Yellow Toad House 1 1 1 1 1 1 1 1 8
Blue Toad House 1 N/A N/A N/A N/A N/A N/A N/A 1
Total 6 5 3 5 3 5 5 3 35

CharactersEdit

Playable charactersEdit

Image Name Description
  Mario The game's protagonist. Mario is out on a stroll with Princess Peach on a clear day before lightning mysteriously strikes her castle, scaring its occupants. While he is distracted, Bowser Jr. kidnaps Princess Peach and reduces Mario to his Small form before starting his quest to save her. In this game, Mario has some of the same moves from the 3D platformer Super Mario 64 DS, including the Triple Jump and Ground Pound.
  Luigi Mario's younger twin brother. He is clearly available in the competitive Mario Vs. Luigi mode, but he can also be played in the Story Mode when the player presses   +   +   on the file-selection screen. Unlike some prior mainline games, there are no physical or mechanical differences between Mario and Luigi.

Non-playable charactersEdit

Image Name Description
  Princess Peach The ruler of the Mushroom Kingdom. She is kidnapped by Bowser Jr. while out on a stroll with Mario, and is found at the end of every castle before being whisked away to a succeeding world. Peach is ultimately freed at the end of World 8- Bowser's Castle.
  Toads The attendants of Peach's Castle. Several run out of the castle after it is mysteriously struck by lightning.
  Toadsworth An elderly Toad who appears in Toad Houses, either to conjure a Roulette Block or award Mario with extra lives.
  Dorrie A gentle giant that swims through poison swamps. Mario must ride on Dorrie's back in some levels to avoid the hazard.
  Giant Wiggler An enormous Wiggler made up of many body segments. It only occurs in World 7-3, where Mario rides it over pits.

Enemies and obstaclesEdit

EnemiesEdit

The enemies listed in this table match those in the Super Mario Bros. Encyclopedia.[12] The default order they are listed derives from the official guidebook[13] with adjustments that ensure enemies are listed next to their immediate relatives. Some listed enemies – namely Super Piranha Plant, Mega Cheep-Cheep, Mega Deep-Cheep, and Big Whomp – are lumped with their smaller counterparts in the guidebook, but are recognized as distinct in the encyclopedia. The leaping Cheep-Cheep variant named トビプク (Tobipuku) in the guide is lumped with its underwater counterpart in the encyclopedia and this is followed suit here. The blue-shelled Koopa Troopa is not listed in either source.

Image Name Description Levels Pts. New
First Last
  Goomba Simplest enemy. Brown mushroom-like creature with feet. Can be defeated with anything. World 1-1 World 8-6 200
  Paragoomba This Goomba has wings. One stomp makes it lose its wings, and turns it into a Goomba. It can also be defeated with a fireball. World 2-4 200
  Mini Goomba This small Goomba works the same as its bigger cousins. Only appears in Mini Pipes, and is the only enemy Mini Mario can defeat them with one stomp. Other versions of Mario can defeat them by just touching them. World 3-A World 8-4 200
  Koopa Troopa (Green) A basic form of Koopa. The green-shelled Koopa Troopas walk into bottomless pits. By stomping on it, it retreats into its shell. World 1-1 World 8-5 200
  Koopa Troopa (Red) The red-shelled Koopa Troopa turns around when its reaches the edge of a platform. World 1-1 World 8-7 200
  Koopa Troopa (Blue) Ground pounding a Blue Koopa makes Mario gain his Shell power. Ice 200
  Koopa Paratroopa (Green) This Koopa Troopa has wings and flutters along the ground in arches. One stomp makes it lose its wings, turning it into a Koopa Troopa. It can also be defeated with fireballs. World 1-4 World 8-7 200
  Koopa Paratroopa (Red) The red-shelled Koopa Paratroopas fly back and forth in the air without landing. World 2-A World 8-7 200
  Climbing Koopa (Green) This Koopa climbs along Chain-Links, flipping to the opposite side when it reaches its edge. Smacking the Chain-Link with a Climbing Koopa on the opposite side defeats it. Green-shelled Green Koopas move slower than Mario. World 3- Tower 200
  Climbing Koopa (Red) The red-shelled Climbing Koopas move at the same speed as Mario. World 3- Tower 200
  Lakitu Throws Spiny Eggs and has his own cloud. One stomp and it is defeated, and the cloud disappears. If defeated with a shell or fireball, the cloud stays, so Mario can take to the skies in it for a while. World 2-2 World 6-A 1000
  Spiny Egg Spike balls thrown by Lakitus, turning into Spinies upon landing. When a Spiny touches water, its turns back into a Spiny Egg, only returning to normal once the water recedes. Lakithunder's Spiny Eggs instead bounce around the arena. World 2-1 World 7- Castle 200
  Spiny These hatch from Spiny Eggs. Any form of stomp, including the Ground Pound, causes Mario to take damage. Also found on ceilings, and comes down when Mario passes, but can collide with other moving Spinies and knock each other out. If a Spiny falls upside down from a ceiling, they behave similarly to Koopa Troopas and Buzzy Beetles. Fireballs and the Super Star can defeat them. World 2-1 World 8-6 200
  Buzzy Beetle Just like Koopa Troopas, it retreats into its shell once stomped on. One difference is that it is not affected by fireballs. World 5-C World 6- Tower2 200
  Spike Top Buzzy Beetles with spikes on their shells which walk on walls. Hitting the block they are on defeats them. World 5-2 World 8- Tower 200
  Dry Bones One stomp, and it falls apart. It can reassemble, however. Invincible to fireballs. World 1- Tower World 8- Bowser's Castle 200
  Super Dry Bones A big Dry Bones. Requires a Ground Pound to cause it to fall apart. World 5- Castle World 6- Tower 200  
  Hammer Bro Koopa with headgear that throws hammers. It can be defeated by a stomp or fireball or hitting a block from below. World 2-4 World 8 1000
  Fire Bro A variation of the Hammer Bro that throws fireballs. A fireball or stomp or hitting a block from below defeats it. World 8-7 1000
  Boomerang Bro A variation of the Hammer Bro that throws boomerangs. Stomp, fireball, hitting a block from below or invincibility defeats it. World 2-5 World 8-7 1000
  Sledge Bro A large Hammer Bro that carries sledgehammers. When Mario does not jump, he can stun him. It can be defeated with a stomp, a fireball or a block from below. World 8-7 1000
  Pokey A cactus with a flower and face. Its segments can be destroyed with fireballs, and defeated when hit in the head. World 2-1 200
  Piranha Plant This plant comes out of pipes, but is also found on the ground trying to bite Mario. Throw fireballs or avoid it. World 1-2 World 7-A 200
  Super Piranha Plant A big Piranha Plant. It requires three fireballs to defeat, and gives up eight coins if killed with fireballs. World 2-3 World 6-B 200
  Venus Fire Trap A Piranha Plant that spits fireballs. Defeated with fireballs. World 2-6 World 6-3 200
  Blockhopper Imitates 1-3 bricks and a ? Block, stacked on each other. When Mario approaches, it comes to life and hops around. Easily distinguished by the fact that the ? does not turn. Mario can defeat it by ground pounding all the blocks down to the ? Block. World 2-5 200  
  Cheep-Cheep A swimming fish. It sometimes hops on land. On land it is defeated with a stomp, but underwater it must be hit with a fireball. World 1-A World 8-3 200
  Mega Cheep-Cheep A bigger Cheep-Cheep that acts the same as the small form, Defeated with Fire Mario's fireballs. World 3-1 200
  Deep-Cheep A green Cheep-Cheep that follows Mario when it sees him. Use a fireball to defeat it. World 6-5 200  
  Mega Deep-Cheep A bigger Deep-Cheep that acts the same as the small form. Defeated with Fire Mario's fireballs. World 6-5 200  
  Cheep-Chomp A big, purple Cheep-Cheep. Approaches Mario to attempt to chomp him down. World 3-1 200
  Spike Bass A brown giant fish, with spikes all over. It jumps for some time, similar to Boss Bass. It can be defeated with a fireball, a Koopa Shell, a Starman, and a Mega Mushroom, but returns after a few seconds. World 2-A World 3-C 200  
  Skeeter This bug skates on water and deploys bombs. One stomp or fireball defeats it, and its bombs can be obliterated with fireballs. World 3-A World 8-2 200  
  Sushi Long sharks that are defeated by fireballs. They only appear in 1-A. World 1-A 200
  Blooper Swims in an irregular manner. Can be defeated by fireballs or invincibility. World 3-3 200
  Blooper Nanny Swims in an irregular manner, as Blooper Babies swim after it. Can be beat with a fireball or invincibility. World 3-3 200
  Unagi An eel that lives in gaps, and tries to bite Mario. Occasionally, they can be found swimming back and forth. They can be defeated with a Mega Mushroom or Starman. World 4-3 World 8-3 200
  Mega Unagi A bigger Unagi. Cannot be defeated, but can be swam through with a Mega Mushroom or Starman (except through the face, in which case Mario gets knocked back instead). In World 8-3, one chases Mario at the second half of the level. World 4-3 World 8-3    
  Whomp Attempts to crush Mario when he gets close. Before it gets up, players should execute a Ground Pound on it, causing it to drop four coins. World 3- Castle 200
  Big Whomp Larger versions of normal Whomps that walk around instead of standing in the background. When they fall on the ground, the player can ground pound them to defeat them. World 3- Castle 200  
  Thwomp Tries to crush Mario when he gets close. It is defeated with a Blue Shell, Starman or a Mega Mushroom. World 4- Castle World 8- Bowser's Castle 200
  Super Thwomp A big Thwomp. The only other difference is that Super Thwomp can crush through bricks and used blocks and stair blocks. World 4- Castle World 8- Bowser's Castle 200
  Flame Chomp Spits a fireball that follows Mario, causing its tail, made of fireballs, to decrease in length. It self-destructs when it does not have any fireballs left, which can hurt Mario. Can be defeated with a stomp or a fireball. World 7-1 200
  Podoboo Lava balls that jump out of lava. World 1- Castle World 8- Bowser's Castle  
  Fire Snake An eyed flame with a tail of smaller flames. It can hop on blocks and follow Mario. World 2-5 200
  Boo Facing it stops it. Looking away from it causes it to pursue Mario. It is vulnerable to Starmen and Blue Shells. World 3- Ghost House World 8-1 200
  Balloon Boo Approaches Mario if his back is turned. When looked at, it stops to inhale air to grow. Shrinks to the normal size of a Boo when it attacks. A Starman, Blue Shell or Mega Mushroom can defeat Balloon Boos. World 4- Ghost House 200  
  Broozer Boxing ghoul-like monster. Can break bricks and other blocks that are normally indestructible. Mario can defeat it by jumping on it three times, or hitting it with a fireball. World 5- Ghost House World 5-C 200  
  Splunkin Walking Jack-o'-lantern enemies. One stomp causes it to become angry and speed up; a second stomp destroys it. A fireball also defeats it. World 3- Ghost House World 8-1 200  
  Swoop This bat hangs on ceilings. Flies at Mario when he approaches. Fireballs or a stomp defeats it. World 2-3 World 5-2 200
  Moneybags A hopping pest that at first looks like a coin. Stomp on it or hit it with a Fire Ball to get coins, and if it is jumped on or hit enough times, Mario gets a 1-Up Mushroom. World 5-2 World 6-3 200
  Crowber Swoops at high speeds at Mario. It is defeated with any attack. World 8-1 200  
  Bob-omb Legged bombs with eyes. Stomping/shooting on a Bob-omb makes it explode after a certain time. World 4-5 World 7-5 200
  Kab-omb A Bob-omb that lights and explodes when touched by volcanic debris or one of Fire Mario's fireballs. It can be defeated by stomping it. World 8-8 200  
  Scuttlebug This spider appears from upwards via its web. One stomp or fireball drops it off its string and defeats it. Also, some can detach from their strings and walk along the ground in World 8-4. World 4-1 World 8-4 200
  Squiggler A tiny Wiggler that comes out of pipes and crawls on walls. A stomp on the head defeats it, but only a ground pound gives up points. World 7-A 200  
  Wiggler Normally just walks slowly, but becomes angry and red when stomped on. Can only be defeated with a shell, Starman or Mega Mushroom. World 4-4 World 7-3 200
  Amp An electric enemy. Can be destroyed with a Mega Mushroom or Starman. World 3- Tower World 7- Castle 200
  Chain Chomp It attacks Mario by moving its head and lunging. Mario must ground pound the post it is tied to three times to free it. World 6-6 200
  Bullet Bill It is launched by Bill Blasters and Bill Blaster Turrets. Mario must stomp on it to defeat it. World 2- Castle World 8-1 200
  Banzai Bill An enormous Bullet Bill. Mario can jump on a Banzai Bill to defeat it, just like Bullet Bills. World 7-5 World 8-1 200
  Snailicorn Creature with a snail's shell, a horn, and feet. Invincible to stomps, but can be pushed off cliffs. World 5-3 World 5-B 200  
  Snow Spike The normal Spike does not appear, but this one does. Instead of Spiked Balls, it throws Snowballs. It can be defeated by a stomp or fireballs. World 5-1 200  

ObstaclesEdit

Image Name Description Levels
First Last
  Ball 'n' Chain A spiked ball attached to a chain on a block. It spins around and cannot be destroyed. World 7- Castle World 7- Castle
  Banzai Bill Cannon Giant launchers that shoot unending Banzai Bills. World 7-5 World 8-1
  Bill Blaster Fires endless amounts of Bullet Bills from either side. Can be destroyed with a Mega Mushroom. World 2- Castle World 8-1
  Bill Blaster Turret Stacked Bill Blasters that rotate between firings. Can be destroyed with a Mega Mushroom. World 6-1 World 7-5
  Burner A rocket engine that blows long flames for several seconds before a break. They are indestructible. There are also shorter ones that never stop. World 7- Castle World 8- Bowser's Castle
  Fire Bar A long stick of fireballs rotating around a block. The amount of fireballs vary, and there can be two bars in one block. World 6-4 World 8- Bowser's Castle
  Giant Spiked Ball Larger versions of Spiked Balls that destroy blocks, enemies, and even smaller Spiked Balls. Can only be destroyed with Mega Mario. World 2- Castle World 5- Tower
  Lava Molten rock that causes the player to instantly lose a life if touched. World 1- Castle World 8- Bowser's Castle
  Moving rock Stone platforms that move in set patterns and come in various sizes with some containing spikes. They can either help or hinder the player. Often found in towers. World 1- Tower World 8- Tower
  Poison A liquid hazard that causes the player to instantly lose a life if touched, similar to lava. World 4-1 World 6-3
  Quicksand Sand that sinks the player if they fall in. Jumping repeatedly is required to escape. World 2-1 World 6-A
  Skewer Giant spiked pillars that shoot out at high speeds before retracting. World 3- Castle World 6- Tower
  Snow Deep snow that causes the player to sink, reducing jump height. World 5-1 World 5-1
  Snow branch Snow that hangs on branches and falls once the player passes underneath. It traps them for a moment if it lands on them, and makes them vulnerable to enemies. World 5-1 World 5-1
  Spike Ball Ball with spikes that rolls along the floor, destroying almost everything in its way. They can be destroyed by Mega Mario, or their larger counterpart Giant Spiked Ball. World 2- Castle World 8- Tower
  Spike Trap Pointy obstacles that damage the player if touched. World 1- Tower World 8- Bowser's Castle
  Volcanic debris Lava rocks shot from a volcano. Can be destroyed with a Starman or Mega Mushroom. World 8-8 World 8-8
  Water tide Bodies of water that rise and/or fall when a ? Switch is pressed. Some tides rise and fall on their own. World 2-3 World 8-2
  Whirlpool A swirling vortex of water that can sink the player to the pit. World 6-5 World 6-5

BossesEdit

There are nine bosses found in New Super Mario Bros., excluding the different versions of Bowser and Bowser Jr. encountered throughout the game. With the exception of Bowser, Bowser Jr., and Petey Piranha, all of the bosses in the game are wholly new to the series.

A majority of the bosses can be defeated by three stomps, with a Ground Pound counting for two stomps. As Mini Mario, Ground Pounding is the only way to damage them at all (and only does the same amount of damage as another form's stomp), as a normal stomp will make him harmlessly bounce off them. The exceptions are Mega Goomba, who must be Ground Pounded to damage it regardless of forms, and the three versions of Bowser, who are immune to stomps entirely and must be defeated by hitting a skull switch behind him to throw out the floor. All bosses also take damage from power-up abilities, like fireballs from Fire Mario, the Blue Shell attack from Shell Mario, and being attacked by Mega Mario, though the amount varies.

Image Name Description Levels
First Last
Tower bosses
  Bowser Jr. Bowser Jr. is the game's sole tower boss and the one who kidnapped Princess Peach. He fights in two different ways throughout the game, as conveyed by the placement of his bandana. When it is pulled down, Bowser Jr. charges toward Mario and occasionally performs short hops. Every time he is hit, he hides under his shell for a few seconds. Direct contact damages Mario. World 1- Tower World 6- Tower
  Bowser Jr. (raised bandana) When his bandana is raised, Bowser Jr. hides under his shell whenever Mario draws near, protecting him from being stomped. He also tosses green Koopa Shells at Mario, which can be grabbed and thrown back at him. When hit by a shell, Bowser Jr. falls helplessly onto his back, leaving him vulnerable to being hit. After this, he hides in his shell. World 4- Tower World 8- Bowser's Castle
Castle bosses
  Bowser Bowser is fought on a bridge suspended over lava. He moves around slowly, occasionally jumping or shooting a slow-moving fire ball forwards. When Mario passes him, Bowser rushes after him. Upon Mario hitting the skull switch, Bowser falls in the lava and is reduced to a skeleton. World 1- Castle
  Mummipokey A bandaged Pokey with up to five segments that burrows through the ground, occasionally spitting fast-moving stone-like projectiles. Unlike normal Pokeys, its bald head is vulnerable to stomps, and defeating it takes Mario to World 3 normally, or to World 4 if defeated as Mini Mario. World 2- Castle
  Cheepskipper A large, energetic Cheep-Cheep that is accompanied by three normal-sized Cheep-Cheeps. It leaps out of the water and bounces across the platform Mario stands on, where it can be stomped. World 3- Castle
  Mega Goomba An ordinary Goomba that suddenly grows to massive size, then continues marching back-and-forth as normal. Mario should hit the switch in hole in the middle, then ride up the green platforms that briefly appear so he can ground pound the Mega Goomba three times. Every time it gets damaged, it increases its speed. World 4- Castle
  Petey Piranha A mobile giant Piranha Plant awoken by Bowser Jr., he flies through the air back-and-forth using his wing-like leaf arms. When Mario is in front of him, he sometimes dives down to stomp on him, slipping on the ice and landing on his back, stunning him and allowing Mario to stomp his belly. Whenever he is hit, he jumps around briefly before taking flight again. Defeating him normally unlocks World 6, while defeating him as Mini Mario unlocks World 7. World 5- Castle
  Monty Tank A large, mobilized Bill Blaster Turret that is piloted by a Monty Mole. The tank slowly moves right, occasionally shooting a Bullet Bill while the cannon rotates after Mario, while the Monty Mole occasionally emerges to throw a Bob-omb. Stomping the mole damages it and causes the tank to spin out of control while firing randomly for a few moments. For every point of damage the mole receives, the tank gets one added segment of cannon added to the top of it, for a total of three cannons - each of which can rotate independently, but can also be used as a platform to reach the mole. World 6- Castle
  Lakithunder A Lakitu in shades that rides a storm cloud. The Spiny Eggs it throws bounce is different ways depending on their speed and trajectory, rather than hatching immediately. It can also use its cloud to shoot out a continuous beam of lightning beneath it. Whenever it swoops down, it is vulnerable to attack. World 7- Castle
  Dry Bowser Bowser's skeleton from his dip in the lava, reanimated to battle again. He acts much like before, but he can now throw bones similar to Hammer Bros.' hammers and is immune to fireballs. Defeating him causes him to fall into a pit and fall to pieces at the bottom. World 8- Castle
  Bowser (large) Bowser's ultimate form after being revitalized by Bowser Jr.'s potion at the end of the game. At first, he allows Bowser Jr. to fight while he covers him by shooting giant homing blue fire balls. After Bowser Jr. is defeated, Bowser starts attacking more frequently with giant fire balls in both blue and orange, often in large amounts at once. The only way to reach the skull switch is to wait for him to jump. Once again, he falls into a deep pit upon defeat. World 8- Bowser's Castle

Items and objectsEdit

ItemsEdit

These are collectibles, pickups, and health-restoring objects.

Image Name Description
  Coin Collecting 100 of these give Mario or Luigi an extra life. In Mario Vs. Luigi mode, collecting 8 coins gives Mario or Luigi an item.
  Hidden Coin An outline of a coin that becomes a coin once Mario or Luigi passes through it.
  Red Coin Collecting all 8 Red Coins that appear after passing through a Red Ring gives Mario a Super Mushroom, Fire Flower or 1-Up Mushroom, depending on what power-up Mario or Luigi is currently using.
  Blue Coin Just like normal Coins, but appear by hitting a P Switch.
  Star Coin Three of these are located in every course in hard-to-reach or hidden areas. They are used to remove Star Coin Signs and purchase different touch screen background skins.
  1-Up Mushroom Gives Mario or Luigi an extra life.
    Koopa Shell Koopa Shells can slide when kicked, and can also be used to defeat enemies or destroy bricks. They bounce off of opposing walls and can damage Mario on the rebound, but they can be stopped with a well-timed jump or fireballs.
  Buzzy Shell These work like Koopa Shells, but like Buzzy Beetles they are impervious to fire.
  Springboard Bounces the player high into the air when jumped on.
  Key Mario obtains keys from defeated castle bosses, unlocking pathways to succeeding worlds.
  Big Star A set number of these must be collected to win in Mario Vs. Luigi mode.

Power-upsEdit

Items that transform Mario or Luigi's appearance and give him unique abilities.

Power-up Form Description
   
N/A  
Mario
 
Luigi
Mario and Luigi's weakest form. They start each life in their Small form. If Small Mario or Small Luigi touch an enemy or obstacle, he loses one life.
 
Super Mushroom
 
Super Mario
 
Super Luigi
Turns Small Mario or Small Luigi into Super Mario or Super Luigi, respectively.
 
Fire Flower
 
Fire Mario
 
Fire Luigi
Turns Mario or Luigi into Fire Mario or Fire Luigi, respectively.
 
Starman
 
Invincible Mario
 
Invincible Luigi
Turns Mario or Luigi into Invincible Mario or Invincible Luigi.
 
Mega Mushroom
 
Mega Mario
 
Mega Luigi
Turns Mario or Luigi into Mega Mario or Mega Luigi, respectively.
 
Mini Mushroom
 
Mini Mario
 
Mini Luigi
Turns Mario or Luigi into Mini Mario or Mini Luigi, respectively.
 
Blue Shell
 
Shell Mario
 
Shell Luigi
Turns Mario or Luigi into Shell Mario or Shell Luigi, respectively.

ObjectsEdit

Objects are interactable elements of the environment that cannot be picked up or collected. For objects that primarily function as obstructions or hazards, see above.

Image Name Description
Blocks and containers
  ? Block Gives Mario or Luigi a coin or an item. Some ? Blocks are Coin Blocks that release up to 10 coins when struck in rapid succession. Ground Pounding a Coin Blocks awards Mario with a Super Mushroom. There are also ? Blocks that are completely invisible and only become visible when struck.
  Brick When broken, this block releases a coin or an item.
  Donut Block Falls if stood on too long.
    Dotted-Line Block These intangible outlines become solid red blocks for a limited period of time when a nearby ? Switch is struck. They can be used to reach otherwise inaccessible parts of a level or avoid hazard.
  Face block Becomes a taller stack every time they are hit.
  Flying ? Block ? Blocks that fly around levels and give a coin or an item.
  Moving ? Block[14] ? Blocks that are fastened to overhanging spider silk. They swing and can be stood on to reach otherwise inaccessible items. Striking the block makes it stop moving.
  Red Winged ? Block The red-colored Flying ? Blocks travel between levels on the map and give better items when hit.
  Roulette Block Gives a random item to Mario or Luigi.
  Snake platform Travels along winding paths, but do not move anything on top of them directly. It falls quickly when it reaches its destination.
  Spiked ? Block Gives the player a coin or an item when hit. The block spins, alternating between the spiked side and the safe side. The spiked side can damage the player.
  Spin Block Lets Mario or Luigi perform a high, gliding Spin Jump.
  Stone Block Can only be destroyed by Big Thwomps, Bob-ombs, Mega Mario, or Mega Luigi.
Trigger objects
  ! Switch Turns Dotted-Line Blocks into solid red blocks when pushed.
  ? Switch Changes something in the level when pushed.
  Manhole A lid that prevents access. The only way to enter is to Ground-Pound.
  P Switch Switches the positions of coins and bricks and spawns Blue Coins.
  Red Ring Makes 8 Red Coins appear for a limited time.
  Red-and-yellow block[15] These switches either cause rotating platforms to materialize or Flatbed Ferries to move. Striking them again undoes the effect.
  Skull switch Collapses the bridge underneath Bowser's feet, defeating him.
Pipes
  Bubble-jet pipe Currents that push the player.
  Cork The cork prevents access to a Warp Pipe, but jumping on a nearby pipe three times dislodges it.
  Pipe Most pipes are columnar platforms of varying heights, but some are Warp Pipes that can be entered to access hidden areas. A few are Pipe Cannons that launch Mario skyward when entered.
  Small pipe Can only be entered by Mini Mario and Mini Luigi.
Climbabale objects
  Cliff Narrow ledges that Mario can either sidestep or cling to. Normal movement is restricted on cliffs.
  Fence Chain-link fences that can be climbed on. Climbing Koopas are occassionally found climbing on them.
  Flip panel Sections of Chain-Links that can be punched to flip to the other side.
  Flip panel (big) Wide flip panels. They function like the smaller ones, but their large size can help Mario avoid certain hazards and enemies.
  Moving pole[16] Yellow, striped poles that move in a continuous pattern on tracks. They can be grabbed by Mario and swung back and forth with momentum.
  Pole A climbable, yellow striped pole with a red base. Only one pole appears in the game, located in World 3- Castle near a group of Whomps.
  Rope Loose tightropes. Mario's movement is slower as he tries to keep balance, but his jumping height is greater.
  Rope (strung) Taught rope that Mario can cling to like monkey bars and travel along to reach distant areas.
  Rope (untied) Rope that Mario can swing back and forth on.
  Vine Hanging vines of varying lengths in forest-themed levels. They function like untied ropes.
  Vine Block Can be climbed, sometimes leading to bonuses.
Platforms
  Bell-shaped contraption[17] Railed lifts composed of yellow blocks arranged like a horseshoe. It moves along the track once Mario wall jumps between its opposing sides.
  Conveyor Belt Quickly moves anything on them.
  Crumbling ledge Precarious rocks. It starts to fall when stood on, necessitating that Mario keeps moving.
  Drawbridge[18][19] Two yellow platforms that opens and closes.
  Flatbed Ferry Lifts that travel along tracks. Some tracks are self-connected or end in a small red ball that sends the Flatbed Ferry back the way it come. Others lack an obstruction at the end, causing the lift to fall.
  Floating barrel Narrow platforms that float in water. They gently sink while Mario is on top of them.
  Floating platform[20] A lift that ascends when stood on. Standing on either end of the floating platform adjusts its trajectory.
  Floor Platforms from the arcade game. Jumping underneath a floor defeats whatever enemy was on top of it.
  Gelatin Encapsulates terrain and coins. Can be ground-pounded.
  Green platform[21] Platforms that appear in the boss battle with Mega Goomba. Stepping on one causes it to rise and gives Mario an opportunity to strike the Goomba's head.
  Hanging platform Broad platforms that tilt under Mario's weight.
  Haunted Lift Lifts controlled by Boos. They tilt and suddenly drop in the narrow corridors they are found.
  Haunted Stairs The steps materialize when a nearby ? Switch is pressed. They appear only for a brief period of time.
  Hinged device[22] A striped lift that flips the player to the other side of a wall when stepped on.
  Lift Floating, moving platforms.
  Log[23] These small logs slowly fall once stepped on.
  Moving Mushroom Mushroom platforms that sway and travel from one part of the level to the other. In some athletic levels, they are necessary to reach the exit.
  Mushroom Platform Tall, broad mushrooms that make up narrow platforms in the sky. There are a diversity of different types.
  Mushroom Trampoline Bouncy Mushroom Platforms. Pressing   when Mario makes contact with the cap bounces him higher.
  Paddle wheel Four lifts fastened to a track. It sags under Mario's weight, causing it to move along the track.
  Paddle wheel (big) Giant paddle wheels that perpetually spin, like a Ferris wheel. Unlike normal paddle wheels, their pivot point is fixed to one location.
  Rippling Floor Ground that moves in waves.
  Rolling log Big, long platforms that float in poison. The logs spin vertically when Mario is on top, necessitating he keeps jumping to avoid losing a life.
  Rotating platform Platforms that rotate in 90˚. They come in three different shapes: a triangular prism, a cube, and a rectangular prism.
  Sand Dune Dunes that rise or fall when a nearby ? Switch is pressed. This makes otherwise inaccessible parts of a level reachable.
  Scale Lift Standing on one lift causes it to fall and the other to rise.
  Seesaw A long platform that tilts left or right depending on where the player walks.
  Seesaw Shroom Mushroom Platforms that tilt under Mario's weight like teeter-totters.
   Sinking and Rising Mushrooms Narrow-capped Mushroom Platforms that occur in pairs. Standing on one causes it to fall and its partner to rise, similar to Scale Lifts.
  Stretch Shroom Mushrooms whose caps horizontally extend and contract in set intervals.
  Swing Lifts that sway back and forth like pendulums. Some move through lava as they swing.
  Unstable mushroom Mushroom Platforms that tilt back and forth on their own.
Other objects
  Bumper Giant bubbles that bounce the player away.
  Door Takes Mario or Luigi to another room.
  Midway point Marks each stage's checkpoint.
  One-way gate Gates with red arrows, indicating which way they open to.
  Phantom Hand Harmless, floating hands that point to secrets.
  Pole (goal) A flag post bearing a black flag with a white skull emblem. Must be touched by the player to complete the level. Only appears in levels with no bosses.
  Pole (secret goal) Similar to Goal Poles, but are well hidden, and act as secret exits for some levels. Instead of bearing black flags, secret Goal Poles' flags are red.
  Tornado Desert cyclones that carry Mario high into the air.

CreditsEdit

If the player taps the letters as the credits roll, they make sound effects heard throughout the game, with each letter of the alphabet making a different sound, except for letters D and E, which share the same sound (however, the letter Q does not appear at all during the credits). Punctuation marks also make sound effects. Tapping the background makes the sound effect of Mario jumping. If the player completes the game using Luigi, Mario's voice clips are substituted with Luigi's ones. Photos of the levels that the player has completed (including Warp Cannons) and the bosses that they have faced are shown on the top screen during the credits.

  • A: Bowser Jr. exclaiming "Ouch!" while being hit
  • B: Bowser Jr. defeated
  • C: Bowser Jr. ducking into his shell
  • D / E: Enemy stomp
  • F: Shell kick
  • G: Mario exclaiming "Yes!"
  • H: Mario exclaiming, surprised
  • I: Fireworks
  • J: Sound effect in game's opening
  • U: Springboard
  • V: Extra life
  • W: A musical response to the Extra life sound; resembles a reversed 1-Up sound effect
  • X: Shattering sound
  • Y: Mario after being kissed by Peach
  • Z: Peach saying "Thank you!"
  • ,: Underwater broken brick
  • &: Broken brick

StaffEdit

Main article: List of New Super Mario Bros. staff

General ProducerEdit

ProducerEdit

  • Hiroyuki Kimura

DirectorEdit

  • Shigeyuki Asuke

Assistant DirectorsEdit

  • Masahiro Imaizumi
  • Taku Matoba

Map & Level DesignEdit

Critical receptionEdit

New Super Mario Bros. received, overall, critical acclaim, with the most praise going to it being an excellent revamp and revival of the 2D platformers, while still being a new and original game in its own right. IGN gave it a 9.5/10, saying the game "marked a brilliant return to Mario's side-scrolling environments, with elements that reintroduced the classic touch".[24] It was also given a high rating by GameSpot, who rated it 9/10.[25]

Reviews
Release Reviewer, Publication Score Comment
Nintendo DS Craig Harris,
IGN
9.5/10 Admittedly there aren't as many gameplay innovations in New Super Mario Bros. as compared to previous Super Mario releases, but that's mostly due to the fact that much of platforming's innovations are related to 3D designs. But that said, this Nintendo DS release still proves that Nintendo still has some great ideas brewing for its plumber in his classic setting. There's an incredible amount of fresh, fun challenge to uncover in this revival.
Nintendo DS Tom Bramwell,
Eurogamer
9/10 Fitting, then, that Nintendo saved some of his finest moments for this diminutive game-card - which, along with the emergence of DS and Wii, some have marked as a bookend to a period of dynastic chaos. The balance could yet shift again. But New Super Mario Bros., with its faultless controls, effortless variety and deceptive simplicity, argues that while market ratios can sweep back and forth and erupt and diminish in unexpected ways, the balance of ideas can always be relied upon to settle in one place: in the welcoming arms of a friendly little company from Kyoto called Nintendo.
Nintendo DS Corbie Dillard,
Nintendo Life
9/10 Let's face it, 15 years is a long time to wait for a new 2-D Super Mario Bros. game, but the wait was obviously well worth it. Nintendo has managed to take everything great and fun from the previous Super Mario Bros. games, roll it all together, add a fresh coat of paint onto the whole thing and come out with one of the best platformers we've seen released in years, not to mention a game easily worthy of the Super Mario Bros. name. This could be the best Nintendo DS game to date, and one that should have no trouble doing what its' predecessors did, and that's selling a lot of Nintendo game systems.
Nintendo DS Jeff Gerstmann,
GameSpot
9/10 With its ability to recall the older games without leaning too heavily on its famous name, New Super Mario Bros. is an essential new classic that lives up to the legacy of the series quite well. If you're looking for a quality DS game, look no further.
Aggregators
Compiler Platform / Score
Metacritic 89
GameRankings 89.07%

SalesEdit

New Super Mario Bros. is the best-selling game for the Nintendo DS, having sold 30.80 million copies worldwide.

Super Mario-kun adaptationEdit

 
Mario trying to save Luigi from falling from the cliff before his distraction

New Super Mario Bros. is featured in the Super Mario-kun manga. Only one volume is based on the game. Though it follows the story in some segments in these volumes from the game, it continues the key plot element differences, as in every volume in the Super Mario-kun manga series.

Differences in the Super Mario-kun mangaEdit

  • Luigi falls when he is defeated by Mario in the Mario vs. Luigi segments. Mario runs to the cliff when he sees his brother about to fall, grabbing him to save him, until he is distracted by a female star.

Pre-release and unused contentEdit

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

In some demo versions used in kiosks during 2005, and in the E3 2005 trailer version, Mega Goombas were a generic species, rather than an individual boss. They appeared as difficult enemies, in one of the 2005 demos, as well as being a boss, similar to in the final game. A screenshot featuring of early map icons exists on page twelve of one of the final versions of the US manual. There were originally three item reserve spots rather than one. Spindrift was also supposed to be in the game, but got replaced by the blue spinning platforms in World 1-3 and other levels.[26]

GlitchesEdit

Main article: List of New Super Mario Bros. glitches

Above the ceilingEdit

In World 2, 3, and 5-Tower, Mario must go to the top of the tower. Then, they fight Bowser Jr., and must stomp on him twice. Then, he goes through his usual routine trying to jump on Mario. Mario must time it right so when he jumps to the highest point, they can jump on him. Also, Mario must use the technique where they can jump higher off an enemy. He has to aim towards the ceiling, and, if done correctly, Mario or Luigi should be on top of the roof. The usual animation of Bowser Jr. running away shows and the Mario or Luigi face signal turns halfway because the player cannot see Mario.

Falling Bowser Jr. softlockEdit

In World 5-Tower, Mario should get to the boss, then walk to the edge while Bowser Jr. charges at him. If done correctly, Bowser Jr. charges off the platform. Then the screen zooms out to show an empty area. The only way to escape is to fall off the platform. Once Mario loses a life, the screen shakes and teleport them to the map.

Mega Mushroom storing exploitEdit

When Mario finds a "wild" Mega Mushroom in a level (1-1, 1-2, 4-4, and 7-5) (not in a Toad House) they must let the Mega Mushroom run to any unbreakable block (empty ? Block, empty brick, etc.). He must jump against the Mega Mushroom and the block in the same frame. When done right, the character does not become Mega. Instead, a Mega Mushroom is put as Mario's Stored Item.[27]

GalleryEdit

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

MediaEdit

For a complete list of media for this subject, see List of New Super Mario Bros. media.
  New Super Mario Bros. - Opening
File infoMedia:NSMB Opening.ogv
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  New Super Mario Bros. - World 1-1.
File infoMedia:NSMB W1-1.ogv
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  Overworld Theme - The overworld music.
File infoMedia:NSMB Music Overworld Theme.oga
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  Underground Theme - The underground music.
File infoMedia:NSMB Music Underground Theme.oga
0:30
  Athletic Theme - The athletic music.
File infoMedia:NSMB Music Athletic Theme.oga
0:30
  Underwater Theme - The underwater music.
File infoMedia:NSMB Music Underwater Theme.oga
0:30
  Haunted Mansion Theme - The haunted mansion music.
File infoMedia:NSMB Music Haunted Mansion Theme.oga
0:30
  Fortress Theme - The fortress music.
File infoMedia:NSMB Music Fortress Theme.oga
0:30
  Castle Theme - The castle music.
File infoMedia:NSMB Music Castle Theme.oga
0:30
  Dead Theme - The music that plays when Mario loses a life or runs out of time.
File infoMedia:New Super Mario Bros - Dead.oga
0:02
Help:MediaHaving trouble playing?

Differences from previous Super Mario gamesEdit

  • In the previous Super Mario games (particularly 8-bit and 16-bit Super Mario games), when Mario picks up a 100th Coin for a 1-Up, the 1-Up Mushroom sound cancels the Coin sound. Instead, in this game, the Coin and 1-Up Mushroom sound play together whenever obtaining a 100th coin. This feature is also present in future New Super Mario Bros. games.
    • In addition, the "bump" noise when hitting a block/wall, or a shell bouncing off is also the same as the 8-bit Super Mario games. In later installments, the "bump" noise is given a new one.
  • Mario's moveset has been upgraded to include some of his 3D moves, such as the ground-pound or the wall jump.

References to other gamesEdit

  • Mario Bros. - The respawn jingle from this game plays in the Mario Vs. Luigi mode when Mario respawns from defeat. World 2-2 and World 8-6 contain floors that Mario and Luigi can hit from below to knock over enemies walking on top of them, similarly to one of the main gameplay mechanics of Mario Bros.
  • Super Mario Bros. - There are two unlockable skins for the bottom screen that resemble something of this game; one shows a close-up of 8-bit Mario and Luigi sprites, and the other one is a secret unlockable skin and it features Mario, Luigi, and some Goombas in World 1-1. The overworld Multiplayer stage is also based on World 1-1. In the end of World 1-2, there is a hidden path over the ceiling before the final pipe that leads to a secret pipe, which is a direct reference the same secret in the same level of Super Mario Bros. Bowser and Dry Bowser are defeated the exact same way as in the castles in this game - by hitting the axe/skull switch which makes the bridge he is standing on fall into the lava or a bottomless pit, respectively. The latter also applies to the final battle against Bowser and Bowser Jr. The color scheme of the Mega Mushroom in New Super Mario Bros. is the same as that of the Super Mushroom in this game. If Mario finishes a level with the last two numbers of the time limit being the same, the "level complete" theme from this game plays in place of the normal one. A cover of this game's death theme plays when Mario loses a life. The first four levels' settings of the game are very similar to those of this game: the first level takes place in a grassy field, the second takes place underground, the third takes place up high on trees/giant mushrooms, and the fourth is a tower/castle level with a boss waiting for Mario at the end. The music in the Toad Houses is a cover of this game's ground theme. Also, if the player presses  ,  ,  ,  ,  ,  ,  ,   while in the pause menu on the map, then Mario can no longer backtrack in levels, like in this game. In the minigame Danger, Bob-omb! Danger!, the background music is an arrangement of the castle theme from this game. The sound effect for when Mario or Luigi slides down the pole is reused, albeit reversed. Other sound effects are reused including the coin, stomp, bump, fireball, jump and warp pipe/power down sounds.
  • Super Mario Bros. 3 - One of the hazards of the Castle multiplayer stage is the moving ceiling that can crush players; this seems to be based on the moving ceilings in some of the fortresses in this game. The world themes are similar to the ones in this game. Toad Houses return. When Mario is taking on a castle boss, the music is a cover of the boss theme from this game. Bowser Jr. fights like Boom Boom did in this game. World 8-1 is based on World 8-1 in this game, with both levels featuring haunted battlegrounds filled with Boos and Bill Blasters. The Toad House theme is arranged in the minigame Bob-omb Reverse. The Spade Bonus theme is also arranged in the minigame Wanted!.
  • Super Mario World - The Item Stock returns from this game. A Monty Mole, which first appears in this game, appears as part of a boss called Monty Tank. Wigglers also appear in the game. Grinders don't appear in New Super Mario Bros., but spiked balls appear in the game, having the same function. Also, this game features Warp Pipes that can shoot the player into the air like Cannons. The jump sound effect is reused when Mario or Luigi jumps.
  • Mario Kart series - The Lightning item was once considered for Mario Vs. Luigi, retaining its ability to shrink the opponent player.[28]
  • Super Mario World 2: Yoshi's Island - The sound effects for defeating Piranha Plants, the switch timer, and collecting Red Coins, including the distinct sound for the last red coin, all come from this game.
  • Super Mario 64 - There are several characters from this game reappearing here, such as Dorrie and Sushi. Some of the Mario Bros.' techniques, such as the Triple Jump, the Wall Jump, the Ground Pound, and the Flutter Kick, are also brought to 2D Super Mario games starting from this game. Also, a few voice clips are reused, like "It's-a me, Mario!", and "Here we go!" The theme used for Invincible Mario/Luigi is the same as the theme for Wing Mario and Vanish Mario in this game. Bowser's voice effects in New Super Mario Bros. are his computerized roars and growls from the N64 era. In all follow-ups to this game, he uses his modern voice clips as provided by Kenny James. Chain Chomps can be freed by Ground Pounding their posts three times.
  • Mario Kart 64 - The artwork for the Blue Shell is edited from the artwork for the various shells from this game.
  • Super Mario Advance series - The sound effect that plays when Mario or Luigi collects a Super Mushroom is reused from these games.
  • Super Mario Sunshine - Bowser Jr. reappears as the main antagonist in this game. The instruction booklet even says, "Didn't Bowser Jr. once think Peach was his mother?", referencing this game. When Mario enters Petey Piranha's room, (for the first time, from the beginning), who first appears in this game, the cutscene that plays mirrors the beginning of his second battle in Bianco Hills. He is found sleeping peacefully only to be disturbed by something (in this case, Bowser Jr. jumping on him) and, enraged, starts to fly. During the card minigames, the music from Casino Delfino plays, but without the saxophones and whistling. Based on the background, it is very well possible that these games take place in Casino Delfino. The Monty Mole boss of World 6 attacks Mario by throwing Bob-ombs and shooting Bullet Bills from a cannon-bearing machine, like the Monty Mole boss of this game.
  • Mario Party 4 - The Mini Mushroom and Mega Mushroom return with the same function as in this game, albeit with different designs.
  • Mario Kart: Double Dash!! - Pokeys use their design from this game. Also, some character voices come from this game.
  • Mario Party 6 - Mario, Luigi, and Princess Peach's artwork is reused for this game.
  • Super Mario 64 DS - The characters reappearing from Super Mario 64 look as they do in this game, and many assets were pulled from this game - models and textures, the invincibility music track, some sound effects, and several enemies, such as Scuttlebugs, which debut in 2D Super Mario games here, using their behavior from Super Mario 64 DS. Additionally, the Mega Mushroom grants the same effect as grabbing a Super Mushroom in this game. Most of the minigames in New Super Mario Bros. return or are edited from this game. The Mario Vs. Luigi mode is very similar to this game's VS mode. When the Nintendo DS is opened and closed, Mario says "It's-a me, Mario!" and "Buh-bye!", respectively. Also, New Super Mario Bros. runs on a heavily modified version of this game's engine.[citation needed]
  • Mario Kart DS: The Blooper's and Dash/Super Mushroom's designs originate from this game and become their standard designs in subsequent games. Furthermore, the main games in New Super Mario Bros. (Mario Game and Mario Vs. Luigi) use similar fonts for the body text elements from this game.

References in later mediaEdit

Names in other languagesEdit

Language Name Meaning Notes
Japanese Newニュー スーパーマリオブラザーズ[?]
Nyū Sūpā Mario Burazāzu
New Super Mario Bros.
Chinese (simplified) New 超级马力欧兄弟[?]
New Chāojí Mǎlì'ōu Xiōngdì
New Super Mario Brothers
Chinese (traditional) 新超級瑪利歐兄弟[29] (Taiwanese Nintendo DS detail site)
Xīn Chāojí Mǎlì'ōu Xiōngdì
New Super Mario Brothers
New 超級瑪利歐兄弟[30] (Super Mario Bros. 35th Anniversary site)
New Chāojí Mǎlì'ōu Xiōngdì
French New Super Mario Bros[?] New Super Mario Bros
Korean 뉴 슈퍼 마리오브라더스[?]
Nyu Syupeo Mario Beuradeoseu
New Super Mario Bros.

TriviaEdit

  • New Super Mario Bros. is the last game in the Super Mario franchise in which the sound effect of a Warp Pipe is also the damage sound effect for Mario/Luigi. Later Super Mario platformers use the Super Mario World variant of the pipe sound to indicate damage, while still keeping the original Super Mario Bros. sound effect for pipes.
    • Likewise, the Coin sound in this game is very similar to the Coin sound from the 8-bit Super Mario games, whereas in later games in the series, the sound effect sounds closer to that of Super Mario World.
    • Likewise, this is the last game where the Goal Pole has a skull on the flags. Starting with New Super Mario Bros. Wii, Bowser's emblem is used.

ReferencesEdit

  1. ^ Akfamilyhome (April 1, 2020). A History of Nintendo's Hong Kong Releases. YouTube (Chinese (English subtitles available)). Retrieved June 5, 2024. (Archived May 25, 2024, 11:22:53 UTC via Wayback Machine.)
  2. ^ French print ad from Official Nintendo magazineMedia:NSMBDSadNinF.jpg
  3. ^ https://www.nintendo.com/en-za/Games/Nintendo-DS/New-Super-Mario-Bros-271969.html
  4. ^ iQue DSi. iQue (Simplified Chinese). Archived November 22, 2009, 19:18:10 UTC from the original via Wayback Machine. Retrieved May 25, 2024.
  5. ^ New スーパーマリオブラザーズ | Wii U | Nintendo. Nintendo (Japanese). Retrieved April 5, 2015.
  6. ^ New Super Mario Bros. for Wii U - Nintendo Game Details. Nintendo. Retrieved January 24, 2020.
  7. ^ New Super Mario Bros. | Nintendo DS | Games | Nintendo. Nintendo of UK (British English).
  8. ^ Sakai, Kazuya (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan), editors (2015). 『スーパーマリオブラザーズ百科: 任天堂公式ガイドブック』. Tokyo: Shogakukan (Japanese). ISBN 978-4-09-106569-8. Page 11–13.
  9. ^ Nintendo Co., Ltd. HISTORY → Series → Super Mario. Mario Portal. Retrieved 6 Nov. 2024. (Archived October 3, 2024, 11:52:39 UTC via Wayback Machine.)
  10. ^ a b c d e Loe, Casey (May 15, 2006). New Super Mario Bros. Player's Guide. Nintendo of America (American English). ISBN 1-59812-009-3. Page 121.
  11. ^ MyLittleWalrus (October 28, 2016). New Super Mario Bros. Any% Speedrun in 23:32 (Former World Record). YouTube. Retrieved May 25, 2024.
  12. ^ Sakai, Kazuya (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan), editors (2015). "New Super Mario Bros." in『スーパーマリオブラザーズ百科: 任天堂公式ガイドブック』. Tokyo: Shogakukan (Japanese). ISBN 4-091065-69-4. Page 114–15.
  13. ^ Shogakukan editors (2006). 「敵キャラクターリスト」in『ニュー・スーパーマリオブラザーズ: 任天堂公式ガイドブック』. Tokyo: Shogakukan (Japanese). ISBN 4-091063-07-1. Page 14–19.
  14. ^ Knight, Michael (2010). Nintendo DS Pocket Guide. Roseville: Prima Games. ISBN 978-0-307-46760-7. Page 74.
  15. ^ Loe, Casey (2006). New Super Mario Bros. Official Player's Guide. Redmond: Nintendo of America. ISBN 1-59812-009-3. Page 109.
  16. ^ Knight, p. 80
  17. ^ Loe, p. 35
  18. ^ Loe, p. 58
  19. ^ Knight, p. 57
  20. ^ Loe, p. 93
  21. ^ Loe, p. 60
  22. ^ Loe, p. 56
  23. ^ Knight, p. 47
  24. ^ Harris, Craig (May 6, 2006). New Super Mario Bros.. IGN (English). Retrieved May 25, 2024.
  25. ^ Gerstmann, Jeff (May 16, 2006). New Super Mario Bros. Review. GameSpot. Retrieved May 25, 2024.
  26. ^ ravmn (November 18, 2008). New Super Mario Bros E3 2005. YouTube (English). Retrieved February 24, 2023.
  27. ^ mindnomad (November 1, 2009). TAS New Super Mario Bros. - 2 Mega Mushroom Glitches. YouTube (English). Retrieved May 25, 2024.
  28. ^ May 24, 2005. Mario Comes Full Circle In New Super Mario Bros.. Press The Buttons. Retrieved April 9, 2024.
  29. ^ Nintendo (2008). DS Software. Retrieved September 15, 2020.
  30. ^ Official Chinese website for the Super Mario Bros. 35th Anniversary. Nintendo HK (Traditional Chinese). Retrieved October 23, 2020.

External linksEdit