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*''[[Super Mario Bros. 3]]'': The [[Penguin Suit]] is based on the suits in this game, mainly the [[Frog Suit]]. The [[Koopalings]]' battle theme is a cover and once again played when fighting against them. The Airship theme is a cover that plays on the Airships. The design on the [[Fortress]]es are based on the Fortress sprite in this game. [[Jellybeam]]s resemble the in-game sprites of [[Jelectro]]s. [[Stalking Piranha Plant]]s resemble [[Ptooie]]s whose behavior is largely given to [[River Piranha Plant]]s. The [[Enemy Course]]s are similar to the levels when fighting against a [[Hammer Bro]], [[Fire Bro]], [[Boomerang Bro]], or [[Sledge Bro]] and even use a cover of the song. Also, reserved power-ups can be used on the world maps. The game features an inventory window, rather than a summonable item, only accessible from the overworld, reminiscent of that of ''Super Mario Bros. 3''. Most of the Koopalings are fought in the same kind of land they are, like in ''Super Mario Bros. 3''. For example, Lemmy Koopa is in charge of the ice-themed world in both games, and Wendy O. Koopa is in charge of the water-themed world in both games. In addition, [[Power-up Panels]] is likely based on the card-matching minigame in this game. [[Toad House]]s feature checkered floor tiles like those seen in this game's [[fortress]] and kings' chambers. Artwork of Mario holding a [[Green Shell]] resembles [[:File:RaccoonMario GreenShell SMB3.png|promotional artwork]] of [[Raccoon Mario]] holding a [[Koopa Troopa|Green Koopa Troopa]] from this game. Artwork of a [[Spike]] throwing a [[Spike Ball|spiked ball]] resembles [[:File:SMB3 Spike.jpg|its promotional artwork from this game]].
*''[[Super Mario Bros. 3]]'': The [[Penguin Suit]] is based on the suits in this game, mainly the [[Frog Suit]]. The [[Koopalings]]' battle theme is a cover and once again played when fighting against them. The Airship theme is a cover that plays on the Airships. The design on the [[Fortress]]es are based on the Fortress sprite in this game. [[Jellybeam]]s resemble the in-game sprites of [[Jelectro]]s. [[Stalking Piranha Plant]]s resemble [[Ptooie]]s whose behavior is largely given to [[River Piranha Plant]]s. The [[Enemy Course]]s are similar to the levels when fighting against a [[Hammer Bro]], [[Fire Bro]], [[Boomerang Bro]], or [[Sledge Bro]] and even use a cover of the song. Also, reserved power-ups can be used on the world maps. The game features an inventory window, rather than a summonable item, only accessible from the overworld, reminiscent of that of ''Super Mario Bros. 3''. Most of the Koopalings are fought in the same kind of land they are, like in ''Super Mario Bros. 3''. For example, Lemmy Koopa is in charge of the ice-themed world in both games, and Wendy O. Koopa is in charge of the water-themed world in both games. In addition, [[Power-up Panels]] is likely based on the card-matching minigame in this game. [[Toad House]]s feature checkered floor tiles like those seen in this game's [[fortress]] and kings' chambers. Artwork of Mario holding a [[Green Shell]] resembles [[:File:RaccoonMario GreenShell SMB3.png|promotional artwork]] of [[Raccoon Mario]] holding a [[Koopa Troopa|Green Koopa Troopa]] from this game. Artwork of a [[Spike]] throwing a [[Spike Ball|spiked ball]] resembles [[:File:SMB3 Spike.jpg|its promotional artwork from this game]].
*[[Super Nintendo Entertainment System]]: On the cover of the game disc (the side opposite with the part that reads the console), Mario, Luigi, Blue Toad, and Yellow Toad are positioned in the same way that the buttons on the European and Japanese SNES controller are.
*[[Super Nintendo Entertainment System]]: On the cover of the game disc (the side opposite with the part that reads the console), Mario, Luigi, Blue Toad, and Yellow Toad are positioned in the same way that the buttons on the European and Japanese SNES controller are.
*''[[Super Mario World]]'': ''New Super Mario Bros. Wii'' is the first game in the 2D ''Super Mario'' series to use this game's variant of the power-down sound while still keeping the original ''Super Mario Bros.'' sound effect for entering and exiting pipes, as well as the first to use a [[Coin]] sound effect similar to this game's. The design on the Fortress doors leading to the [[List of bosses|boss]] is similar. Yoshis reappear, along with the sound heard when mounting onto Yoshi and the drumbeat that is added to the music, similar to this game. Parts of the castle BGM can be heard in the castle levels. The sound effect that plays when the invincibility wears off is taken from the [[P Switch|Switch Block]] when the activation is going to stop, as well as the sound that plays when the [[Super Star]] power-up runs out. The [[World 9 (New Super Mario Bros. Wii)|World 9]] is similar to the [[Star World]] and the [[Special Zone]]. Also, World 3 has a switch that activates blocks, similar to the [[Switch Palace]]s in this game, without having to go through a level. Almost the entirety of {{world-link|7|castle|World 7-Castle (New Super Mario Bros. Wii)}} can be skipped by finding the secret exit in {{world-link|7|tower|World 7-Tower (New Super Mario Bros. Wii)}} and completing [[World 7-6 (New Super Mario Bros. Wii)|World 7-6]], like how the [[Back Door]] can be accessed by finding the secret exit in [[Valley of Bowser 2]] and completing [[Valley Fortress]]. The [[Koopa Clown Car]] returns. World 4-Castle, whose boss is Wendy O. Koopa, features Skewers, much like [[6 Wendy's Castle|#6 Wendy's Castle]]. [[River Piranha Plant]]s resemble [[Jumping Piranha Plant]]s. [[Jumbo Rays]] don goggles resembling those of [[Blurp]]s and [[Dolphin]]s. [[King Bill]]s are shortened in length like the [[Banzai Bill]]s from this game. Some members of [[Circling Boo Buddies]] make the same facial expressions as [[Boo]]s in this game. Boos also circle around [[Ghost House]]s like in this game. Artwork of Mario jumping with a [[Yoshi (species)|Green Yoshi]] resembles this game's box art. Artwork of [[Blue Toad (character)|Blue Toad]] riding a [[Yoshi (species)|Pink Yoshi]] resembles [[:File:SMW Art - Yoshi and Berry.png|promotional artwork]] of [[Yoshi]] eating a [[Fruit (Yoshi food)|berry]] from this game. Artwork of Bowser resembles [[:File:BowserSMW1.png|his promotional artwork from this game]].
*''[[Super Mario World]]'': ''New Super Mario Bros. Wii'' is the first game in the 2D ''Super Mario'' series to use this game's variant of the power-down sound while still keeping the original ''Super Mario Bros.'' sound effect for entering and exiting pipes, as well as the first to use a [[Coin]] sound effect similar to this game's. The design on the Fortress doors leading to the [[List of bosses|boss]] is similar. Yoshis reappear, along with the sound heard when mounting onto Yoshi and the drumbeat that is added to the music, similar to this game. Parts of the castle BGM can be heard in the castle levels. The sound effect that plays when the invincibility wears off is taken from the [[P Switch|Switch Block]] when the activation is going to stop, as well as the sound that plays when the [[Super Star]] power-up runs out. The [[World 9 (New Super Mario Bros. Wii)|World 9]] is similar to the [[Star World]] and the [[Special Zone]]. Also, World 3 has a switch that activates blocks, similar to the [[Switch Palace]]s in this game, without having to go through a level. Almost the entirety of {{world-link|7|castle|World 7-Castle (New Super Mario Bros. Wii)}} can be skipped by finding the secret exit in {{world-link|7|tower|World 7-Tower (New Super Mario Bros. Wii)|World 7-Fortress}} and completing [[World 7-6 (New Super Mario Bros. Wii)|World 7-6]], like how the [[Back Door]] can be accessed by finding the secret exit in [[Valley of Bowser 2]] and completing [[Valley Fortress]]. The [[Koopa Clown Car]] returns. World 4-Castle, whose boss is Wendy O. Koopa, features Skewers, much like [[6 Wendy's Castle|#6 Wendy's Castle]]. [[River Piranha Plant]]s resemble [[Jumping Piranha Plant]]s. [[Jumbo Rays]] don goggles resembling those of [[Blurp]]s and [[Dolphin]]s. [[King Bill]]s are shortened in length like the [[Banzai Bill]]s from this game. Some members of [[Circling Boo Buddies]] make the same facial expressions as [[Boo]]s in this game. Boos also circle around [[Ghost House]]s like in this game. Artwork of Mario jumping with a [[Yoshi (species)|Green Yoshi]] resembles this game's box art. Artwork of [[Blue Toad (character)|Blue Toad]] riding a [[Yoshi (species)|Pink Yoshi]] resembles [[:File:SMW Art - Yoshi and Berry.png|promotional artwork]] of [[Yoshi]] eating a [[Fruit (Yoshi food)|berry]] from this game. Artwork of Bowser resembles [[:File:BowserSMW1.png|his promotional artwork from this game]].
*''[[Donkey Kong Country]]'': The animal buddy mechanics used in this game, are used on the Yoshis; players can only use Yoshi in certain levels, and they ditch him after clearing the level.
*''[[Donkey Kong Country]]'': The animal buddy mechanics used in this game, are used on the Yoshis; players can only use Yoshi in certain levels, and they ditch him after clearing the level.
*''[[Super Mario World 2: Yoshi's Island]]'': Just before the main boss of the world, [[Kamek]] appears and flies all over the room, using his magic on the room and boss. Fake walls reappear. The room Kamek's battle takes place in is similar to the final room of [[King Bowser's Castle (Super Mario World 2: Yoshi's Island)|King Bowser's Castle]], containing autoscrolling blocks that can be transformed by {{conjectural|Magic spell}}s. Kamek turns Bowser into a giant for the final battle. [[Bubble]]s reappear to protect players from harm, as they did for [[Baby Mario]]. The dark also makes a reappearance in several levels. The introduction to the castle boss theme is a shortened cover of the introduction to the boss theme from this game. [[Bowser Jr.]]'s final battle involves a floor that can be [[Ground Pound]]ed to produce shockwaves, like the floor involved in [[Baby Bowser]]'s initial fight. [[Giant Goomba]]s and [[Hefty Goomba]]s split into their immediately smaller counterparts like [[Milde]]s.
*''[[Super Mario World 2: Yoshi's Island]]'': Just before the main boss of the world, [[Kamek]] appears and flies all over the room, using his magic on the room and boss. Fake walls reappear. The room Kamek's battle takes place in is similar to the final room of [[King Bowser's Castle (Super Mario World 2: Yoshi's Island)|King Bowser's Castle]], containing autoscrolling blocks that can be transformed by {{conjectural|Magic spell}}s. Kamek turns Bowser into a giant for the final battle. [[Bubble]]s reappear to protect players from harm, as they did for [[Baby Mario]]. The dark also makes a reappearance in several levels. The introduction to the castle boss theme is a shortened cover of the introduction to the boss theme from this game. [[Bowser Jr.]]'s final battle involves a floor that can be [[Ground Pound]]ed to produce shockwaves, like the floor involved in [[Baby Bowser]]'s initial fight. [[Giant Goomba]]s and [[Hefty Goomba]]s split into their immediately smaller counterparts like [[Milde]]s.

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