New Super Mario Bros. Wii

New Super Mario Bros. Wii is a sidescrolling 2.5D Mario platformer for the Wii, and the sixth installment in the Super Mario Bros. series, after New Super Mario Bros. It was released in Australia on November 12, in America on November 15, and Europe on November 20, 2009. It is the follow-up to New Super Mario Bros., released in 2006 for the Nintendo DS. In addition to the single-player experience, the game also features a multiplayer mode for up to four players. This is the first Mario platformer game to feature co-op mode and vs. mode at the same time since the Mario Bros. game. It features more items, new levels and more enemies than the DS predecessor. It is also the first title to support Nintendo's new Super Guide mode. The game has sold approximately 14,705,000 copies worldwide. The game introduces two new power-ups, the Propeller Mushroom and the Penguin Suit, which turn characters into their propeller and penguin forms respectively. Remakes, Super Paper Mario, etc. aside, New Super Mario Bros. Wii is the first sidescrolling Mario title to hit a home console since Super Mario World for the SNES (released 19 years prior).

Story
Mario, Luigi, Blue Toad and Yellow Toad were celebrating Princess Peach's birthday, when a huge cake slides in. Immediately, Bowser Jr. (who masterminded the plot to infiltrate via the Birthday Cake ) and the Koopalings pop out and throw the cake on top of Peach and the Toads, trapping her inside and leaving the Toads stunned. From there, the villains load her onto their Airship while Mario, Luigi, Blue Toad and Yellow Toad follow closely. The Toads from the castle soon use a cannon to blast away presents containing Propeller Mushrooms and Penguin Suits so Mario and the others can obtain, but they explode in the air and spread the items in nine worlds.

When Mario and the gang finally get to the final castle, they find Bowser. One of them has to jump on a ! Switch behind Bowser to defeat him, sending him falling into the lava below. After, Mario, Luigi, Yellow Toad, and Blue Toad celebrate their victory, they see the fake Princess Peach crying in a cage. However, she turns out to be Kamek in a pink version of his robe. Kamek then powers Bowser up, making him huge. After Bowser has been powered up, the four can do nothing but flee from the giant boss. Soon they find a dead end with a huge ! Switch. They push it, and Giant Bowser falls through the floor in final defeat as the real Princess is released from her cage. As they venture out, they see Luigi, Blue Toad and Yellow Toad arrive in their hot air balloons. Luigi lets Mario and Peach into his balloon and is accidentally left behind. The two Toads then offer Luigi a ride in their balloon. As they sail off, Peach asks Mario if she told him about the Secret World.

After the credits, Larry Koopa is seen limping toward Bowser's Castle (probably because he walked all the way from World 1). He meets Bowser Jr., who shows Larry the rest of the Koopalings trying to push Bowser, who is back to normal, right side up. They finally succeed, with a huge thud, causing the castle to fall on top of Bowser, Bowser Jr. and the Koopalings.

Gameplay features
The story mode of the game can be played in either single-player mode or multiplayer cooperative mode. Players are allowed to be freely added and can also be removed in between levels on the World Map. The camera pans as players move and it zooms in and out depending on their distance to one another. However, there is a limit, and players who are far behind would lose a life.

After clearing World 1-3 once, a Toad runs up and tells the heroes bad news. The letter is sent from Bowser Jr., saying that he ordered his minions to stuff annoying Toads they capture into ? Blocks. They can only be rescued in single-player mode. A Toad will grant Mario three 1-ups if he is carried to the goal flag.

? Blocks usually create one item for each player with lives remaining. If more than one player is playing, and all players are in their starting form, a ? block containing an item such as a Fire Flower or Ice Flower that would only appear in Super form when in single-player will produce that item for one player plus Super Mushrooms for the others.

When a player loses a life, they reappear inside a bubble. The player inside the bubble can shake the Wii Remote to bring themselves closer to the other players that are currently not in a bubble. Bubbles can only burst when a player not in a bubble comes in contact with the bubble or throws a fireball, an iceball, a shell or a frozen enemy at the bubble. A player can place themselves in a bubble purposefully without losing a life by pressing the button on the Wii Remote or the  button on the Nunchuk if it is connected. The player inside the bubble cannot be harmed by anything and retains their previous form. However, if everyone has lost all their lives, or if someone loses a life and everyone else is in a bubble, then all players have to restart the level from the beginning or the midpoint flag if the players touched it on a prior attempt. The players in bubbles return to their normal form, but do not lose any lives.

When one player grabs the flagpole at the end of the level, the timer stops and the other players would have a limited amount of time to grab the flagpole before the level ends; however, there is no penalty to the players left behind other than the lost opportunity for points or a 1-Up by grabbing the flagpole.

Players play the game by holding the Wii Remote sideways or by using the Wii Remote and Nunchuk combination. If a player tilts the Wii Remote, the could perform actions such as them changing the direction of a light or it could be used for tilting platforms when they have been activated. Players can activate these by standing on them; the color and the symbol of the character on the platform determines who is controlling them.

Shaking the Wii remote activates the spin jump, as seen in Super Mario World. Players can carry objects such as frozen enemies and barrels by ( with Nunchuk) or shaking the Wii Remote near the object.

It's possible to ride on Yoshi as well. In addition to his usual ability to devour enemies, he can retain many different objects in the game in his mouth including hammers, fireballs, iceballs, shells, Toads, power-ups, and other players. Yoshi can also use his Flutter Jump, a move first introduced in Super Mario World 2: Yoshi's Island. Similar to Super Mario World, Yoshi can eat five apples in a course to produce an egg with a power-up or 1-Up. Yoshi cannot be harmed by sharp objects and enemies such as Spinies and Piranha Plants as long as he lands on them. Yoshi(s) brought to the end of the course must be abandoned, therefore, there are only certain levels in which players can ride Yoshis.



Toad houses and enemy encounter screens return from Super Mario Bros. 3; items obtained are stored in an inventory that can be accessed with the button ( button with the Nunchuk) on the map screen. Unlike New Super Mario Bros. and Super Mario World, there is no spare item box, so players can't activate items during levels. Pressing on the map allows the player to go to any previously visited world.

Up to five stars can appear on a player's profile. The first appears after the player has beaten Bowser for the first time (using any method), the second appears when all levels (excepting Warp Cannons/Pipes and Toad Houses) have been beaten, the third appears if all Star Coins from Worlds 1 to 8 are obtained, the fourth appears when all Star Coins in World 9 have been obtained, and the fifth appears once the player has beaten every level (including Warp Cannons, etc.) and has collected every Star Coin. The stars will shine if the player did not use the Super Guide.

Super Guide


Debuting in the game, the Super Guide provides players assistance to clear levels. When the player has failed to pass a level at least eight times, a green box will appear at the start of the level. When the player hits the green box, the level will restart in auto-pilot mode: a computer-controlled Luigi will play the level on his own. The Super Guide will show the player how to beat the level, but does not use shortcuts, take damage or reveal secrets. While the Super Guide is running, the player can press the button on the Wii Remote at any time to take control back; the game will start exactly where the Super Guide left off. Once the player has taken control back, they cannot turn it back on in the middle of the level. The level will still be passed, even when the Super Guide assistance is used, though the level will still be red, and any stars on the profile will not shine. If the player takes over, they will continue to play as Luigi, rather than Mario. Losing a life as Luigi will allow one to control Mario again, without losing a life.

Levels
The game has nine worlds with a world map similar to New Super Mario Bros. There still are Toad Houses, towers, castles, Warp Cannons, Warp Pipes (in World 2), Beanstalks (in World 7) and horizontal "platform" Pipes (in World 6). Enemies also patrol the map screen. If the enemies come in contact with them, they must play an Enemy Course. Players must collect eight Toad Balloons to make a chest with a Toad trapped in it appear. If Toad is saved, three Super Mushrooms are rewarded. Each Enemy Course is different on each world.

There are 77 courses in the main game. Kidnapped Toads will sometimes be hidden in previously beaten levels in single-player mode. If the Toad is carried to the level exit without being damaged, Mario will be rewarded with three 1-Ups. However, only one 1-Up will be rewarded to Mario if the Toad took damage before reaching the goal. If the Toad is damaged twice, it's defeated, and Mario can't bring it to the goal anymore.

The Toads are only held captive at the following courses:

Other than the game's main campaign, which can be played with up to four players, New Super Mario Bros. Wii offers special multiplayer challenges. Those challenges have some levels taken from the campaign, and some newly created levels. There is a Free for All mode and a Coin Battle mode. Free for All mode has players competing for a high score, while Coin Battle mode has them competing for the most collected coins in the level.

World 9 is unlocked after completing the game. There are 8 stages in that world, and each stage is unlocked by collecting all the Star Coins in each of the preceding 8 worlds.

Worlds

 * World 1
 * World 2
 * World 3
 * World 4
 * World 5
 * World 6
 * World 7
 * World 8
 * World 9 (Bonus World)
 * Coin Battle World (multiplayer only)

Characters



 * Mario
 * Luigi
 * Blue Toad
 * Yellow Toad
 * Yoshi (Green, Yellow, Pink, Light Blue)
 * Princess Peach
 * Toad (red spots and blue vest)
 * Toads

Bosses

 * World 1
 * Goombas - Enemy Course enemies
 * Larry Koopa - Fortress boss
 * Larry Koopa - Castle boss
 * World 2
 * Spinies - Enemy Course enemies
 * Roy Koopa - Fortress boss
 * Roy Koopa - Castle boss
 * World 3
 * Ice Bros. - Enemy Course enemies
 * Lemmy Koopa - Fortress boss
 * Lemmy Koopa - Castle boss
 * World 4
 * Porcupuffer - Enemy Course enemy
 * Wendy O. Koopa - Fortress boss
 * Wendy O. Koopa - Castle boss
 * Bowser Jr. - Airship boss
 * World 5
 * Stalking Piranha Plants - Enemy Course enemies
 * Iggy Koopa - Fortress boss
 * Iggy Koopa - Castle boss
 * World 6
 * Bullet Bills - Enemy Course enemies
 * Morton Koopa Jr. - Fortress boss
 * Morton Koopa Jr. - Castle boss
 * Bowser Jr. - Airship boss
 * World 7
 * Lakitu - Enemy Course enemy
 * Ludwig Von Koopa - Fortress boss
 * Ludwig Von Koopa - Castle boss
 * World 8
 * Podoboos - Enemy Course enemies
 * Kamek - Fortress boss
 * Bowser Jr. - Airship boss
 * Bowser - Castle boss

Minigames

 * Power-Up Panels
 * 1-Up Blast
 * Enemy Course

Development
According to Nintendo, Shigeru Miyamoto had been struggling to add multiplayer in a Mario game for a long time. They further explained that Miyamoto tried to experiment with multiplayer aspects at the start of most of his Mario projects. This can be seen in beta screenshots of games such as Super Mario 64 DS and New Super Mario Bros., as multiplayer aspects were evidently intended for both of those games during the earlier stages of development. But when the experiments with multiplayer failed to come to fruition, the developers focused back to what they were used to, single-player, and, for both of the aforementioned games, multiplayer was put on the back burner and became a mere tag-on that used both the game's engine and a series of dissimilar mini-games. One of the reasons multiplayer was not achieved previously was due to technical limitations. With the Wii's hardware, it allowed Miyamoto to make sure the game had all the items and enemies in the screen at once, and having the camera focusing on all the players at once.

Additionally, Nintendo is planning to add the new "demo play" feature to their future titles, with New Super Mario Bros. Wii being the flagship title for the feature. A patent on the game, then called "Kind Code", was filed by Miyamoto on June 30, 2008. It showed that it could come in three modes: Game (in which the player plays the game normally until they get stuck, at which point they can view a video that appears on the screen's top right corner on how to bypass the situation in question), Digest (in which the player watches the developers play through the game until the player decides to join the game at a particular point; the game cannot be saved in this mode), and Scene Menu (where players go directly to specific parts of the game without loading their games or watching the digest). In the final game, the Digest version of the "demo play" mode was released as "Super Guide".

References to other games

 * Alleyway: Ice Mario's design bears some resemblance to Mario's appearance in the Alleyway cover artwork.
 * Donkey Kong: Broozers will throw barrels at the player, similar to Donkey Kong in this game.
 * Mario Bros.: The POW Block reappears and has the same design as in Mario Bros. The POW Block can also be carried. One underground Coin Battle area also shows some resemblance to the Mario Bros. arena.
 * Super Mario Bros.: The secret "Level Clear" tune and fireworks are taken from this game. The first tunes from the overworld theme is played during the beginning of the Staff Roll. The main theme is once again used as a cover for the Toad Houses. Near the beginning of the game, Bowser Jr. states in a letter that he ordered his minions to stuff every Toad they see into a ? Block, which might be a reference to the fact that Bowser transformed them into ? Blocks, according to the instruction book. Also, Roy Koopa's Castle has three way corridors, with only one being the correct path. This puzzle mimics the puzzles in World 4-4, World 7-4, and World 8-4. In the Coin Battle, a level similar to World 1-1 appeared.
 * Super Mario Bros.: The Lost Levels: World 2-4 features wind.
 * Super Mario Bros. 2: The way that the characters are capable of picking up, carrying, and throwing the various objects and characters in this game resemble the abilities of the playable characters from Super Mario Bros. 2. This is also the first platformer since Super Mario Bros. 2 to feature a Toad as a playable character.
 * Super Mario Bros. 3: The Penguin Suit is based on the suits in this game. 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 Fortresses are based on the Fortress sprite in this game. The Enemy Courses 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, the Power-Up of the reserve are used on the World maps. The game features an inventory window rather than a summonable item. This window can only be accessed from the overworld, reminiscent of that in Super Mario Bros 3. Most of the Koopalings are fought in the same kind of land they are in Super Mario Bros. 3. For example, Lemmy Koopa was in charge of the ice-themed world in both games, and Wendy O. Koopa was in charge of the water-themed world in both games. In addition, Power-Up Panels is likely based on a card-matching minigame in this game.
 * Super Mario World: The design on the Fortress-doors leading to the boss is noticeably 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 was taken from the P-switch when the activation is going to stop, as well as the sound that plays when the Starman power-up runs out. The World 9 is similar to the Star World and the Special World. The concept of checkpoints was first introduced in Super Mario World (although some levels in Super Mario Bros. had midway points), and small Mario becoming large Mario upon reaching the checkpoint is also directly taken from Super Mario World (however, Super Mario World used gates rather than flags). Also, World 3 has a switch that activates blocks to appear. This may be a reference to the Switch Palaces in Super Mario World, without having to go through a level. The Koopa Clown Car returns, along with a personal one for Bowser Jr..
 * Mario Kart series: World 9 is similar to Rainbow Road.
 * Super Mario World 2: Yoshi's Island: Just before the main boss of the world, Kamek will appear and fly all over the room, using his magic on the room and boss. Also, his attack pattern during the boss battle is identical to what he did in this game, right before Yoshi and Baby Mario entered Baby Bowser's room. During multiplayer mode, the players are able to trap themselves in a bubble, similar to Baby Mario when Yoshi was damaged by an enemy.
 * 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. Also, the ability to pick up and throw barrels may have been borrowed from this game too.
 * Super Mario 64: "Inside the Castle Walls" is played inside Princess Peach's Castle. Also, when the mini-game, Power-Up Panels is lost (when the player gets two Bowser or Bowser Jr. cards), the short tune heard when trying to enter a locked door is played here. When the player goes into a Warp Cannon or aims a cannon in 1-Up Blast, cannon sounds from this game are heard.
 * Mario Kart 64: About 30 seconds in the Rainbow Path, a cover from the Rainbow Road theme can be heard.
 * New Super Mario Bros.: The New Super Mario Bros. Wii game is the follow-up from this game. Most of the songs are are covers, especially the "Level Clear" tune. The Mini Mushroom returns.
 * Yoshi's Island DS: Kamek turns Bowser into a giant for the final battle.
 * Super Mario Galaxy: During the Staff Roll, an outtake of a Princess Peach voiceover states that she'll wait for Mario at the night of the Star Festival, but she is interrupted by Bowser. The 1-up sound effect from this game plays when the player gets a 1-up in New Super Mario Bros. Wii, but only from the speakers of the Wii Remote. In World 9, multicolor star-shaped objects fall from the sky, like Star Bits. Finally, the Ice Flower returns from this game, but has a different function (in Super Mario Galaxy, Ice Mario can walk on liquid and in New Super Mario Bros. Wii, he can throw ice balls).
 * Mario Kart Wii: The character's icons are reused in the Character Selection.

References in later games

 * Super Mario Galaxy 2: The Midway Flag appears in this game and it plays a similar role. The Cosmic Guide and the Tip Network are similar to the Super Guide and to the videos of the Princess Peach's Castle. The function of the World Maps are similar to those from this game.
 * Donkey Kong Country Returns: The map screen has level pads that look highly similar to the ones from New Super Mario Bros. Wii. The pads even use the same colors; red for a non-cleared level, and blue for a cleared level. Super Kong is the equivalent of the Super Guide. During 2 Player mode, if either Donkey Kong or Diddy Kong lose a life and the other one is still alive, the Kong that was defeated will float back inside a DK Barrel hanging from a balloon, similar to the bubble system in this game.
 * New Super Mario Bros. Mii: A very similar trial based on New Super Mario Bros. Wii.
 * Super Mario 3D Land: Propeller Boxes are based on the Propeller Blocks in New Super Mario Bros. Wii.
 * Mario Party 9: A lot of this game's contents originated from New Super Mario Bros. Wii.
 * StreetPass Mii Plaza: One of the Puzzle Swap panels in the StreetPass Mii Plaza app for the Nintendo 3DS is New Super Mario Bros. Wii.
 * New Super Mario Bros. 2: The music is reused in 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.
 * New Super Mario Bros. U: This game's sequel; Many elements from this game returns.

Beta elements
Princess Peach was going to be a playable character, and the Mega Mushroom was going to be a Power-Up. Pink Yoshi was going to be Red Yoshi and Light Blue Yoshi was going to be Blue Yoshi. There was no Ice Flower and Mini Mushroom could be obtained via Roulette Block.

Staff
Nintendo Entertainment Analysis and Development developed the game, with the director being Shigeyuki Asuke and the producers being Takashi Tezuka and Hiroyuki Kimura.

Trading Cards
New Super Mario Bros. Wii Trading Cards are a set of trading cards based upon the game. Each booster pack contains four regular cards and one each of Tips & Tricks, Standee, Foil and FunTats.

New Super Mario Bros. Wii Intermediate / Advanced Piano Solos
A book published by Alfred Music Publishing was released, containing sheet music for seventeen theme songs from the game.

Piracy Lawsuit
Before the official release of the game on November 12, 2009, James Burt, a 24-year old Australian gamer, purchased a copy from a local game retailer that had sold the game early on November 6, 2009. Before playing the game, Burt uploaded it to a file-sharing network so that other gamers could also play the game before the official release. Upon discovery of this action, Nintendo sued Burt, claiming that the distribution of the game was a direct copyright infringement and pushed to receive compensation for the loss of revenue. "Upon the game being uploaded to the Internet, Nintendo was able to employ the use of sophisticated technological forensics to identify the individual responsible for illegally copying the file and making it available for further distribution On 23 November, 2009, Nintendo obtained a Federal Court search order in respect of the individual's residential premises. This led to the seizure of property from those premises in order to gain further evidence against the individual." On February 9, 2010, the federal court ruled in favor of Nintendo of Australia and ordered Burt to pay out a total of $1.5 million AUS dollars to Nintendo as compensation, as the hack was claimed to have been downloaded at least 50 thousand times before being removed. After the case, Burt advised others not to "do what he did," stating that "It's something I'm going to have to work through for the rest of my life."

In December 10, 2013, Burt received a call from his local EB Games saying that Nintendo has selected him to pick up a package. The package had a Ganondorf statue from the pre-orders of the UK version of The Legend of Zelda: The Wind Waker HD.

Trivia

 * This is the first main series game to be released first in PAL regions.
 * It is also Nintendo's first game to be first released in Australia before any other region.
 * This game's box artwork (along other images) was used for the Nintendo 3DS demo at E3 2010 and later reused in the Puzzle Quest game in the StreetPass Mii Plaza application from the same console.
 * This is the first of two games released outside of Japan to feature a different colored game cover, the second being Mario & Sonic at the London 2012 Olympic Games. The box for New Super Mario Bros. Wii is red, as opposed to most other Wii games with a white box.
 * Every odd-numbered world (with the exception of World 9) has a horizontal map, while every even-numbered world has a vertical map.
 * 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 SNES controller (European and Japanese version).