Tower

Towers are a type of level appearing in New Super Mario Bros. sub-series. They are more or less the equivalent of the Fortresses from Super Mario Bros. 3 and Super Mario World. Unlike most Fortresses, in which the player may have to progress from left to right or vertically, Towers exclusively feature vertical direction. One appears midway through every world (except for World 6 and World 8, which have two). The challenge of Towers generally depends more on traps and obstacles than enemies. While the towers in New Super Mario Bros. and New Super Mario Bros. 2 resemble and are indirectly called towers, the towers in New Super Mario Bros. Wii and New Super Mario Bros. U's exteriors resemble Fortresses, even though the latter's towers being directly called towers (such as Stoneslide Tower and Slide-Lift Tower).

Starting from New Super Mario Bros. Wii, some worlds have no towers whatsoever. World 9 of New Super Mario Bros. Wii, the Special Worlds of New Super Mario Bros. 2, and Peach's Castle of New Super Mario Bros. U are examples.

New Super Mario Bros. Boss Fights
At the top of every tower, there is a boss fight with Bowser Jr., who becomes increasingly more difficult as Mario (or Luigi) reaches each Tower. When Jr. is defeated, he gets back up and jumps off-screen (and out of the Tower). Additionally, the first time Jr. is defeated in each tower, a brief cutscene ensues on the map, showing him running with Princess Peach to the Castle of that world. Some worlds have 2 towers.


 * World 1: The fight is simple, with no obstacles. Bowser Jr. runs at the player to attack.
 * World 2: The fight is a bit harder, as Bowser Jr. now has the ability to jump, and there is quicksand on the arena.
 * World 3: Bowser Jr. can still jump, and the fight is now held on a platform above a pool of water.
 * World 4: Bowser Jr. changes his tactic; this time, he throws Koopa Shells, which need to be jumped on and tossed back.
 * World 5: Bowser Jr. doesn't throw shells, but the fight is on a pillar of ice, which reduces the player's traction, and is held over a bottomless pit.
 * World 6 (1st Tower): The fight is on a see-saw, above a floor of spikes.
 * World 6 (2nd Tower): The fight is on a see-saw, this time above lava, with Bowser Jr. throwing shells.
 * World 7: Bowser Jr. throws shells, and the fight is on moving platforms.
 * World 8 (1st Tower): The fight is like a small obstacle course, with Rocket Engines and moving platforms. Jr. throws shells.
 * World 8 (2nd Tower): The final Tower's fight is on yet another pillar above lava (complete with Podoboos this time), still with shell-throwing added.

New Super Mario Bros. Wii Boss Fights
At the end of the towers, there is a boss fight with the Koopaling of that world. After defeating it, it flees to the castle at the end of its respective world for a rematch. In World 8's Fortress, instead of a Koopaling found at the Fortress (since the seven of them have already taken over the previous seven worlds' Fortresses), Kamek is fought at the end, but he does not flee when he is defeated like the Koopalings, for there is no other castle except for Bowser's Castle.
 * World 1: The fight with Larry Koopa is extremely simple, with small bottomless pits on each side of the room.
 * World 2: Roy Koopa has a fight which is over a pit of quicksand.
 * World 3: The fight with Lemmy Koopa is on a floor of ice with two bottomless pits on each side.
 * World 4: Wendy O. Koopa has a fight in a small room, similar to both her original fight in Super Mario Bros. 3 and Bowser Jr.'s in New Super Mario Bros..
 * World 5: Iggy Koopa's battle has three shifting platforms.
 * World 6: Morton Koopa Jr. has his fight over a pit of lava, with spiked Pillars crashing down onto the side platforms.
 * World 7: Ludwig von Koopa's battle has bottomless pits on each side like Larry Koopa.
 * World 8: Kamek is fought on platforms coming in from the right of the room.

New Super Mario Bros. 2 Boss Fights
At the end of every tower, there is a boss fight with Reznor. After defeating him, the Koopaling of the world swings in with Princess Peach in hand, except for World 6, where every Koopaling in the Koopa Clown Car appear.
 * World 1: Two Reznors on one wheel with four Rectangular Coin Blocks.
 * World 2: Four Reznors on one wheel with four Rectangular Coin Blocks.
 * World 3: Same as World 2-Tower.
 * World 4: Four Reznors on two wheels; two Reznors per wheel, with each wheel having four Rectangular Coin Blocks. One bridge is positioned to the left of one wheel, while another bridge is positioned to the right of the other wheel.
 * World 5: Four Reznors on two wheels; two Reznors per wheel, with each wheel having four Rectangular Coin Blocks. One bridge is positioned between the two wheels.
 * World 6: Four Reznors on one giant wheel with eight Rectangular Coin Blocks.

New Super Mario Bros. U Boss Fights
At the end of the first six world's towers (excluding Rock-Candy Mines' second tower), there is a boss fight with Boom Boom, who, after Acorn Plains, has Kamek enhance his abilities. After Grinding-Stone Tower, the bosses of the towers Screwtop Tower and Slide-Lift Tower are replaced by Boss Sumo Bro. and Kamek respectively.
 * Acorn Plains: Boom Boom, in his most standard boss fight.
 * Layer-Cake Desert: Boom Boom, Kamek gives him the power to spin jump. He keeps this ability in the following boss fights.
 * Sparkling Waters/Frosted Glacier: Boom Boom, Kamek gives him the power to jump, similarly to Super Mario Bros. 3.
 * Soda Jungle: Boom Boom, Kamek makes him much larger.
 * Rock-Candy Mines: In Grinding-Stone Tower, Boom Boom, Kamek gives him the power to fly. In Screwtop Tower, Boss Sumo Bro., a much larger Sumo Bro. with the power to shock the entire ground.
 * Meringue Clouds: Kamek, using magic blocks to crush the player.