New Super Mario Bros. 2

This article is about the second New Super Mario Bros. title on a handheld console. For the second title overall, see New Super Mario Bros. Wii. For the sequel to New Super Mario Bros. Wii, see New Super Mario Bros. U.
New Super Mario Bros. 2
The front North American cover art for New Super Mario Bros. 2
For alternate box art, see the game's gallery.
Developer Nintendo EAD
Nintendo SPD
Publisher Nintendo
Platform(s) Nintendo 3DS
Release date Original release:
Japan July 28, 2012
Europe August 17, 2012
Australia August 18, 2012
USA August 19, 2012
Italy August 24, 2012
South Korea December 6, 2012
HK June 21, 2013
ROC June 21, 2013
Nintendo eShop:
Japan July 28, 2012
Europe August 17, 2012
Italy August 17, 2012
Australia August 18, 2012
USA August 19, 2012
South Korea June 3, 2014
Gold Edition:
Japan July 1, 2014
Europe July 4, 2014
South Korea August 28, 2014
USA November 27, 2014
ROC 2015[1]
Genre Platformer
Rating(s)
ESRB:E - Everyone
PEGI:3 - Three years and older
CERO:A - All ages
ACB:G - General
USK:0 - All ages
DEJUS:L - General audience
GSRR:P - Six years and older
Mode(s) Solo Play, Co-op Play, Coin Rush, Options
Media
Nintendo 3DS:
Game Card
Digital download
Input
Nintendo 3DS:

New Super Mario Bros. 2 is a side-scrolling 2.5D platform game for the Nintendo 3DS. It was first released in Japan on July 28, 2012, and is the only original game in the New Super Mario Bros. series to be released domestically first. It is the fifteenth title in the main Super Mario series[2] and the third in the New Super Mario Bros. line after New Super Mario Bros. for the Nintendo DS and its follow-up New Super Mario Bros. Wii for the Wii. As the direct sequel to New Super Mario Bros., it is an indirect follow-up to New Super Mario Bros. Wii, and has various reused elements from them.

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

According to Nintendo, New Super Mario Bros. 2 is the first Super Mario title and the first Nintendo game overall to be available for purchase in both packaged (retail) and digital (downloadable via the Nintendo eShop) versions. The digital version can be stored onto an SD card, where it requires 2,727 blocks (349.0 MB) to download, along with multiple other games, and be played on the Nintendo 3DS, but they cannot be shared with other Nintendo 3DS handhelds.

A follow-up to New Super Mario Bros. 2 (which also serves as a sequel to New Super Mario Bros. Wii), titled New Super Mario Bros. U, was released as a launch title for the Wii U on November 18, 2012.

StoryEdit

 
The opening cutscene

Standing on the balcony of Peach's Castle, Mario and Luigi wave goodbye to Princess Peach to go on a coin hunt as Raccoon Mario and Fox Luigi. However, as soon as they return, the Koopalings suddenly appear, crashing their Koopa Clown Car onto the ground, as well as damaging the brothers, making them revert to Super Mario and Super Luigi. Roy Koopa reveals Princess Peach from his back. They soon fly away in their Koopa Clown Car, and Mario and Luigi chase after them.

 
The Koopalings kidnapping Princess Peach while on the Koopa Clown Car

After defeating all of the Koopalings, the brothers head out of World 5-Castle and see Peach locked in a cage inside the Koopa Clown Car, which transfers her to Bowser's Castle.

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

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

CharactersEdit

GameplayEdit

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

The basic gameplay is very similar to the previous New Super Mario Bros. games, especially New Super Mario Bros. Wii. However, New Super Mario Bros. 2 focuses on collecting coins, with many and varied ways to collect many coins at once, such as golden items that award the player with them. The game's overall objective is to collect one million coins, with coins collected in levels being added to a total that is shared between the game's three save files and Coin Rush. The reward for collecting one million coins is a new title screen featuring a Gold Mario statue. The reward for maxing out the coin counter at 9,999,999 coins is a gold Raccoon Mario statue.[3][4]

Like New Super Mario Bros., the bottom screen displays a kind of map, showing the length of the level and where the player is, as well as showing the Star Coins collected, points total, number of extra lives, and also providing an item storage. It also shows the total number of collected coins in a stage, with the record number displayed next to it. There are nine worlds: six main worlds and three special worlds. Each world contains a different number of levels, including Ghost Houses, Fortresses, and Castles. Reznors and Koopalings are found at the end of each fortress and castle, respectively. Unlike New Super Mario Bros., when the player enters a secret area, the screens are not switched, with the gameplay remaining on the top screen and allowing the player to use their reserved item.

 
Raccoon Mario and Fox Luigi flying in co-op mode.

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

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

Coin RushEdit

 
Coin Rush menu.
Main article: Coin Rush

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

Coin Rush records can be exchanged via StreetPass and challenged. Beating another player's record results in getting a Crown Coin (worth 1,000 coins).[5] SpotPassing allows the player to put their total into the Worldwide Coin Total on the official website.[6]

ControlsEdit

Main menuEdit

  • Select:  / 
  • Confirm:  
  • Back:  
  • Play as Luigi in single-player mode:  + +  (while selecting file after defeating Bowser in World 6)
  • Delete all save data: Press and hold  + + +  (when the Nintendo 3DS logo disappears)

In-gameEdit

  • Move:   or  
  • Dash: Hold  /  or  /  while moving
  • Jump/stomp:  /  or  / 
  • Crouch:   or  
  • Ground Pound:   or   (in midair)
  • Wall Jump:  /  or  /  (while holding   or   in the direction of a wall, while sliding down it)
  • Double/Triple Jump:  /  or  /  (when landing after a running jump)
  • Pick up/throw: Press and hold  /  or  / ; release to throw
  • Pause:  / 

Enemies and obstaclesEdit

Enemies marked with a dagger (†) are new to this game. Highlighted in gold are temporary transformations of regular enemies that appear when the player touches a Gold Ring.

Name Image Description Debut level Last level
Goombas
Goomba   Common enemies that can be defeated by jumping on them. World 1-1 World  Star-1
Gold Goomba   Golden Goombas that give extra coins when stomped. World 1-4 World 5-3
Goomba Tower   Stacks of Goombas that must be defeated individually. World 1-1 World 6-2
Gold Goomba Tower   Stacks of Gold Goombas that must be jumped on one by one. World 1-A
Mini Goomba   Small Goombas that weigh Mario down until he either attacks or walks for a few seconds. World 4-1 World 6-2
Gold Mini Goomba   Small Gold Goombas that weigh Mario down. World 4-1 World 5-3
Paragoomba   Winged Goombas that hop as they walk. World 2-2 World  Star-1
Gold Paragoomba   Gold Goombas with wings that jump as they walk. World 2-2
Bone Goomba   Goombas with skull helmets, identical to regular Goombas gameplay-wise. World 1- Tower World  Flower- Castle
Koopas
Koopa Troopa   Turtle enemies that go into their shells when attacked, then can be picked up or thrown. Green Koopa Troopas walk off ledges, while Red Koopa Troopas turn around. World 1-1 World  Star-5
Gold Koopa   Koopa Troopas with golden shells. When attacked, they go into their shells, which can be thrown to create coins. World 1-4 World  Star-5
Koopa Paratroopa   Winged Koopa Troopas that either jump in high arcs or fly up and down in the air. World 1-3 World  Star-1
Gold Koopa Paratroopa   Koopa Paratroopas that have a trail of coins following them. World 1-4 World 5-A
Climbing Koopa   Koopa Troopas that climb on both sides of fences. World 5- Tower World 5- Castle
Dry Bones   Skeleton Koopa Troopas that collapse when attacked, but later rebuild themselves. World 1- Tower World  Star- Castle
Big Dry Bones   Larger versions of Dry Bones that appear in castle levels. World 2- Tower World 6- Bowser Castle
Lakitu   Enemies that throw Spiny Eggs. If Mario defeats a Lakitu, he can ride on its cloud until it disappears. World 5-2 World  Star-5
Gold Lakitu   Lakitus with yellow shells riding in golden clouds, who throw coins. World 5-2 World  Star-5
Spiny   Enemies that hatch from Spiny Eggs and cannot be jumped on. World 2-4 World  Star-5
Spiny Egg   Eggs thrown by Lakitu that hatch into Spinies when they hit the ground. World 5-2 World  Star-5
Hammer Bro   Enemies that throw hammers and jump. World 2-2
Boomerang Bro   Hammer Bros that use boomerangs, which return to them after being thrown. World 2-2 World  Mushroom- Warp Cannon
Fire Bro   Hammer Bros that throw fireballs. World 6-3
Gold Bro   A variant of Hammer Bro that throws coins. World 2-2 World 6-3
Sledge Bro   Hammer Bro variants that stun Mario after they jump. World 2-2
Piranha Plants
Piranha Plant   Plants that move in and out of Warp Pipes. World 1-2 World 6-2
Gold Piranha Plant   Gold versions of Piranha Plants that come out of pipes. When defeated, their pipe shoots coins into the air. World 1-A World 6-2
Big Piranha Plant   Big Piranha Plants that appear outside of pipes, thrashing towards Mario. World 1-A World 5-6
Gold Big Piranha Plant   A larger variant of Gold Piranha Plants. World 1-A
Venus Fire Trap   Piranha Plants that aim at Mario and shoot fireballs. World 5-6 World 6-2
Big Venus Fire Trap   Large Venus Fire Traps that shoot big fireballs. World 5-6
Bone Piranha Plant   Skeletal Piranha Plants that are immune to fire. The player can defeat them by attacking them with Raccoon Mario's tail. World 1- Tower World 5- Castle
Big Bone Piranha Plant   Larger versions of Bone Piranha Plants. They appear in castles and fortresses and thrash towards Mario. World  Mushroom- Castle World 5- Castle
Aquatic enemies
Blooper   Underwater enemies that move in an erratic pattern and follow Mario. World 3-5
Blooper Baby   Small Bloopers that follow Blooper Nannies. World 3-5
Blooper Nanny   Bloopers that have Blooper Babies swimming in a trail behind them. World 3-5
Cheep Cheep   Fish that are found swimming aimlessly in underwater levels. World 1-5 World 4-5
Gold Cheep Cheep   Gold-colored Cheep Cheeps that jump out of water with coins behind them. World 3-1
Big Cheep Cheep   Big Cheep Cheeps that are found in underwater levels. World 1-5 World 3-B
Cheep Chomp   Large fish that attempt to eat Mario. World 1-5 World 4-5
Deep Cheep   Fish that chase Mario as they swim. World  Mushroom-2
Big Deep Cheep   Big Deep Cheeps that chase after Mario. World  Mushroom-2 World  Mushroom-2
Spiny Cheep Cheep   Fast-swimming fish that chase Mario. World 1-5 World 3-2
Fishbones   Skeletal fish that charge towards Mario. World 3- Tower World  Star-6
Porcupuffer   Fish that jump out of the water and follow Mario. World  Flower-2 World  Star-4
Small Urchin   Stationary underwater enemies that can be defeated with the Fire Flower, Super Leaf, Gold Flower, or Super Star. World 3-2 World 3-A
Urchin   Stationary enemies that appear in underwater levels. World  Mushroom-2 World 3-A
Ghost House enemies
Boo   Ghosts that follow Mario when his back is turned, but hide their face when he looks at them. World 2- Ghost House World 6-4
Gold Boo   Boo variants that leave a trail of coins behind as they move. World  Mushroom- Ghost House World 6- Ghost House
Big Boo   Bigger variants of Boos that have the same behavior. World  Mushroom- Ghost House World 6- Ghost House
Gold Big Boo   Large Boos that go in the opposite direction of Mario, leaving coins behind them. World  Mushroom- Ghost House World 6- Ghost House
Boohemoth   A gigantic Boo who chases Mario in certain Ghost House levels. World 2- Ghost House World  Flower- Ghost House
Peepa   Ghosts that move in circles and sometimes carry platforms. World 2- Ghost House World  Star-3
Miscellaneous
Amp   Electric balls that shock Mario upon contact. World 4-B World  Flower- Warp Cannon
Banzai Bill   Large Bullet Bills that fly straight forward. World 5-5 World 6-B
Gold Banzai Bill   Golden-colored Banzai Bills that fly forward, leaving behind a trail of coins. World 6-B
Bob-omb   Bombs that ignite if they are jumped on or have a fireball thrown at them, then explode shortly after. World 2-B World 6-2
Para-bomb   Parachuting Bob-ombs that are sometimes shot out of cannons. World 2-B World 6-2
Bullet Bill   Bullets that fly straight forward and are shot from Bill Blasters and Bill Blaster Turrets. World 3-B World 6-B
Gold Bullet Bill   Golden Bullet Bills that leave trails of coins behind them. World 5-5 World 6-B
Buzzy Beetle   Shelled enemies that can be kicked or thrown after being jumped on, and can walk on ceilings. World 2-3 World 6-1
Chain Chomp   Enemies tied to posts that lunge at Mario. If Mario ground pounds their post, they are set free. World 2-5 World  Mushroom-B
Coin Coffer   Enemies that cough out coins when attacked. World  Star-1 World  Star-7
Crowber   Birds that swoop towards Mario. World  Mushroom- Warp Cannon World 6-4
Fire Snake   Flames that jump in a high arc. World 2-4 World  Star-7
Flame Chomp   Black spheres that spit fireballs at Mario. World 6-B
Fuzzy   Enemies that follow tracks and hurt Mario upon contact. World 2-A World 4-C
Big Fuzzy   Larger variants of Fuzzies. World 4-C
Lava Bubble   Fireballs that jump out of lava. World 1- Castle World  Star-7
Pokey   Cactus enemies that appear in desert levels and move slowly. World 2-3 World 2-B
Scuttlebug   Spiders that hang down from webs and can be defeated by jumping on them. World 3-3 World  Flower-2
Spike Top   Buzzy Beetle variants that have spikes on their shells, preventing them from being jumped on. World 2-3 World 6-1
Swoop   Bats that hang onto the ceiling, then swoop towards Mario. World 5- Ghost House
Thwomp   Large rocks that fall when Mario gets close. World 1- Castle World  Mushroom- Castle
Big Thwomp   Large Thwomps that can break through stone tiles. World 1- Castle World  Mushroom- Castle
Whomp   Walking Thwomp variants that fall face-first. World  Mushroom- Castle World  Star-3
Big Whomp   Big Whomps that may reveal objects behind them after they fall. World  Mushroom- Castle World  Star-3
Wiggler   Caterpillars that move faster after being jumped on. World 3- Warp Cannon World 3-4

BossesEdit

Name Image Level fought Description
Reznor   All tower levels Reznors originate from Super Mario World and are fought as mini-bosses in every main world, standing on top of Rectangular Coin Blocks above a collapsing bridge. The basic way of defeating them is to hit the blocks under their feet.
Roy   World 1- Castle Roy's strategy is charging at the player, eventually ramming into a wall and being temporarily stunned (at which point he is vulnerable), as well as spinning in his shell and casting magic attacks. His room becomes increasingly narrower during battle. He takes three hits to defeat.
Iggy   World 2- Castle Like in New Super Mario Bros. Wii, Iggy rides a Big Chain Chomp carriage, which transports him around the arena. Mario has to avoid both the Chain Chomp's lunges and Iggy's magic attacks. He takes three hits to defeat.
Larry   World  Mushroom- Castle Larry's attacks include jumping and shooting magic balls that bounce diagonally. His room has four shifting walls protuding from the floor and ceiling. He takes three hits to defeat.
Wendy   World 3- Castle Like in New Super Mario Bros. Wii, Wendy's battle takes place in a flooded room. Mario must wait for the water to be drained so he can stomp Wendy, while avoiding Cheep Cheeps and bouncing magic rings. She takes three hits to defeat.
Morton   World 4- Castle Morton attacks the player with spiked balls he creates from his wand, as well as shell attacks. He takes three hits to defeat.
Lemmy   World  Flower- Castle Lemmy's battle takes place on a conveyor belt. He rides a circus ball and creates miniature ones with his magic, which bounce down the belt and can push Mario off. He takes three hits to defeat.
Ludwig   World 5- Castle Mario or Luigi must use the five gray Pipe Cannons on the floor to blast against Ludwig, causing him to fall onto the floor, dizzy and vulnerable to attacks. He takes three hits to defeat.
Bowser   World 6- Bowser Castle and Gold Classics Pack Third Course Mario or Luigi must jump on the ! Switch to send Bowser falling down beneath the bridge into the lava. After that, the Koopalings enlarge him, and Mario or Luigi must go onto the roof and hit a massive ! Switch to defeat him. The latter part does not occur in the Gold Classics Pack.
Dry Bowser   World  Star- Castle Dry Bowser is fought in much the same way as Bowser, though Dry Bowser moves faster, breathes blue fireballs instead of orange ones, throws bones instead of sledgehammers, and is immune to fireballs, while the platforms in the second phase are also smaller. Mario or Luigi must jump on a ! Switch for Dry Bowser to fall off the bridge into the lava. The Koopalings then enlarge Dry Bowser, and Mario or Luigi must go onto the roof and hit a massive ! Switch to defeat Dry Bowser.

Environmental elements and obstaclesEdit

Name Image Description Debut level Last level
Banzai Bill Cannon   Cannons that shoot Banzai Bills. World 5-5 World 6-B
Bill Blaster   Cannons that shoot Bullet Bills. World 3-B
Bill Blaster Turret   Stacks of Bill Blasters that rotate and shoot Bullet Bills. World 5-5
Boulder   Giant rocks that appear underwater and can break through blocks. World 3-5
Bowser sculpture   Bowser statue heads that breathe large fireballs. World 6-5 World  Star- Castle
Burner   Constant streams of fire that can also rotate. World 5- Tower World 6- Bowser Castle
Cannon   Cannons that fire Para-bombs. Some automatically aim left and right. World 2-B
Current   Currents that push the player downward over a pit. World 1-5 World  Star-3
Fireball   Flames that jump in an arc. World 2- Castle World  Star-7
Fire Bar   A series of fireballs that spins in a circular motion. World 4- Castle World  Star-7
Grinder   Buzzsaws that move along tracks. World 3- Castle World  Star- Castle
Big Grinder   Larger versions of Grinders. World 3- Castle
Ice Ball   Spiked balls of two sizes that can only be defeated by Gold Mario, which appear in snow levels. World 4-1
Haunted walls   Walls haunted by Boos that move left and right. World 4- Ghost House
Lava   Scorching moats that causes Mario to instantly lose a life upon contact. World 1- Castle World  Star- Castle
Lava tide   Lava that rises up. World 5- Tower World  Star- Castle
Poison   A liquid hazard that can cause the player to instantly lose a life. World 3-3 World  Flower-2
Poison tide   Poison that rises quickly and lowers slowly. World 3-4 Impossible Pack Course 3
Quicksand   Sand pits that slowly engulf the player. World 2-5 World 2-B
Spikes   Pointy obstacles that harm the player. World 1- Castle World  Star- Castle
Spike Block   Floating blocks of spikes that damage the player. World 3-B World 5-6
Spike Pillar   Large spiked pillars that damage Mario if he touches them. World 3- Tower
Spiked ball   Spike balls that appear in fortress and castle levels. World  Mushroom-A World 6-5
Giant spiked ball   Large spiked balls of two sizes that can break through stone tiles. World  Mushroom- Castle World 4- Castle
Volcanic debris   Rocks that fall slowly and break upon hitting either the ground or a block. World 6-1
Water   Large bodies of harmless liquid that the player can swim through. World 1-5 World  Star-6
Water tide   Water that rises up and down. World  Star-4

Items and objectsEdit

Power-ups and formsEdit

Super Mushroom Fire Flower Super Leaf Gold Flower
               
Turns Small Mario and Mini Mario into Super Mario. Turns Mario into Fire Mario. Turns Mario into Raccoon Mario. Turns Mario into Gold Mario.
Mini Mushroom Mega Mushroom Star Invincibility Leaf
               
Turns Mario into Mini Mario. Turns Mario into Mega Mario. Turns Mario into Invincible Mario. Turns Mario into White Raccoon Mario.

Other itemsEdit

Item Image Function
Coins
Coin   Collecting 100 of these gives the player an extra life.
Blue Coin   These coins are just like normal coins, but they appear by hitting a P Switch.
Red Coin   Collecting all eight Red Coins that appear after passing through a Red Ring gives a Super Mushroom, Fire Flower, or 1-Up Mushroom, depending on what power-up the player is currently using.
Hidden Coin   An outline of a coin that becomes a coin if Mario goes through it.
10-Coin   Gives the player 10 coins.
100-Coin   Gives the player 100 coins.
Star Coin   Three of these are located in every course in hard-to-reach or hidden areas.
Moon Coin   Three of these are located in every course in hard-to-reach or hidden areas only appearing in World Star.
Crown Coin   Exclusive to Coin Rush. They are 1,000 coins each.
Miscellaneous
1-Up Mushroom   Gives the player an extra life.
Gold Mushroom   Reward Mario 50 coins (or 100 coins if he is Gold Mario).
Red Ring   Makes eight Red Coins appear. If the player collects all eight coins before they disappear, they receive either a power-up, which varies in between levels, or a 1-Up Mushroom, depending on the player's current size.
Gold Ring   Turns all enemies gold and increases the amount of coins rewarded to the player once defeated.
+ Clock   Adds 50 seconds to the time limit.
Cyan + Clock   Adds 10 seconds to the time limit.

ObjectsEdit

Item Image Function
P Switch   Turns bricks into coins or vice versa, or it causes the revealing of Blue Coins.
? Switch   Changes or adds things to an area, such as platforms, for a limited time.
! Switch   Red ! Switches triggers something that causes coins to appear. Large ! Switches causes Bowser or Dry Bowser to sink into the lava.
ON/OFF Switch N/A Switches that change the direction of ON/OFF Conveyer Belts.
Trampoline   A spring that lets the player jump high into the air. It can be picked up and carried around.
! Pipe   An L-shaped pipe Fire Mario or Gold Mario can activate with fireballs. A coin comes out of the yellow end for each fireball shot into the black end. After twelve fireballs, a Mega Mushroom, three 1-Up Mushrooms/Gold Mushrooms, or a Super Star can come out.
Blocks
? Block   Contains a coin or item when hit.
Coin Block   A block that contains many coins. Looks just like a Brick or ? Block and becomes an Empty Block when used. Becomes a Gold Block if used quickly enough.
Flying ? Block   A type of ? Block that flies in a rhythmic pattern. Once hit, it becomes an Empty Block.
Empty Block   A block that cannot be broken. When a ? Block is hit, it turns into an Empty Block.
Long ? Block   A three-block-wide ? Block that holds three coins or two coins and a power-up.
Long Empty Block   A long ? Block that cannot be broken. When a long ? Block is hit, it turns into a long Empty Block.
Brick   Breaks or contains coins when hit.
Gold Block   Golden Brick Blocks that Mario or Luigi can wear producing coins from it if he keeps moving.
Ice Block   A block made of ice that serve as platforms.
Note Block   A block that, when Mario jumps on it, makes him jump higher.
Trampoline Block   A hidden block that, when Mario jumps on it, makes him jump higher. Similar to how a Note Block functions.
Dotted-Line Block   A block that is transparent. A switch is needed to activate the block.
Roulette Block   A block with various items scrolling on it. Mario can hit it and release the power-up shown.
Roulette Coin Block (new)   A block with various amounts of coins scrolling on it. Mario can hit it and release the amount of coins shown.
Red POW Block   A block that causes a large tremor on the ground when hit. They cannot be picked up.
Assist Block   Assist Blocks contain an Invincibility Leaf. Appears after five lives are lost, respectively, in the same course, and make the file's stars lose their sparkles upon doing so.
Donut Block   A platform that falls under weight if Mario stays there for too long. As Mini Mario, he is too light to make it fall; as such, it becomes safer.
Snake Block   Green blocks that move like a snake once Mario steps on it.
Wood Block   Block that cannot be destroyed, except by Mega Mario or a Big Thwomp.
Stage progression
Arrow Sign   Common background elements that point towards the right way to advance or areas of interest.
Warp Pipe   Pipes going through the ground that transport the player to new areas.
Small pipe   Mini variants of warp pipes that can be acessed with a Mini Mushroom.
Pipe Cannon   Pipes that launch the player to another location or a hard to reach platform
Warp Door    A door found in Ghost Houses, fortresses, and castles that take the player to another portion of the level. Large doors serve as entry points to a boss.
Midway point   A flag that acts like a checkpoint. It has Bowser's insignia, but if a player touches it, it is replaced by whichever character's symbol turned it. If that character is in his small form, he transforms into his Super form.
Goal Pole   Flagpoles found at the end of every level. Touching one completes the level.
Goal Pole (secret)   Red flagpoles found at the end of some levels. Touching one completes the level and leads to secret exits.

PlatformsEdit

Platform Image Function
Flipper   Bars that, once passed through, prevent access to the area before.
Lift   Platforms that move in any direction.
Scale Lift   Scale-like platforms that the player lands on one platform, the parallel one rises. It will fall off if they stand on it for too long.
Paddle Platform   A paddle wheel-like platforms made of four smaller platforms that moves in a wheel on tracks.
Seesaw   Platforms that teeter to one side when a player or element stands on the opposite side.
Track   Rails that carry lifts.
Mushroom Platform   Semi-solid platforms that resemble tall mushrooms.
Mushroom Trampoline   Mushroom Platforms serve as a trampoline.
Stretch Shroom   Mushroom Platforms that contract and extend at constant intervals, pulling anything and anyone on the ends of the platforms to the center when they contract.
Sinking and Rising Mushrooms   Mushrooms platforms that either rise or fall a certain length when stood on, depending on their color.
Semisolid Platform   Platforms the player can jump onto from the bottom.
Volcano   Hills made up of slope tiles with distinct red crusts. If a Bob-omb explodes near the red crusts, they disintegrate and release coins.
Conveyor Belt   Moving platforms that carry the player from one place to another without them having to move at all.
ON/OFF Conveyor Belt (new)   Conveyer Belts that change direction when triggered by ON/OFF Switches.
Raft (new)   platforms that activate whenever the player steps on them, constantly moving right as long as the player continues to stand on them.
Sky Move Lift (new)   An airship that constantly move to the right. They come with a deck with a one-block-wide gap, as well as a higher deck that acts as a Semisolid Platform.
Segmented platform (new)   Rideable creatures made of bone used to aid Mario and sail across lava. This resembles a Spine Coaster version of a Skull Raft.
Climbable objects
Vine   Used as a ladder that can lead to Coin Heaven, or a secret place. Comes out of an Invisible Block or brick.
Pole   Climbable poles. Mario clings to one by jumping onto it.
Web   Webs the player can climb.
Chain-Link   Fences the player can climb.
Moving Fence   Fences that move on a track.

Other objectsEdit

Item Image Function
Star Coin Sign   A wooden sign that blocks a path on the world maps. The player has to pay the required amount of Star Coins to gain access.
Warp Cannon   A special cannon that allows the player to go to a different world.
Treasure Chest   Chests appear in Yellow Toad Houses, where they contain a reserve Gold Flower.

WorldsEdit

Level Preview Description
World 1   A grassy field with mushrooms, similar to other first worlds in the Super Mario series. The boss is Roy Koopa and its Warp Cannon leads to World Mushroom.
World 2   A vast desert filled with sand, palm trees, and cacti, similar to World 2 from New Super Mario Bros. The boss is Iggy Koopa.
World Mushroom   The first Special World of New Super Mario Bros. 2. The boss is Larry Koopa and its Warp Cannon leads to World Flower.
World 3   An archipelago of several islands, with a jungle portion later on in the world. The beach and jungle portions are similar to World 4 and World 5 from New Super Mario Bros. Wii respectively. The boss is Wendy O. Koopa and its Warp Cannon leads to World Flower.
World 4   A snowy field filled with trees and ice, similar to World 5 from New Super Mario Bros. and World 3 from New Super Mario Bros. Wii. The boss is Morton Koopa Jr.
World Flower   The second Special World of New Super Mario Bros. 2. The boss is Lemmy Koopa and its Warp Cannon leads to World 6.
World 5   A sky-themed area with mushrooms and high cliffs, similar to World 7 from New Super Mario Bros. Wii. The boss is Ludwig von Koopa.
World 6   A lava-filled basin with several volcanoes and Bowser's Castle, similar to World 8 from New Super Mario Bros. The boss is Bowser. This world must be completed to complete the game.
World Star   The final Special World of New Super Mario Bros. 2. The boss is Dry Bowser. 90 Star Coins must be collected to play this world.

Downloadable contentEdit

 
Title screen of New Super Mario Bros. 2: Gold Edition
Main article: Coin Rush § Downloadable content

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

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

In Europe, the game received a Nintendo 2DS bundle, which includes the game with all ten downloadable course packs pre-installed (titled New Super Mario Bros. 2: Special Edition).

In North America, the game received a special-edition Nintendo 3DS XL with the game and all ten downloadable course packs pre-installed (titled New Super Mario Bros. 2: Gold Edition) during the 2014 holiday season. In Japan, from July 1 to August 31, 2014, New Super Mario Bros. 2: Gold Edition was available as a free download for Nintendo 3DS LL owners as part of the "Nintendo 3DS LL Monthly Recommended Software Campaign".[7]

With the discontinuation of digital purchases for Nintendo 3DS in March 2023, it is no longer possible to buy the downloadable course packs, though they can still be downloaded by those who purchased them when they were available.

Pre-release and unused contentEdit

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

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

GlitchesEdit

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

Enemies in BlocksEdit

This glitch can be done in World  Star-1 and requires Super Mario. First, Mario should Ground Pound some Brick Blocks near a Brick Block with nothing below it to make it possible to hit. It has a P Switch inside that Mario must press. Then Mario must run to the second platform after the ? Switch and wait for the P Switch to wear off. Then, if done correctly, the Koopa will be stuck inside some Brick Blocks. After turning right, it will appear slightly to the right for only a split second and then return to its original position. It can still dance to the beat in the music.[8]

Red Ring glitchEdit

Due to an oversight, in World 4-A, if the player activates the Red Ring but ignores the Red Coins and goes to the Mushroom Trampoline between two blue Warp Pipes that spawn Goombas after the Checkpoint Flag, the coins from the bottom will spout out, even though the player has not collected the Star Coin yet. After that, if the player then backtracks to the Red Coins' location, they will still be there and can even be collected and still reward a power-up.[9]

StaffEdit

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

DevelopmentEdit

The development of a 2D Super Mario game for the Nintendo 3DS was first brought up during an earnings briefing in November 2010, with Shigeru Miyamoto speaking about the possibilities of 2D and 3D Super Mario games on the Nintendo 3DS.[10] Later, after the release of Super Mario 3D Land, Satoru Iwata officially announced that a 2D Super Mario game for the 3DS was in development,[11] which was revealed to be New Super Mario Bros. 2 during the April 21, 2012, Nintendo Direct in Japan.[12]

New Super Mario Bros. 2 had a more unique development cycle than the other games in the series. Not only was the game developed by the Entertainment Analysis and Development team, but also by members of other development teams, including the Software Planning and Development team, as part of the "Mario Cram School," a program meant to teach other teams about the development of Super Mario games.[13] Also different is that the game's stages were designed before the mechanics and main focus were thought of.[13]

The focus on coins came about early in development, with Takashi Tezuka and Toshihiko Nakago speaking about coins; at the time, development of Super Mario 3D Land, which features the ? Box, had recently wrapped up. The coin concept was first implemented with the golden Koopa Troopa, and soon after Tezuka suggested the one million coin goal. The developers then began to fill the stages with coins, and created more ways to collect them, such as the additional golden enemies and Gold Mario.[14] Because of the game's coin focus, the developers considered naming it "New Super Mario Bros. Gold," but the "2" was chosen instead since the game features more stages than the previous entries in the New Super Mario Bros. series as well as new elements, which the developers felt allowed it to stand alone as a standard 2D Super Mario title.[15]

Implementation of the co-op mode was originally met with conflict; Tezuka suggested adding it, but the staff opposed him due to being unsure on how it could be implemented, and that it couldn't be done within the remainder of the given development timeframe. Earlier in development, a prototype mode featuring both Mario and Luigi in the single-player stages had been developed. Using this, the developers worked on refining it, making it more similar to New Super Mario Bros. Wii. Issues with the Nintendo 3DS' screen kept the camera from expanding to accommodate both players, so instead the camera was made to focus on a single player at a time, with both being able to fight for control over it.[16]

The concept of the Coin Rush mode was thought of before the coin theme of the game was. Yusuke Anamo was thinking about how to make the game more replayable, but also something that could be played even in free time. In addition, after making the stages more coin-oriented, the developers noticed that, no matter how often the game was played, the million-coin goal was very difficult to reach. It was then that they decided to incorporate collecting large amounts of coins into the new mode.[17] The Coin Rush downloadable course packs were originally announced before the game was released; the courses themselves, however, had not been created at the time.[18] The idea of downloadable content had come up during the development of both New Super Mario Bros. 2 and New Super Mario Bros. U, and from both teams; the development team for New Super Mario Bros. 2 had thought of the idea of downloadable Coin Rush courses, and since this game was to be released first it was decided that content would be created for it first.[19]

ReceptionEdit

New Super Mario Bros. 2 has received generally positive reviews from critics. IGN gave it an 8.5/10 and Nintendolife gave it a 9/10. Most critics considered it a solid Super Mario game, though they also criticized its easy difficulty and unoriginality.[20][21][22][23] As of August 18, 2012, New Super Mario Bros. 2 has received a 78% average on Metacritic, with 22 positive and 13 mixed reviews.

Reviews
Release Reviewer, Publication Score Comment
Nintendo 3DS Keza MacDonald, IGN 8.5/10 "It is impossible not to be drawn in by the simple perfection of New Super Mario Bros 2's mechanics and level design – this is as pleasurable and effortless as 2D platforming gets. But it's also impossible not to be disappointed that it's over so quickly, and doesn't offer anything really new. The best Mario games reinvent themselves at the same time as paying loving homage to what went before; they take something you know and love and make it feel new all over again. New Super Mario Bros doesn't do that - but it's a delightful game while it lasts, and still the best 2D platformer on the 3DS."
Nintendo 3DS Oli Welsh, Eurogamer 8/10 "This is a high-quality game by anyone's standards, but that doesn't change the fact that I spent a good deal of my time playing it feeling blasphemously bored. Fortunately, the true Mario tradition is in safe hands in Tokyo, no doubt to return and restore our faith in some mind-bending new adventure next year. But perhaps New Super Mario Bros. should be allowed to grow old a bit more gracefully than this."
Nintendo 3DS Jim Sterling, Destructoid 7/10 "New Super Mario Bros. 2 is good. It was always going to be good, because Nintendo makes good games. That was never in doubt. However, it's a markedly more vacuous experience, bereft as it is of fresh gameplay and rigidly sticking to a formula with such zeal one would almost believe it a religious imperative of the developers. The coin collecting silliness may alter the player's approach somewhat, but it is nonetheless superficial and many players will doubtless get bored of it before hitting their million. The gimmick serves as an allegory for the entire game, really -- a glittering distraction, lacking any real substance. At its core, New Super Mario Bros. 2 is a Mushroom Kingdom coin -- shiny and addictive, but carrying no practical value whatsoever."
Aggregators
Compiler Platform / Score
Metacritic 78
GameRankings 78.40%

SalesEdit

As of September 30, 2021, New Super Mario Bros. 2 is the 5th best-selling game for the Nintendo 3DS, having sold about 13.39 million copies worldwide (after Mario Kart 7, Pokémon X and Y, Pokémon Omega Ruby and Alpha Sapphire, Pokémon Sun and Moon).[24]

PromotionEdit

Nintendo made a special gold-themed week exclusively for the American Nintendo eShop to celebrate the release of the game, where every category's image was replaced with something from the game and the backgrounds were gold-colored.

US and Canada Club Nintendo members who purchased New Super Mario Bros. 2 from the Nintendo eShop by September 20, 2012 and completed the surveys within four weeks after downloading could receive double the amount of coins (for a total of 100 coins) as they would receive if they bought the game at retail (50 coins).[25] European Club Nintendo members that purchased the game from the Nintendo eShop received 250 free Stars. Likewise, Australian Club Nintendo members received double the amount of Stars (i.e. 400 instead of 200).[26]

Nintendo eShop descriptionEdit

NA Version

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

EU Version

Mario returns to Nintendo 3DS in a side-scrolling action adventure, packed with great power-ups and crammed with coins! Players can expect classic Mario action with a golden twist - an extra challenge to collect one million coins! As well as playing solo, or teaming up with a friend via Local Play, there's Coin Rush mode, where the aim is to grab as many coins as possible in the time limit, adding a strategic edge to the fun!

GalleryEdit

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

MediaEdit

For a complete list of media for this subject, see List of New Super Mario Bros. 2 media.
  Ground Theme
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  Underground Theme
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  Athletic Theme
File infoMedia:New Super Mario Bros 2 Athletic Theme.oga
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  Underwater Theme
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References to other gamesEdit

 
A recreation of World 1-1 in the Gold Classics Pack
  • Mario Bros.: Phase 1 is remade as part of the Gold Classics Pack.
  • Super Mario Bros.: In the first phase of Bowser's and Dry Bowser's battles, Bowser throws sledgehammers and breathes fire, and Mario must wait for him to jump then get past him, very much alike to this game. Also, while the game loads (such as when starting up the game or looking for a second player in Co-op Play), the loading chime plays the first part of this game's overworld theme. Small Mario sprite from Super Mario Bros. appears in some parts of Coin Rush mode, such as to show which course the player will play or while counting the coins obtained in the levels. The maximum number of lives results in crowns like in this game. World 1-1, 1-2, and 1-4 are remade as part of the Classic Courses Pack.
  • Super Mario Bros.: The Lost Levels: Not in the game itself, but the Gold Classics Pack DLC's third course at the ending had "Thank You!!" message similar to the Arigatō! message in World 9-4 (although unlike in that game, the "Thank You!!" message was written in coins rather than coral).
  • Super Mario Bros. 3: A trailer released by Nintendo of Europe states that this game is the "rightful successor" to this game.[27] Raccoon Mario, the P-Meter, Note Blocks, and Wood Blocks return. Sky Move Lifts are reminiscent of the coin-filled Treasure Ships. The P-Wing makes a cameo, replacing the "P" icon of the P-Meter. The first room of World 6- Bowser Castle features a vertical shaft traversable using a Donut Block, which is reminiscent of a similar obstacle in World 8- Bowser's Castle. The floor in Bowser's room is checkered, similar to those of several Fortresses in this game. Like in this game, Toad Houses, except for Green Toad Houses, have the same music (albeit in the form of its Super Mario 3D Land arrangement) and feature a choice of three power-ups. Also, the loading chime plays a small part of this game's overworld theme. World 1-1 and 1-5 are remade as part of the Classic Courses Pack.
  • Super Mario World: Chocolate Island-styled backgrounds are used in some of the levels. Reznors and the standard boss theme return from this game. Also, when the bridges break in the Reznor battles, they sound like breaking blocks in this game, and when the player hits a switch, it makes the P Switch noises from this game. The loading chime plays a small part of this game's overworld theme. Mario and Luigi can look up as well. The Moon Coins have an imprint of a 3-Up Moon. Diagonally flying Bullet Bills return.
  • Super Mario World 2: Yoshi's Island: The number "two" on the logo is similar to this game.
  • Super Mario Sunshine: If Mario jumps on a Toad, its mushroom cap will bounce. If attacked from a distance, it will flinch. This feature first appeared in this game.
  • Mario & Luigi: Partners in Time: The giant 100-Coin makes a reappearance in this game, based on its appearance in Mario & Luigi: Partners in Time.
  • New Super Mario Bros.: A direct sequel to this game. Mario's Mini and Mega forms return. Mega Mario will also earn several 1-Up Mushrooms by destroying the Goal Pole like how he could originally earn 1-Up Mushrooms by destroying objects in this game. Dry Bowser also returns alongside his throwable bones. This game's remix of the Super Mario Bros. theme is used during the Dash Mario stages, as well as the Mega Mushroom theme. Several enemies retain their behaviors from this game, such as Big Whomps, Scuttlebugs, and Whomps; both varieties of Whomp also reuse their crushing sound effect and Scuttlebugs reuse the sound effect they make when they drop into the screen. Coin Coffers also evade the player as Moneybags did in this game. Big Cheep Cheeps retain their large size from this game. Flying Gold Blocks behave similarly to the red Flying ? Blocks in this game, hovering on the world map and appearing near the player's spawn point within levels. The cloud-filled backgrounds seen in athletic levels and bonus areas are designed after the cloud-filled backgrounds seen in similar locations in this game and the background of World 6- Bowser Castle is designed after the background normally seen in castle boss rooms in this game. Flippers, quicksand, retracting staircases, tightropes, Snake Blocks, and tracks also use their designs from this game. Nonlinear world progression returns and is again displayed using branching paths on the world select screen. World maps are also highly linear and progress from left to right, like in this game. World 6 is filled with withered trees, like World 8. The level progression bar is obscured by Boos in Ghost Houses, like in this game. The first level in both games feature a hidden Vine leading to a Hard Block platform with a 1-Up Mushroom and an aerial sub area. World 1- Tower's secret exit is found in a similar manner to World 1- Tower's secret exit: via a hole on the right side of a room with shifting obstacles. The Hard Block platforming section of World 6-1 is reminiscent of the Red Block platforming section of World 5-C in this game. World 6-4 is aesthetically based on World 8-1 from this game. Toad Houses once again become permanently accessible after beating every level in the game.
  • Yoshi's Island DS: Bowser is fought as a giant in the background, just as he was in this game.
  • Super Mario Galaxy: The Toads' reaction to a raccoon tail whip (by spinning around happily) is reused from the Toads' reaction to a Star Spin in this game.
  • New Super Mario Bros. Wii: An indirect follow-up to this game. Numerous elements from the game return. The music and graphic style are reused from this game, with added vocals to the overworld and athletic themes, as well as vocal riffs "paah" included in the tower, castle and ghost house themes. The level settings are reused from this game. The second phase of Bowser's battle can be compared to the second phase of Bowser in this game, except Mario needs to move from platform to platform vertically instead of horizontally. The bubble system returns, and the multiplayer gameplay is reused (though Mario and Luigi cannot pick up each other as before). The Koopalings also had the same voices from and also taunt the same way before they fight and are fought similarly to New Super Mario Bros. Wii. In addition, they also aided Bowser in a manner very similar to how Kamek aided Bowser in that game, right down to being knocked down by Bowser the same way upon his becoming giant. Stars can be earned on the file, like in this game.
  • Super Mario 3D Land: The Invincibility Leaf returns, as does the Assist Block. Peepas, Coin Coffers, and Goomba Towers return. Toad Houses use the same music as in this game, which, in itself, is a remix of the theme from Super Mario Bros. 3. During the credits, Mario carries Peach in a similar fashion to this game, except he is not flying, but walking on the ground. + Clocks return with similar functions. Once again, items from Toad Houses work their effects immediately, rather than being placed in an inventory. Stars can be earned in the file, like in New Super Mario Bros. Wii and this game. The max lives are 1,110 (shown as three crowns), like in this game.
  • Mario Kart 7: Raccoon Mario's tail whip and transformation sounds are re-used from this game.

References in later gamesEdit

 
Artwork of Gold Mario from Mario Golf: World Tour

Names in other languagesEdit

Language Name Meaning
Japanese Newニュー スーパーマリオブラザーズ 2
Nyū Sūpā Mario Burazāzu Tsū
New Super Mario Bros. 2

Chinese (simplified) New 超级马力欧兄弟 2
New Chāojí Mǎlì'ōu Xiōngdì 2
New Super Mario Brothers 2

Chinese (traditional) 新超級瑪利歐兄弟 2
Xīn Chāojí Mǎlì'ōu Xiōngdì 2
New Super Mario Brothers 2

Korean 뉴 슈퍼 마리오브라더스 2
Nyu Syupeo Mario Beuradeoseu 2
New Super Mario Bros. 2

ReferencesEdit

  1. ^ https://putgame.blogspot.com/2015/04/3ds.html
  2. ^ Kazuya Sakai (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara (Shogakukan) (ed.). Encyclopedia Super Mario Bros. Milwaulkie: Dark Horse Books, 2018. ISBN: 978-4-09-106569-8
  3. ^ https://www.nintendo.co.jp/3ds/abej/coin/index.html
  4. ^ https://www.youtube.com/watch?v=g0U1bMu4X6M [dead link]
  5. ^ https://iwataasks.nintendo.com/interviews/#/3ds/nsmb2/0/5
  6. ^ https://web.archive.org/web/20160411134535/http://newsupermariobros2.nintendo.com/play-together/
  7. ^ 佐伯憲司 (June 13, 2014). 「ニンテンドー3DS LL 月替わりオススメソフトキャンペーン」7月8月の引き換えソフトを公開!. GAME Watch. Retrieved October 25, 2020.
  8. ^ YouTube video of "Koopa in the Blocks" [dead link]
  9. ^ Durag Dee (March 29, 2014). New super mario bros.2 glitch: W4-A. YouTube. Retrieved December 24, 2021.
  10. ^ 3DS to have 3D and 2D Super Mario Games -- Andriasang.com
  11. ^ New 2D Super Mario Coming to 3DS - IGN
  12. ^ Nintendo Direct Japan - Full Show - 21.4.2012 - YouTube
  13. ^ a b Iwata Asks : New Super Mario Bros. 2 : Mario Cram School
  14. ^ Iwata Asks : New Super Mario Bros. 2 : "Shouldn't This One Be About Coins?"
  15. ^ Iwata Asks : New Super Mario Bros. 2 : Classic Super Mario
  16. ^ Iwata Asks : New Super Mario Bros. 2 : Team Up to Strike it Rich
  17. ^ Iwata Asks : New Super Mario Bros. 2 : "I Don't Like It."
  18. ^ New Super Mario Bros 2 DLC and more detailed in new trailer | GamesRadar
  19. ^ Iwata Asks : New Super Luigi U : Overtaken by New Super Mario Bros. 2
  20. ^ https://www.nintendolife.com/reviews/3ds/new_super_mario_bros_2
  21. ^ https://www.ign.com/articles/2012/08/03/new-super-mario-bros-2-review
  22. ^ https://www.metacritic.com/game/3ds/new-super-mario-bros-2
  23. ^ https://gamefaqs.gamespot.com/3ds/667819-new-super-mario-bros-2/reviews
  24. ^ Nintendo (May 10, 2022) Top Selling Title Sales Unites. Nintendo Japan. Retrieved May 12, 2022. Archived from the original on May 11, 2022 via Wayback Machine.
  25. ^ https://club.nintendo.com/double-coins-nsmb2.do
  26. ^ https://gamesites.nintendo.com.au/double-stars-nsmb2/
  27. ^ https://www.youtube.com/watch?v=vSDWF7xwke8

External linksEdit