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* CreativeClosingCredits: The ending credits feature a montage of every single level that had been played in the game. If you play a level that you hadn't before beating the game, it will be added to the credits the next time you see them. The player can also use the stylus to tap the letters in the names that appear in the credits; each letter plays a different sound effect.

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* FamilyUnfriendlyDeath: The [[http://bowserdeath.ytmnd.com/ apparent demise of Bowser in World 1]] might be a little unnerving for some. [[spoiler:He doesn't stay dead, however, as he shows up in [[DemBones skeletal form]] in World 8, and Bowser Jr. revives him properly for the final battle.]]

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* FamilyUnfriendlyDeath: The [[http://bowserdeath.ytmnd.com/ apparent demise of Bowser in World 1]] might be a little unnerving for some.some, which has him [[AMoltenDateWithDeath boiled alive in a pit of magma]] and [[StrippedToTheBone reduced to a skeleton]]. [[spoiler:He doesn't stay dead, however, as he shows up in [[DemBones skeletal form]] in World 8, and Bowser Jr. revives him properly for the final battle.]]
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** The game starts with a homage to World 1-1 from the first ''VideoGame/SuperMarioBros'', and there is a Bowser battle that can be defeated simply by breaking the bridge and dropping Bowser in the lava (or down a pit ala ''VideoGame/SuperMarioBros3''), replacing the axe with a button.

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** The game starts with a homage to World 1-1 from the first ''VideoGame/SuperMarioBros'', ''VideoGame/SuperMarioBros1'', and there is a Bowser battle that can be defeated simply by breaking the bridge and dropping Bowser in the lava (or down a pit ala ''VideoGame/SuperMarioBros3''), replacing the axe with a button.
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* InterfaceScrew: In all ghost houses, the level progress bar on the touch screen is replaced by two ghost silhouettes staring at you.
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* BadWithTheBone: Instead of throwing hammers, Dry Bowser throws bones at Mario or Luigi during battle.
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* LovesMeNot: The game makes an actual challenge out of the Loves Me minigame from ''VideoGame/SuperMario64 DS'' by involving two players trying to either get "Loves me", or stick the other guy with "Loves me not" by plucking 1-3 petals per turn.

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** This game reuses the engine and a number of assets from ''VideoGame/SuperMario64 DS'' two years prior, making it feel more closely connected to that game than to any of its successors. Among other things, the models for Mario, Luigi, Peach, and Bowser are all directly taken from ''64 DS'', the minigame mode returns with nearly every minigame from ''64 DS'' either intact or remade in this game's artstyle along with brand new additions, and the game reuses the "Buh bye!" and "It's-a me, Mario!" voice clips when closing and opening the DS while the game is running. Furthering the connection is that pre-release footage of this game sees Mario and Luigi utilizing elements of their ''64 DS'' movesets that were ultimately cut out, though game still introduced Wall Jumps and Triple Jumps from the 3D moveset nonetheless.

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** This game reuses the engine and a number of assets from ''VideoGame/SuperMario64 DS'' two years prior, making it feel more closely connected to that game than to any of its successors. Among other things, the models for Mario, Luigi, Peach, and Bowser are all directly taken from ''64 DS'', the minigame mode returns with nearly every minigame from ''64 DS'' either intact or remade in this game's artstyle along with brand new additions, and the game reuses the "Buh bye!" and "It's-a me, Mario!" voice clips when closing and opening the DS while the game is running. Furthering the connection is that pre-release footage of this game sees Mario and Luigi utilizing elements of their ''64 DS'' movesets that were ultimately cut out, though the game still introduced Wall Jumps and Triple Jumps from the 3D moveset nonetheless.


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** This is also the only game which has a new powerup that hasn't reappeared in any of its sequels in the Blue Shell.
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** This game reuses the engine and a number of assets from ''VideoGame/SuperMario64 DS'' two years prior, making it feel more closely connected to that game than to any of its successors. Among other things, the models for Mario, Luigi, Peach, and Bowser are all directly taken from ''64 DS'', the minigame mode returns with nearly every minigame from ''64 DS'' intact, and the game reuses the "Buh bye!" and "It's-a me, Mario!" voice clips when closing and opening the DS while the game is running. Furthering the connection is that pre-release footage of this game sees Mario and Luigi utilizing elements of their ''64 DS'' movesets that were ultimately cut out.

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** This game reuses the engine and a number of assets from ''VideoGame/SuperMario64 DS'' two years prior, making it feel more closely connected to that game than to any of its successors. Among other things, the models for Mario, Luigi, Peach, and Bowser are all directly taken from ''64 DS'', the minigame mode returns with nearly every minigame from ''64 DS'' intact, either intact or remade in this game's artstyle along with brand new additions, and the game reuses the "Buh bye!" and "It's-a me, Mario!" voice clips when closing and opening the DS while the game is running. Furthering the connection is that pre-release footage of this game sees Mario and Luigi utilizing elements of their ''64 DS'' movesets that were ultimately cut out.out, though game still introduced Wall Jumps and Triple Jumps from the 3D moveset nonetheless.
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* MagicalMysteryDoors: There's a section of the game where you're perplexed by a series of doors. The only way to discover where they lead is to test each and every one of them. Fortunately, it's much shorter than most Magical Mystery Doors segments tend to be in NES games.
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* BreakingTheFourthWall: Closing the DS without turning the game off will result in Mario saying "Ba-bye." Opening it back up will cause Mario to greet you with "It's-a me!"

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* BreakingTheFourthWall: Closing the DS without turning the game off will result in Mario saying "Ba-bye." Opening it back up will cause Mario to greet you with "It's-a me!"me, Mario!"



** This game reuses the engine and a number of assets from ''VideoGame/SuperMario64 DS'' two years prior, making it feel more closely connected to that game than to any of its successors. Among other things, the models for Mario, Luigi, Peach, and Bowser are all directly taken from ''64 DS'', the minigame mode returns with nearly every minigame from ''64 DS'' intact, and the game reuses the "buh bye!" and "it's-a me, Mario!" voice clips when closing and opening the DS while the game is running. Furthering the connection is that pre-release footage of this game sees Mario and Luigi utilizing elements of their ''64 DS'' movesets that were ultimately cut out.

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** This game reuses the engine and a number of assets from ''VideoGame/SuperMario64 DS'' two years prior, making it feel more closely connected to that game than to any of its successors. Among other things, the models for Mario, Luigi, Peach, and Bowser are all directly taken from ''64 DS'', the minigame mode returns with nearly every minigame from ''64 DS'' intact, and the game reuses the "buh "Buh bye!" and "it's-a "It's-a me, Mario!" voice clips when closing and opening the DS while the game is running. Furthering the connection is that pre-release footage of this game sees Mario and Luigi utilizing elements of their ''64 DS'' movesets that were ultimately cut out.
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* DigitalTabletopGameAdaptation: The "Table" category of {{minigame}}s features digital versions of card and board games like Blackjack (Luigi-Jack), Texas Hold-'em (Luigi's Thrilling Cards), and Reversi (Bob-Omb Reverse). Some of them were carried over from ''VideoGame/SuperMario64 DS'', and some were new additions.
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* SpritePolygonMix: Many of the basic items and enemies with simple behaviors (Goombas, Koopa Troopas, and Boos) are rendered as 2D sprites. Mario, Luigi, the bosses, and other enemies with more complex patterns are rendered as 3D models.
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* ColorCodedMultiplayer: The minigame mode assigns each player with a color and one protagonist from [[VideoGame/SuperMario64 Super Mario 64 DS]]. The player order is red (Mario), green (Luigi), yellow (Wario), and blue (Yoshi).

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* ColorCodedMultiplayer: The minigame mode assigns each player with a color and one protagonist from [[VideoGame/SuperMario64 Super Mario 64 DS]].''VideoGame/SuperMario64 DS''. The player order is red (Mario), green (Luigi), yellow (Wario), and blue (Yoshi).
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* ColorCodedMultiplayer: The minigame mode assigns each player with a color and one protagonist from [[VideoGame/SuperMario64 ''Super Mario 64 DS'']]. The player order is red (Mario), green (Luigi), yellow (Wario), and blue (Yoshi).

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* ColorCodedMultiplayer: The minigame mode assigns each player with a color and one protagonist from [[VideoGame/SuperMario64 ''Super Super Mario 64 DS'']].DS]]. The player order is red (Mario), green (Luigi), yellow (Wario), and blue (Yoshi).
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* ColorCodedMultiplayer: The minigame mode assigns each player with a color and one protagonist from [[VideoGame/SuperMario64 ''Super Mario 64 DS'']]. The player order is red (Mario), green (Luigi), yellow (Wario), and blue (Yoshi).
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* TogglingSetpiecePuzzle: The first castle of World 8 features rails whose platforms (lifts) can have their positions switched with red-and-yellow switches. For example, if a lift is placed on an upper rail, pressing a switch will teleport it to the lower rail. Therefore, before you stand onto a lift (which will make it move forward), you have to decide its position (and potentially grab the castle's Star Coins, including the last one which requires a not-very-obvious way to spawn a lift into the rail right below the BossRoom's door).
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** Snow Spikes only appear in World 5-1.


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** Small Wigglers known as Squigglers only appear in the pipe maze of World 7-A.
** World 8-7 is the only course where Fire Bros and Sledge Bros appear.
** There are twenty-one Kab-ombs, and they all appear in World 8-8.
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* SnowballFight: One of the new minigames, Snowball Slam, has the players control different colored Yoshis in a snowball fight.
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* AndeanMusic: The World 6 Map theme is inspired by Andean music.
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[[caption-width-right:350:Out of the way! Giant Plumber coming through!]]

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[[caption-width-right:350:Out of the way! Giant Plumber plumber coming through!]]
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Adding a few tropes relevant to one of the most fun multiplayer modes in existence.

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* NostalgiaLevel: [[https://www.mariowiki.com/File:NewSuperMarioBros-MarioVsLuigi-Grass.png The overworld-based level]] from the Mario vs. Luigi mode is an abridged version of the first ''VideoGame/SuperMarioBros1''' World 1-1.


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* SongsInTheKeyOfPanic: When either player is only one Big Star away from winning a round in the Mario vs. Luigi mode, the music kicks up in tempo.


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** The icy level from the Mario vs. Luigi mode contains the only blue-shelled Koopa in the game. Stomping it lets you obtain the Blue Shell powerup, making it the only way to 100% reliably get this item.
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--->'''Message upon activating Challenge Mode:''' [[spoiler:Welcome to the secret Challenge mode. Think you can reach the goal? If you get stuck, press START and choose Return to Map.]]
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** World 4-4 contains the only five Balloon Boos in not only the game, but the entire franchise. They are like regular boos, except they will inflate themselves until they reach maximum size when Mario looks at them, and deflate as they chase him when he looks away.
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* BattleDiscretionShot: In the opening cutscene, Mario takes a short beating from Bowser Jr. offscreen.

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* BattleDiscretionShot: In the opening cutscene, Mario takes a short beating from Bowser Jr. offscreen. If you [[AttractMode waited long enough on the title screen]], a modified version of the cutscene shows that Mario was hit by a Koopa shell, and sometimes Luigi is dragged into the mix.



** Ground pounding bosses would do double damage to them in this game. Later games would have ground pounds do normal damage to bosses to prevent cheesing.

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** Ground pounding bosses would do double damage to them in this game. Later games would have ground pounds do normal damage to bosses to prevent cheesing. Also, ground pounding a Koopa Troopa or other shelled enemy will not instantly defeat them, but instead immediately sends them sliding.
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** Ground pounding bosses would do double damage to them in this game. Later games would have ground pounds do normal damage to bosses to prevent cheesing.
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* MickeyMousing: Whenever there's a vocalization in the main game track, the enemies will dance along with it, specifically Goombas will do a small jump and Koopa Troopas will look at the screen and shake their fists. When underwater, Cheep Cheeps will spin when a windchime is heard.

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* UniqueEnemy: Whomps only appear in world 3-Castle. Most of them stand in the background and wait for Mario to appear, and there is only one single Big Whomp, who walks across a platform instead.

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* UniqueEnemy: UniqueEnemy:
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Whomps only appear in world 3-Castle. Most of them stand in the background and wait for Mario to appear, and there is only one single Big Whomp, who walks across a platform instead.
** World 6-6 contains the only three Chain Chomps in the entire game.
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** This is the only game in the ''[[VideoGame/NewSuperMarioBros New]]'' subseries to not have the Koopalings as the main bosses, but unique opponents like Giant Goomba and Petey Piranha. Bowser also appears as early as the end of World 1. In the other games, he doesn't appear until the final boss battle, and in this game he doesn't have a second phase where he turns into a giant. [[OverlordJr Bowser Jr.]] appears as every tower boss, and also lacks his Koopa ClownCar, acting more as an {{expy}} of Boom Boom from ''VideoGame/SuperMarioBros3''.

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** This is the only game in the ''[[VideoGame/NewSuperMarioBros New]]'' subseries to not have the Koopalings as the main bosses, but unique opponents like Giant Mega Goomba and Petey Piranha. Bowser also appears as early as the end of World 1. In the other games, he doesn't appear until the final boss battle, and in this game he doesn't have a second phase where he turns into a giant. [[OverlordJr Bowser Jr.]] appears as every tower tower's boss, and also lacks his Koopa ClownCar, Clown Car, acting more as an {{expy}} of like Boom Boom from ''VideoGame/SuperMarioBros3''.
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* UniqueEnemy: Whomps only appear in world 3-Castle. Most of them stand in the background and wait for Mario to appear, and there is only one single Big Whomp, who walks across a platform instead.

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Bubbly Clouds has been renamed into Level In The Clouds. Swapping wicks for fitting examples, removing wicks for misuse, and adding context whenever necessary


* BubblyClouds: World 7, which houses several sky-themed levels where the only safe platforms are the clouds and the top of the green and red mushroom trees. Some of the other worlds also have specific levels set in the sky.


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* LevelInTheClouds: World 7, which houses several sky-themed levels where the only safe platforms are the clouds and the top of the green and red mushroom trees. Some of the other worlds also have specific levels set in the sky.

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