Newer Super Mario Bros. 7Edit

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New Super Mario Bros. U

North American box cover

Developer(s) Nintendo EAD
Publisher(s) Nintendo
Platform(s) Wii U
Release date [2] November 18, 2012[1]

[3] November 30, 2012 [4] November 30, 2012[2] [5] December 8, 2012

Genre Platformer
ESRB: - Everyone
PEGI: - Three years and older
CERO: - All ages
ACB: - General
USK: - All ages
Mode(s) Single-player


Media Wii U: Optical disc Digital download
Input Wii U:

[6] Wii U GamePad[7] Wii Remote (Sideways)[8] Wii U Pro Controller

Newer Super Mario Bros. 7 is a side-scrolling 2.5D platform game and launch title for the Wii U system. It is the fourteenth installment in the Super Mario series, the ninth installment in the Super Mario Bros. series, and the fourth and latest installment in the New Super Mario Bros. series. Released on November 18, 2012 in North America, November 30th in Europe and Australia, and in Japan on December 8th, it is the first Super Mario series game to be released as a launch title for a home console since Super Mario 64. An expansion pack for this game was later released in 2013, titled New Super Luigi U.

Based upon the New Super Mario Bros. Mii tech demo shown at E3 2011, the game uses new, more detailed background styles and models and introduces the Flying Squirrel power-up, acquired by Mario and his friends from an item called the Super Acorn, as well as utilizing the Wii U GamePad in Boost Mode.



[9][10]The Mario Bros. and Toads about to be hit by Bowser's Claw.Mario, Luigi, Blue Toad, and Yellow Toad are with Princess Peach in Princess Peach's Castle having dinner together. Bowser and the Koopalings suddenly arrive in their Airships, with the former sporting a giant mechanical fist, that smashes and launches the brothers and the Toads away from the castle. Mario and his friends crash into the Acorn Tree, launching Super Acorns through the area. They then tumble out of the tree, passing a Bubble Baby Yoshi and Balloon Baby Yoshi, while they're at it, and look into the horizon to see Bowser beginning a siege on Princess Peach's Castle, setting the Mario Bros. and the Toads to go on a new adventure and save Princess Peach.

As the game progresses, the view occasionally shifts to Peach's Castle, showing the flags being replaced by Bowser's flags, and the castle being surrounded by a thin tornado-like cloud that is made thicker, entirely obscuring the castle. Mario, Luigi and the Toads also have to deal with Bowser's forces, including the Koopalings, Boom Booms, Kamek and Bowser Jr., who occasionally attacks the heroes with his dad's airship. None of them is enough to stop the heroes from progressing, and Bowser Jr. causes the airship to crash after making the mechanical hand punch through it. After reaching Peach's Castle and defeating Bowser, the group moves onward, but Bowser Jr. appears and urges Kamek to spread his magic across the area. After heading to the castle exterior, Mario and the others see Peach in a tower. Before they can save her, she is locked inside and Bowser appears, now at a giant size. Eventually, Bowser is defeated and Bowser Jr. runs away in fright. Mario (or whoever delivered the final blow to Bowser) gets to Peach and bows down to her, and is then kissed by her, to their shock and delight, as the clouds surrounding the castle disappear, restoring it to its former state.

Outside the castle, the Koopalings and Bowser Jr. are fleeing on the airship as Bowser recovers. Noticing the escaping airship, he climbs up onto one of the castle towers and leaps onto the ship, but his additional weight causes it to plummet into a hill nearby; they then fly away hanging on to Bowser Jr.'s Koopa Clown Car while Mario and Blue Toad watch. They then turn back to the others, who are cheering, with Mario delivering a final victory pose.

Gameplay featuresEdit

Introducing Newer Super Mario Bros. 7!

Newer Super Mario Bros. 7 is the next version of New Super Mario Bros. Wii But a more harder one (that's what i think)

Newer Things in Newer Super Mario Bros. 7 is...

1,Some remade and original graphics and NEW music

2, All new levels redone

3. 6 New Characters

4. 15 New Enemies

5. 8 New Power-Ups

6, 1 to 4 players, just like the regular game



[11][12]Perspective of gameplay, featuring four players controlling the characters with Wii Remotes while a fifth player uses the GamePad in Boost Mode.====Stages====

Action(s) Wii U GamePad/Pro Controller Wii Remote
Move, swim (Baby Yoshi) /
Jump, swim, glide (hold), wall jump, Flutter Jump (Yoshi; hold), double/triple jump (press right upon landing) Option 1: /

Option 2: /

Run, carry objects (hold); shoot fireballs/iceballs, extend tongue (Yoshi) Option 1: /

Option 2: /

Ground Pound (normal, simultaneous**) Jump + (down) / +
Crouch, slide (on slopes) (down) /
Climb (on fences, ladders, poles) (up) /
Bubble** GamePad: N/A

Pro Controller:

Enter door/Warp Pipe Door: (up) /

Pipe: / (in direction of entrance)


Pipe: (in direction of entrance)

Spin Jump, Baby Yoshi abilities, dismount Yoshi, Flying Squirrel jump, spin underwater (Baby Yoshi) (shake) / / / / (shake)
Grab other players**/frozen enemies Run + (shake)* / / / /

(release run button to throw)

+ (shake)

(release to throw}}

Boost Mode** (tap screen) N/A
  • Single player only.
    • Multiplayer only.


Action(s) Wii U GamePad/Pro Controller Wii Remote
Move, select option /
Open inventory
View map
Zoom in/out (map view) /
Confirm, hide/show Miiverse posts (map view)


Unlike previous New Super Mario Bros. titles, where the worlds are separated like in Super Mario Bros. 3, New Super Mario Bros. U has a seamless world map with areas named after different foods and drinks, similar to Super Mario World. Like New Super Mario Bros. Wii, the Worlds include Toad Houses and Enemy Courses that players will encounter in the game. The music changes instruments throughout the world map similar to Yoshi's Island. Though, like the previous games, there are Towers, Castles and Ghost House-related levels within each part of the world: [13]Click an area to open the relevant article.

World Names ______________________________________________ World 1: Shroom Meadows (11 Main Levels) World 2: Palm Shores (12 Main levels) World 3: Spooky Swamp (10 Main levels) World 4: Dusty Dunes (11 Main levels) World 5: Alpine Cliffs (13 Main levels) World 6: Cloudy Skies (12 Main levels) World 7: Snowy Mountains (9 Main levels) World Water: The grate ocean (5 levels) World 8: Tiny-Huge Forest (12 Main levels) World 9: Deep Mystic Canyon  (9 levels) World 10: Bowser Badlands (15 Main levels) World A: Emerald Meadows (5 levels) World B: Cherry Blossom Shores (6 levels) World C: Haunted Deepsea Swamp (5 levels) World D: Cactus Dunes (6 levels) World E: Zeppelin Cliffs (5 levels) World F: Golden Cloud City (6 levels) World G: Diamond Dust Glacier (5 levels) World H: Lemon-Lime Soda Jungle (7 levels) World I: Tiny-Huge Canyon (6 levels) World J: Rocky Cliffs (6 levels) World K: Bowser's Wicked Wastelands(5 levels)

  • World 11: Superstar Road: A secret world unlocked after beating Bowser's final battle. Its levels must be unlocked with the Star Coins collected from all the levels of previous worlds.
  • Secret Island: A small area between Acorn Plains and Sparkling Waters that houses a Records Toad House. It must be unlocked as the same way as Superstar Road.
  • Coin Courses: A multiplayer exclusive world found in Coin Battle.


[14][15]Mario and Luigi using Balloon Baby Yoshis to get over a Big Piranha Plant.Green Yoshis make a return, acting like in New Super Mario Bros Wii. Green is the only color available for Yoshis that the players ride on, unlike New Super Mario Bros. Wii. Yoshi now has a meter that tracks how many berries he eats, instead of showing a number each time he eats one. As usual, eating 5 makes him lay an egg containing an item. Like in New Super Mario Bros. Wii, Green Yoshi isn't able to leave the courses he appears in.

New Super Mario Bros. U also features the return of Baby Yoshis, having been absent from the Super Mario series since their debut in Super Mario World. The game features three differently-colored Baby Yoshis, each one with a special ability. They differ from the adult Green Yoshi in terms of gameplay. Being babies, they can't be ridden, so characters must carry them throughout the levels. Baby Yoshis also instantly eat almost any enemy that is in front of them. Unlike in Super Mario World, Baby Yoshis don't grow into adults after eating several enemies. Two types of Baby Yoshis found on the overworld can be taken into any course, with the exception of Fortresses, Airships and Castles.

  • Bubble Baby Yoshi: Blue Baby Yoshis that blow bubbles from their mouths. Enemies caught in these bubbles will turn into 3 Coins, a power-up or a 1-Up Mushroom. These bubbles can also be used as miniature platforms. They first appear on the Frosted Glacier map area.
  • Balloon Baby Yoshi: Magenta Baby Yoshis that expand like balloons and gently float in the air. These Baby Yoshis are similar to the Blimp Yoshi power-up, found in Super Mario Galaxy 2. They first appear on the Acorn Plains map area. Additionally, up to 4 players can grab on to one Baby Yoshi, by grabbing their legs. This slows the player down though.
  • Glowing Baby Yoshi: Yellow Baby Yoshis that light up dark areas and can stun enemies with their light attack. These Baby Yoshis act similar to the Glow Blocks, found in New Super Mario Bros. Wii, and also Bulb Yoshi from Super Mario Galaxy 2. Unlike the other two Baby Yoshis, the Glowing Baby Yoshis aren't found on the world map, and are only found in courses such as Perilous Pokey Cave. Instead of following the characters throughout the courses, they give an extra life when reach the end of the levels they appear in.


[16][17]The inventory.The world map inventory, seen in Super Mario Bros. 3 and New Super Mario Bros. Wii, returns in New Super Mario Bros. U, allowing players to store items that can be used before entering a level. Unlike the other inventories, this is limited to ten items only. If more items come in, the player will have to discard items from the inventory until they have ten. Players can gain items into their inventory by playing red Toad House minigames, collecting items on the world map itself, completing an Enemy Course, catching Nabbit, or finishing a level with the final two digits of the time matching.

Extra modesEdit

[18][19]Small Mario playing through a Time Attack stage in Challenge Mode.In addition to the main adventure, New Super Mario Bros. U features three additional bonus modes to play. The first of these is Challenge Mode, in which players must complete a given objective on a given stage, some within a specific time limit. In most cases after the player completes a challenge they are ranked with a medal depending on how well they did. There are five types of challenges: Time Attack, Coin Collection, 1-Up Rally, Special, and Boost Mode.

Another mode is Boost Rush Mode, where players have to reach the end of two or three selected stages in the lowest possible time, similar to the Coin Rush mode featured in New Super Mario Bros. 2. Unlike Coin Rush, the stages scroll automatically, meaning the player has to keep up with the stage, which speeds up every time they collects coins.

Coin Battle from New Super Mario Bros. Wii is also available. However, in this version of the mode players can be grouped into teams against each other or play free-for-all, rather than just the latter. The Wii U GamePad can also be used for Coin Edit, in which the GamePad is used to customize the coin placement in the Coin Battle-exclusive courses.



[20][21]The playable cast.*Mario


[22][23]The Koopalings.*Boom Boom Hermie III Tutankrusha Jungle Bonkers & (Towers 1-6 -- Acorn Plains, Layer Cake Desert, Sparkling Waters, Frosted Glacier, Soda Jungle, and the first one in Rock-Candy Mines)



[24] [25] [26] [27] [28]
Small Mario

(starting form)

Super Mario

(Super Mushroom required)

Flying Squirrel Mario

(New, Super Acorn required)

Fire Mario

(Fire Flower required)

Ice Mario

(Ice Flower required)

[29] [30] [31] [32] [33]
Mini Mario

(Mini Mushroom required)

Invincible Mario

(Super Star required)

Propeller Mario

(Propeller Mushroom required)

Penguin Mario

(Penguin Suit required)

Power Squirrel Mario

(New, P-Acorn required)







New Super Mario Bros. U has received critical acclaim. The game currently maintains an 84 average on both Metacritic[3] and GameRankings[4]. GameXplain gave the single-player and multi-player modes 4 stars out of 5[5], IGN gave it a score of 9.1 out of 10[6], EGM[7] gave a score of 9/10, Joystiq gave it 4.5 stars out of 5[8], Polygon[9] and Destructoid[10] gave the same score of 8.5/10, VentureBeat[11] gave it a score of 83/100 (83%), Games Radar gave it 4 stars out of 5[12], and Gamespot gave a score of 8.5[13].

The game has been praised for its balanced gameplay and challenge mode, with IGN's Rich George describing it as "the best thing to come to Mario's world since 3D", while criticizing it as not pushing the Wii U's visuals and audio potential. He also stated, "though it doesn’t necessarily redefine Nintendo’s iconic hero, it still manages to capture the sense of carefree adventure that many of us felt as kids." He also criticized the game's "weak graphics and audio, plus the return of the irritating chaotic, bouncy multiplayer mode." He praised the progressing difficulty in the game and the additional difficulty of Challenge Mode.

As of March 31, 2014, New Super Mario Bros. U is the best selling game for the Wii U, having sold about 4.16 million copies worldwide.


New Super Mario Bros. U has received three updates:

  • 1.1.0 added Miiverse functionality.
  • 1.2.0 gave in-game posts for New Super Mario Bros. U their own Miiverse community.
  • 1.3.0 allows the game to receive the New Super Luigi U DLC, and compatibility with the Wii U Pro Controller.

New Super Luigi UEdit

[34][35]New Super Luigi U retail boxart.:Main article: New Super Luigi U In July 2013, as part of the Year of Luigi celebration, a large-scale expansion pack titled New Super Luigi U was released as downloadable content for New Super Mario Bros. U on the Nintendo eShop, and was later released as a standalone title at retail. The pack contains 82 new courses in place of the original ones, featuring Luigi as the main character in the place of Mario, who does not appear at all within the game.

The game features the same multiplayer, with the option of playing as Yellow Toad, Blue Toad, or Nabbit (who cannot power-up like the other characters, but is impervious to enemy damage). The game features similar physics to that of Luigi's style of gameplay in Super Mario Bros.: The Lost Levels, in that the characters run faster and jump higher but stop slower. The levels have also been designed to be more challenging, with each one being shorter and featuring a 100 second time limit.

The Mario & Luigi Deluxe Set Wii U bundle released in November 2013 includes with it both games put onto one disk, titled New Super Mario Bros. U + New Super Luigi U. In addition to being a compilation of both games, this release includes several bonus videos.


As stated above, New Super Mario Bros. U was based upon the New Super Mario Bros. Mii Wii U experience demo shown off at E3 2011.[14] A translation of a Spanish online magazine revealed that the new title was in development and would be revealed at E3 2012,[15] with the game fully revealed to be New Super Mario Bros. U during the E3 trailer.[16]

New Super Mario Bros. U began development soon after the completion of New Super Mario Bros. Wii, using pre-existing elements from the Wii game, as development equipment for Wii U didn't exist at the time.[17] The game's singular, interconnected world map was inspired by the one seen in Super Mario World; Masataka Takemoto desired to take the map from that game and use the Wii U in order to recreate and expand upon the concept.[18] The map being seamless also had a role in Miiverse integration, as with the setup of the map it was possible to display comments across each of the levels.[19] The concept of drop-in play with one player on the Gamepad placing blocks was brought up early in development. When the Wii U Gamepad was brought up during development, the team began to conceptualize ways to use it, talking specifically about the drop-in play. Wanting to make a feature with "controls that you can understand right away with no explanation," the concept of using the GamePad to place blocks the other players can jump on went through.[17]

Challenge Mode was based upon the idea of setting a self-challenge in previous games, as well as the challenge site for New Super Mario Bros. Wii. Because of ideas like this, the developers decided to put the Challenge Mode into the game from the beginning. The challenges were created with all types of skill levels in mind.[20]

Boost Rush Mode was based on the Free-for-All Mode featured in New Super Mario Bros. Wii, in that they wanted a similar mode for playing the main game stages in short bursts. The developers tried connecting courses together and playing them through, but found it uneventful; they then added the concept of collecting coins resulting in the screen scrolling faster, and found it to fit a Super Mario-style of gameplay.[18]

Beta elementsEdit

[36][37]Four Miis in Acorn Plains-1.:Main article: List of New Super Mario Bros. U beta elements Miis were originally going to be playable in the game's Story Mode. In the final games, Mii playability is restricted to the bonus modes. Additionally, Boost Mode was also originally titled "Assist Play". The Acorn Plains map as seen in the E3 showcase for the game is also very different from the version seen in final game.


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


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

By entering a Warp Pipe or door in any stage exactly when the timer hits zero, the player does not die, and they can explore the level indefinitely.


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

New Super Mario Bros. U was produced by Takashi Tezuka and Hiroyuki Kimura, with Masataka Takemoto as the director and Tsutomu Kaneshige and Shinichi Ikeamtsu as the general coordinators. Satoru Iwata was the executive producer, with the general producer being Shigeru Miyamoto. Masanobu Sato was the lead designer, and Shiro Mouri was the programming director. The music was composed by Shiho Fujii and Mahito Yokota, with Koji Kondo as sound adviser.

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