New Super Mario Bros.

New Super Mario Bros. is a side scrolling 2-D platformer game published by Nintendo and is the latest in the Super Mario Bros. series, with the previous game having been released over 16 years ago. Despite the graphics overhaul gameplay holds true to the traditional Mario Bros. formula, with players running, jumping and fireballing their way through 8 worlds, each with its own boss and courses.

Controls
Controls are semi-customizable, with the (somewhat limited) choice of which buttons are used to dash and jump. However, default controls are:

Controls in a course

 * - Move left, enter pipe to the left of Mario.
 * Move right, enter pipe to the right of Mario.
 * Enter pipe above Mario.
 * Crouch, Ground Pound (In the air), enter pipe below Mario.
 * - Jump, confirm menu selection.
 * - Jump, exit menu.
 * / - Dash (Hold), launch fireball (Fire Mario only).
 * - Scrolls camera to the left. (Camera resets with any movement.)
 * - Scrolls camera to the right. (Camera resets with any movement.)
 * - Enter start menu.
 * - Uses item. (Tap item to use)

Controls on world map

 * - Move left, bring up menu for sign to the left of Mario.
 * - Move right, bring up menu for sign to the right of Mario.
 * - Move up, bring up menu for sign above Mario.
 * - Move down, bring up menu for sign below Mario.
 * - Enter course, Warp Pipe or Toad House, use cannon, confirm menu selection.
 * - Exit menu.
 * - Scrolls camera to the left. (Camera resets with any movement.)
 * - Scrolls camera to the right. (Camera resets with any movement.)
 * - Enter start menu.
 * - Travel to different world.

Basic Moves

 * Wall Jump:
 * Allows Mario to jump off a wall, allowing him to climb up narrow shafts and reach places unreachable without this often needed move.
 * To perform:
 * Jump towards a wall. When touching the wall, hold the D-pad in the direction of the wall and press jump. If done correctly, Mario will bounce off the wall, gaining height travelling a considerable distance (If he doesn't hit another wall). By repeating this over and over, narrow, vertical shafts can be ascended quickly.


 * Crounch 'n' Slide
 * Allows Mario's larger forms to slide under 1 block high gaps.
 * To perform:
 * Move a fair bit away from the gap you are trying to get through. Dash towards the gap and, just before you hit the gap, crouch. If performed correctly, Mario will slide under straight the gap. If you don't make it to the end of the gap, keep crounching, hold the D-pad in the direction you want to go and mash the jump button. You will emerge out the other side after bumping your head several times.


 * Swimming:
 * Basic movement under water.
 * To perform:
 * Press jump to rise up. You will automatically sink slowly. Take note that there is no way to accelerate your descent, nor is there a way to attack blocks below you. There is no way to defend yourself underwater (Other than launching fireballs), so you will normally have to avoid enemies rather than killing them.


 * Swinging:
 * Allows Mario to swing from vines and ropes.
 * '''To perform:
 * Jump towards the rope/vine. Mario will automatically grab it. When on the rope/vine, D-pad left and D-pad right will swing Mario from side to side. Up and down move Mario up and down on the rope/vine. Pressing jump will make Mario let go of the vine, flinging him in the direction he was swinging.
 * Note that you will not be able to grab a vine if you are holding an object (see below).


 * Hold
 * Allows Mario to grab and throw Koopa shells and springs.
 * '''To perform:
 * Hold down dash and run into the object. Mario will grab it. When you let go of dash, Mario will either: A - Put the object down (if Mario is standing still) or B - throw the object away (if Mario is moving).

Power-Ups

 * Super Mushroom: The Super Mushroom turns normal Mario to Super Mario. If hit as Super Mario, you turn back into regular Mario.
 * Fire Flower: The Fire Flower turns Mario into Fire Mario enabling him to shoot fireballs. If you're hit as Fire Mario, you turn into Super Mario.
 * Mega Mushroom: The Mega Mushroom turns Mario into "Mega Mario" for a limited amount of time. While Mega Mario, everything/anything you hit will die or break. The more stuff you destroy, the more 1-ups you get when you shrink back to normal size.
 * Mini Mushroom: Turns Mario into Mini Mario. As Mini Mario, one hit from anything will kill you, but you also can get into areas a non-Mini Mario can not.
 * Blue Shell: The Blue Shell turns Mario into Shell Mario, which is Mario with a shell on his back, like a Koopa. If you're hit as Shell Mario, you turn into Super Mario. The special attack as Shell Mario is if you run at a certain speed, you duck into the shell and roll around, destroying nearly everything in your path.
 * Starman: Makes Mario invlulnerable for a short period of time, allowing him to kill enemies by touch. Mario will be immune to enemies and most hazards and will also run faster and jump higher.
 * Note that, although immune to most forms of damage while using a starman Mario can still be killed by falling down a bottomless pit, touching lava (or something similar) and being squished by moving walls

Other Items

 * Coins: The most common item in the game, collecting 100 of these earns you an extra life.
 * Red Coins are a subgroup of coins that appear when Mario passes through a ring (see next heading for further information). Other than their special qualities, they are worth the same amount as a normal coin.
 * 1-up Mushroom: A fairly rare item and hard to get item, this green mushroom gives Mario an extra life (1-up)
 * Star Coin:  A special kind of item which, when collected, has no immediate effect. Once found they can be used to open up paths to other courses and Toad Houses, and, once you've finished the game, can also be used to buy wallpapers for the touch screen. There are 3 Star Coins in every course without execption, and once found they will be transparent and dark blue instead of gold.

Objects

 * Pipe: A common sight throughout all the courses, these pipes can do many things:
 * Normal Pipes: These pipes do nothing. Nothing at all. In fact, the only difference between these and normal terrain is that these can be destroyed by a rampaging Mega Mario.
 * Warp Pipes: These pipes are much more useful. They can warp Mario from one end of the pipe to the other. (Though not always back) Mario, after going through one of these can end up anywhere from underground with a giant man-eating plant to up in the sky with a moving platform.
 * Mini Warp Pipes are exactly like normal Warp Pipes, only they are small. In fact, they are so small that only Mini Mario can fit through them. Usually, on the other side there is a place talior made for Mini Mario. Some Mine Warp Pipes don't warp.
 * Cannon Pipes: These pipes act like Warp Pipes only instead of going to somewhere else, they shoot you out with a direction and speed that depends on the pipe.
 * Waterjet Pipes: Only found underwater, these pipes jet out a constant stream of water, signified by bubbles pouring out of the pipe. This jetstream will push Mario in the direction of the pipe. This can either help or harm Mario, depending on the circumstances.
 * Red Coin Ring: This "object" disappears when moved through and spawns 8 red coins for a limited amount of time. If all 8 are collected then you will recieve an item. Which item? Well......
 * If you are Normal Mario then you will recieve a Super Mushroom.
 * If you are Super Mario then you will recieve a Fire Flower.
 * And finally, if you are Fire Mario the you will recieve a 1-up mushroom.
 * Spring: This small object bounces Mario when he bounces on it. Press the jump button as you land to bounce much higher. Press and hold the dash button to pick this thing up.
 * Block: The most common object in the game. You WILL see a lot of these. Super Mario or higher will break most of the blocks on hit, although some blocks contain coins.
 * ? Block: Almost exactly the same as normal blocks, the only difference is these have either a coin, a 1-up mushroom or a powerup inside.
 * Hidden Block: Like a ? Block, only you can't see them or stand on the until you hit them from beneath.

Hazards

 * Moving Walls: Just as the name implies, some walls move. Be careful, as being squished can kill ANYTHING.
 * Spikes: Spikes will damage you on contact, stay away from them.
 * Lava & Toxic Sludge:  Touching either one of these will kill you instantly. Keep off!

Enemies
Though there are too many to list here, two common enemies are:


 * Goomba: One of the most common enemies in the game, the Goomba is also the eaisiest enemy to defeat. One bounce will dispatch this foe, in fact, one of just about anthing will dispatch it. The Goomba attack plan is simple: Walk foward, and hope you hit someone. Goombas are completly unaware of cliffs and will normally walk to their doom.
 * Paragoombas are an offshoot from normal Goombas and are only found in one course. These special Goombas have wings, although they don't work very well, and will hop everywhere instead of walking. They are also more durable than the average Goomba, with the first bounce removing their wings and the second bounce actually killing them.
 * Koopa: The most common enemy in the game, these shelled warriors can be found just about everywhere. When stomped on they will retreat into their shell, in which they will be immune to any further stomping. When the Koopas are in their shells, Mario is free to kick and chuck them around as much as he wants. There are 3 colors of Koopa, which are:
 * Green: These Koopas are the standard lot, with and attack pattern identical to a Goomba: Walk foward no matter what the cost.
 * Red: These Koopas are almost as common as the green ones. They behave identically to the Green Koopas with one difference; they don't walk off cliffs, they turn around.
 * Blue: This special Koopa is only found in the ice stage in Mario vs. Luigi, and it behaves exactly like a Red Koopa. When stomped, however, this Koopa drops a Blue Shell powerup to help the players navigate the vast icelands.
 * Paratroopas are an offshoot from normal Koopas and are almost as common. They will typicaly fly in a fixed pattern and turn into normal Koopas when stomped. Red Paratroopers always fly in a fixed pattern but some Green Paratroopas instead choose to hop around like mad, hoping to hit Mario in a fel swoop.

Toad Houses
There are 4 different kinds of Toad Houses in the game: Red, Green, Mega, and Blue. Blue houses don't appear until you beat the game.

After entering a house (except for the blue houses) they disappear.


 * Red house: Lets you randomly get either a Super Mushroom, Fire Flower, Blue Shell, or a Mini Mushroom.
 * Red houses appear as Super Mushrooms on the world map.
 * Green house:  This house has 6 "?" blocks in it. 3 contain 1-ups, 1 contains three 1-ups, 1 contains a card that doubles all the 1-ups you have currently found, and the last contains a Bowser card, which ends the game, giving you all the 1-Ups you have revealed.
 * Green houses appear as 1-up Mushrooms on the world map.
 * Mega house: This house gives you a Mega Mushroom.
 * Mega houses appear as Mega Mushrooms on the world map.
 * Blue house:  Lets you buy backgrounds for the touch screen for 20 star coins a piece. Only appears when you beat the game.

Star Signs
Star Signs are things that look like a sign with a Star Coin and the number 5 on them. Before passing through, you must pay 5 Star Coins. After spending them, you can save your game and pass through.

Moving Elements
Moving world map elements affect the course they are standing on/flying over.


 * Flying Item Block:  These look like, as the name implies, flying item blocks. Hitting them in the course will give you a powerup, sometimes needed to unlock a secret path or get a Star Coin.
 * Hammer Bro.: Hammer Bros. are one of Mario's toughest enemies, and can be very hard to defeat if they aren't standing on blocks in the course. If defeated, they will give out a powerup or 1-up Mushroom.

Multiplayer
The New Super Mario Bros.'s multiplayer is either single or multicard play, meaning it can play with 1 or more cards. There are 2 types of multiplayer; Mario vs. Luigi and Minigames. Minigames can also be played with 1 player, though the gameplay is somewhat different.

Mario vs. Luigi
Mario vs. Luigi is the main competetive form of multiplayer and has 2 players compete with each other in a battle for stars.

Set up
1: Upon selecting the option from the main menu, you will be asked if you wish to compete with someone who owns the New Super Mario Bros., or someone who does not. Choose whichever is appropriate. 1A: If you are playing with someone who does not own a copy of the game, you will be asked which Mario brother you wish to play as; Mario or Luigi. The differences are cosmetic only, choose whichever you want. 1B:  After choosing your Bro., you will need to have whoever you are playing with select "DS Download Play" from the DS bootup menu. After a brief period you will see this message: "(Username of other player+Bro. you did not choose) has appeared! Play a game?". If you want to play with the person, select yes. If not, press no. 2: You will be confronted by an options screen. The options are:
 * Wins: How many wins are needed are needed to finish the match. Ranges from 1 to 3. Default 2, a best out of 3 game.
 * Big Star: How many big stars are needed to win the game. Possible settings are 3, 5 (default) and 10. For longer games, select more stars.
 * Mario/Luigi's Lives: How many lives the Bros. have. Possible settings are 3, 5 and Endless (default). Changing the lives from Endless can change the game from a star collecting race to a race to collect coins in the hope of getting a Starman, Mega Mushroom or Blue Shell to kill the enemy. For a truly deathmatch centered game, set Big Stars to 10 and lives to 3.
 * Course: Determines the selection method for stages. Possible settings are Choose Each Time (default) and Random. Choose Each Time will make you choose the stage each time, Random will choose it for you.

2A: If you chose Choose Each Time you will have to choose a stage (see below for info). If you set it to Random, you will be plunged into one of the stages listed below.

Stages

 * Grass Land: Modeled off World 1-1, this stage is fairly basic, the only thing notable with this stage is that it has more enemies than any other. Player 1 should move off to the left, get the powerup, coins and Big Star (if it's there). Afterwards, stomp the Green Koopa, carry it's shell and fling it in the general direction of the opponent. Player 2, on the other hand, should move to the right, getting the powerup, Big Star (once again, if it's there) and take advantage of the greater number of coins. From there, anything can happen. Stage size: Medium.
 * Block World: Modeled after the many underground courses, this stage is highly erratic. Gameplay consists mostly of frantic collection of coins and beating the Big Stars out of your foe. Consider yourself lucky if you get a Starman, extremly so if you get a Mega Mushroom. Although, if you do get a Mega Mushroom, heres a tip: Don't jump unless you want to die. A stray Koopa shell can deal a lot of damage to the stage and Mini Mushrooms should be avoided. Stage size: Tiny.
 * Icy Waste: Modeled after World 5 in general, this stage involes traversing large distances while avoiding the Bullet Bills. Both players should head for the Blue Koopa (to the right) as quickly as possible as the Blue Shell it drops is crucial to winning the game. If you get the first shell you should focus on getting Big Stars and preventing your opponent from getting a shell. If you did not get the first shell, get only Big Stars that are close to you and focus on getting a Blue Shell of your own. Once both players have a shell, the winner will mostly be determined by where the Big Star spawns, however, one thing that can help a lot is the knowledge of how to fly (using the spring pad) at high speed. It is easiest to to with a Blue Shell (and how to is based on the Blue Shell) but it is possible in all forms other than Mega. Stage size: Huge.
 * How to: Distance yourself from the spring pad and begin dashing. Once you are in your shell, let go of the D-pad (but not the dash button). Jump to land on the spring pad and then bounce off it. If performed correctly you will be travelling through the air at roughly twice the normal speed.
 * Pipe World: Modeled after a stage in World 7, this course is strange due to the fact that wall-jumping gives a huge advantage and dying is common. Despite the large number of pipes only 2 can be warped through. Stage size: Small.
 * Splat World: Modeled after several towers/castles, the stage probably has the highest fatality rate of them all. Gameplay is slow and semi-strategic, with players having plenty of time to plot their next move while they are trapped in one of the small alcoves. Consider yourself extremly lucky if you get a Mini Mushroom, but if you do, stay away from fireballs.

Basic Gameplay
Controls are exactly the same as Mario Game. The basic premise is to collect the defined number of Big Stars as quickly as possible while preventing your opponent from doing the same. Getting damaged will cause you to lose a Big Star, and, depending on what you get damaged by, can power you down/kill you.

Mini Games
Engage in a set of stylus driven mini-games with 1-4 people. The games you can play depend on the number of players.

Secrets

 * When selecting a file, you can press  to play as Luigi.


 * Unlimited Toad Houses-Beat every single level in the game.


 * Get to World 4-Defeat the boss in world 2 as mini Mario


 * Get to World 7-Defeat the boss of world 5 as mini Mario


 * To do the above tips, you can start fighting the boss of the world as fire Mario and switching to mini Mario for the last hit (Note: to damage the boss as mini Mario you need to ground pound, jump then press 'down.')


 * To enable chalenge mode, which prevents the screen from scrolling left or down, depending on the level, press start on the map screen. From there, press L R L R X X Y Y. Enter the same code to disable challenge mode.