New Super Mario Bros. 2 (2012)

Nintendo EAD

Nintendo 3DS

3.35 from 1212 ratings

2670 members have it in their collection · 90 playing now · 461 backlogged · 373 wish listed

How long? Main story 6h · with extras 10h · 100% 22h (from 21 logged playthroughs)

New Super Mario Bros. 2 is a side-scrolling 2.5D action-adventure platform game for the Nintendo 3DS. As the direct sequel to New Super Mario Bros., it is an indirect follow-up to New Super Mario Bros. Wii. 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 … Read more
New Super Mario Bros. 2 is a side-scrolling 2.5D action-adventure platform game for the Nintendo 3DS. As the direct sequel to New Super Mario Bros., it is an indirect follow-up to New Super Mario Bros. Wii. 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. Read less
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Release dates

  • Jul 28, 2012 (Full Release) (Japan) Nintendo 3DS
  • Aug 17, 2012 (Full Release) (Europe) Nintendo 3DS
  • Aug 18, 2012 (Full Release) (Australia) Nintendo 3DS
  • Aug 18, 2012 (Full Release) (North_America) Nintendo 3DS
  • TBD (Full Release) (China) Nintendo 3DS

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5 stars
127
4 stars
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3 stars
525
2 stars
150
1 star
31
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Community All Reviews Statuses

grok

Review grok 4/5 · Jun 11, 2026

Classic Vibes with a Modern Finish

I get why people say these games are great. It felt like I was playing a visually improved Mario Bros 3, but that was more forgiving.

Nothing in this game felt punishingly hard if you were just trying to hit credits. Extra lives are plentiful and easy to grab. This makes this game a perfect palette cleanser, beatable in a …

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I get why people say these games are great. It felt like I was playing a visually improved Mario Bros 3, but that was more forgiving.

Nothing in this game felt punishingly hard if you were just trying to hit credits. Extra lives are plentiful and easy to grab. This makes this game a perfect palette cleanser, beatable in a few hours, not too challenging, but extremely fun.

If you are someone trying to 100% I can see there being some tough challenges.

Overall, I enjoyed my time with this game. It was relatively brief, but perfect for what I was looking for.

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Normalcy1

Review Normalcy1 3/5 · May 7, 2023

Game #19/200 New Super Mario Bros. 2 is almost identical to the first game in terms of mechanics and presentation. It adds a few power ups (admittedly fun ones like the returning Tanuki leaf and a golden fire flower), but doesn’t do anything too outside of the box. It’s a blast to play and basically every level feels really good. …

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Game #19/200 New Super Mario Bros. 2 is almost identical to the first game in terms of mechanics and presentation. It adds a few power ups (admittedly fun ones like the returning Tanuki leaf and a golden fire flower), but doesn’t do anything too outside of the box. It’s a blast to play and basically every level feels really good. It’s almost a little too “smooth” sometimes, where you can really fly through levels without thinking. The most major change, which I appreciated, was the emphasis on coin collection. In almost every mainline Mario game I’ve enjoyed (especially later games where extra life accumulation matters less), coins were objects that I felt compelled to pick up if they were in my path, but didn’t care much about seeking out. In this game, coins are a pure dopamine rush to collect due to new additions like 50-coin blocks, the golden fire flower, POW blocks that turn everything into coins, etc. the result is a lot of fun, but also an easier game experience. I had 50+ lives accumulated by World 3. I think they could’ve made the amount of coins required to gain an extra life a bit higher (maybe 200) but due to how the games saves your progress frequently, even if you lost all your lives, you could continue with a minimal amount of progress lost. The 1UPs serve more as a dopamine rush than a balanced gameplay feature (not atypical in many modern platformers). There’s an overarching goal to collect 1 million coins or something like that, but it’s so tedious to even consider that I ignored the coin counter entirely. I still did not like the secret exits that led to bonus worlds, only because they’re hidden in bizarre places that are not too fun for me to seek out, but it didn’t hurt my experience at all. And I guess this has existed even going way back to Super Mario World or even earlier. Bosses are still as easy as the 2006 prequel and levels are on the whole easier as well. I found that the star coins were much more accessible in this game than ‘06 NSMB. Music and sound effects are recycled as you might expect, but it’s fine because they’re all so iconic. Overall, it felt much less like a reinvention of the series and more like a solid 2D Mario game. I’ll always think of it as “the coin game.”

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BleppinDrago

Review BleppinDrago 3/5 · Apr 21, 2023

It's an ok Mario platformer

If you want a New Super Mario game on the 3DS then this will be satisfying enough. It's a Mario Game. Not much to get wrong, but some things could have been better.

It's on the 3DS and published in 2012 when 3D was still a feature Nintendo cared about putting effort into. With that being said only a handful …

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If you want a New Super Mario game on the 3DS then this will be satisfying enough. It's a Mario Game. Not much to get wrong, but some things could have been better.

It's on the 3DS and published in 2012 when 3D was still a feature Nintendo cared about putting effort into. With that being said only a handful of levels are worth playing with the 3D turned on, like lava levels where you can see embers, or W6-3 with ashes in the air. More levels could have had an extra layer of things in the environment. Some more things in the foreground would have been cool, but that potential was pretty much wasted.

The 1-up mushrooms are pointless thanks to coins being more common than dirt. When I have hundreds of lives, I'm allowed to be careless and there's no consequences for dying several times in a row other than wasted time and lowered self-esteem. If the gimmick of the game is to collect as many coins as possible then having a way to lose those coins would have risen the stakes. 100 coins lost for every death would have been more balanced.

What you don't want to lose in this game is star coins. I got to the last world, Star World, and I needed 90 star coins to continue. I had to go back and collect some more but luckily I saved most of the ones I collected up to that point. If you're not aware of the Star World price of entry and spend Star Coins like crazy while playing the main game, then you're F'd. In that scenario you won't see Star World unless you restart your save file and do it all again while saving coins this time. I checked Coin Rush to see if it saves any star coins collected and it doesn't. That game mode only saves regular coins to your record.

Speaking of Coin Rush, it's actually a pretty fun extra challenge that extends the replayability of the game a bit. There are level packs with varying degrees of difficulty. I had some fun playing a classic level pack (although they looked better on the super Nintendo).

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Reset_Tears

Status Reset_Tears Nov 28, 2022

Of all the Mario games I've played the last few years, this might be the most fascinating? Not in that it's amazing or anything -- but in that it's so bizarrely off in terms of executing on a central premise. Like, the concept of a Mario 2D platformer where the goal is to get a million coins sounds like a …

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Of all the Mario games I've played the last few years, this might be the most fascinating? Not in that it's amazing or anything -- but in that it's so bizarrely off in terms of executing on a central premise. Like, the concept of a Mario 2D platformer where the goal is to get a million coins sounds like a really interesting way to shake up the formula. But instead of designing the game around this to even the slightest degree, it's just a regular-ass Mario 2D platformer that might as well have had Miyamoto lean his head in at the start of the first level and say "wouldn't it be cool if you got, like, a million coins this time, just saying, would be kind of neat, probably, IDK you do you." I'm going to keep playing it some more to see if my feelings change at all on this, but for now this is an instance where the missed opportunity of "what could have been" interests me 10 times more than the game itself.

Biggest sin of the game though is that this concept SCREAMS for Wario to be the villain, not Bowser and the other koopas (like always, these days). Sigh, the Corporate Era for Super Mario has got to go!

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Witt997

Review Witt997 4/5 · Apr 10, 2021

A caccia di monete dorate

Platform carino ma facilotto, troppe monete e il premio per il 100% è scarso (una statua). Per il resto è il solito platform di Mario. Voto: 8/10

Zorbak

Review Zorbak 3/5 · Jul 27, 2020

New Super Diminishing Returns

Mario is awesome. How can more Mario be bad? Well... it isn't, but you can't help but feel a bit underwhelmed by this. This game proved that 2D Mario was sorely lacking new ideas, so it's no wonder Super Mario Maker would come out a bit later. It's still a damn fun time and worth a playthrough. The only really …

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Mario is awesome. How can more Mario be bad? Well... it isn't, but you can't help but feel a bit underwhelmed by this. This game proved that 2D Mario was sorely lacking new ideas, so it's no wonder Super Mario Maker would come out a bit later. It's still a damn fun time and worth a playthrough. The only really annoying part is that you get kicked out of a level when you die, even if you had already passed a checkpoint. It seems minor, but it's a very annoying oversight.

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PinutButter

Review PinutButter 3/5 · Jan 12, 2019

The 3D here hurts your eyes the LEAST from most games

Piss-easy and bafflingly short but still fun.

Worth a rent.

Zubera

Review Zubera 2/5 · Dec 29, 2018

Lit on the Spot - Review

3D Mario games have always exceled at renewing themselves, making its most basic mechanics – jumping – more interesting in the most imaginative ways possible, either by abusing and twisting gravity in Super Mario Galaxy or by prolonging the jump, as in Super Mario Sunshine. The current 2D titles appear to follow a different guideline, basing its existence on familiar …

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3D Mario games have always exceled at renewing themselves, making its most basic mechanics – jumping – more interesting in the most imaginative ways possible, either by abusing and twisting gravity in Super Mario Galaxy or by prolonging the jump, as in Super Mario Sunshine. The current 2D titles appear to follow a different guideline, basing its existence on familiar elements, while enhancing its main gimmick: the Wii version, for example, focuses on its multiplayer mode and is reasonably successful in that task, adapting only the size of the stages, without modifying their internal logic. The point of New Super Mario Bros. 2, however, is the collection of coins: a poor decision that goes against the intricate level design that the franchise has always cherished.

Mario games rarely have a deep storyline: the Italian plumber always have to save Princess Peach, abducted by Bowser. However, unlike the rest of the industry, the developers also don’t aim to make the gameplay more complex with each entry. After all, a Mario game, above all, needs to be intuitive. In other words, each new title is not intended to be more complicated than the previous one, but is expected to expand, in an innovative way, the use of its primary mechanics through an organic level design.

Super Mario Bros.’ stages are excellent examples in this regard. All of their elements have the purpose of driving the player to the final flag. The initial goomba introduces the player to the urgency of jumping. Pipes accustom the player to this essential mechanic while serving as secret shortcuts. Coins encourage exploration, creating opportunities to go places that would never be attempted without them, and reward their collection with a life. And the music follows the rhythm of these actions. That is, all the elements present in the game are there for the same reason: to extend the possibilities of the gameplay. The evolution then comes in Super Mario Bros. 3, when is added the possibility to go back to previous screens – making horizontal movement complete – and to fly, thanks to the power of the Racoon Suit – thus also developing vertical movement through the stages.

In New Super Mario Bros. 2 this expansion of the gameplay is rarely observed. The level design here is troubled by the poor implementation of its main gimmick. The goal in the game is to get a lot of gold coins, or, more precisely, one million of them. However, rather than building stages around this objective, the developers chose to just implement this goal to the design of the first New Super Mario Bros. for Nintendo DS.

The result is stages that struggle to accommodate a large number of coins – often randomly positioned – while attempting to maintain the franchise’s familiar platform elements and return with old ones, such as the increase in verticality caused by the Racoon Suit. In addition, the generous amount of coins also contradicts the purpose of the various functions correlated to their collection.

The functions of the coins in a conventional Mario game are numerous: they give one life after one hundred of them collected; those placed in dangerous places, whether because of nearby enemies or pits and traps, allow players to adjust the difficulty at their own pleasure and be rewarded for it; and they also encouraged exploration, revealing hidden passages, shortcuts, and other secrets. The problem is that for these factors to work effectively, the coins’ positioning in the stages is crucial and needs to be meticulously planned. This is achieved in the following ways: Mario’s basic path to the flag should not contain them, since this would discourage exploration, and they should not exist in large numbers, which would prevent them from alerting the player to the importance of their locations.

Therefore, the abundance of coins in New Super Mario Bros. 2 goes against their usual purpose and even affects other elements of the design. Finding a secret block or collecting eight red coins for a life is irrelevant now, as the thousands of ordinary coins collected throughout the game make the player have more than four hundred lives – no exaggeration – to spare. At the same time, taking the risk of picking up five coins positioned along a pit is of little value, as there will be twenty more on the next platform. And exploration becomes the search for a needle in a haystack, since, with so much coin scattered, it becomes more difficult to perceive which ones are actually indicating something.

The S-3 stage serves as a good example of arbitrariness in their positioning. To get the third Star Coin, players should obviously limit their searching to the final area, to the right of the second coin. After thoroughly exploring the environment – testing all pipes, killing all enemies, jumping against all blocks, and jumping randomly for invisible one – they should encounter a high platform that can only be reached with the Raccoon Suit. When flying there, they should perceive a line of coins, rising out diagonally of the screen in the exact direction of their flight. To follow this line of coins, however, would not make them arrive in a secret area containing the Star Coin. Following the line of coins would make them just collect those coins and fall to the ground. Now, on firm ground, frustrated, players could then notice the existence of two other platforms high above them. They would have to fly back to the first platform, ignore the coins, and then fly to those two. As they are separated by a small gap, players could then assume that this is the visual indication of an invisible block and would jump between them, discovering nothing. Returning a second time to these two platforms, they would have to jump now without any pattern, and following any logic whatsoever, to finally discover the invisible block above the platform on the left. That is, not only do coins serve, in this stage, a purpose opposite to what they should, distracting players and leading them on the wrong path, but the lack of logic in the position of the invisible block, instead of rewarding for exploration, will also infuriate players, since what they find here is an extremely troubled level design that hardly results in the organic combination of its elements.

Even the act of collecting coins, the supposed focus of the game, is not a wholly developed idea. There is a gauge informing the player how many he has collected up to that moment, but there is no online leaderboard, which would serve as a great incentive. Its absence means that the record the player achieves will be almost exclusively personal; “almost” because at least you can show it to another player by the 3DS Street Pass functionality. But, in any case, the developers even decided to set a maximum limit of 30,000 coins per stage, which would have prevented a variety of high scores in a possible detailed online leaderboard.

The new powers of Mario are at least better suited to the goal of collecting coins. Gold Flower turns the plumber into gold and makes him capable of casting golden energy balls that turn any block or enemy into coins – and is possible to increase the amount gained if you can eliminate several at the same time. The golden circle makes the enemies golden – when eliminated by Mario they also generate gold – and finally there is the golden block, the best of them: after being hit several times it fits in the protagonist’s head and starts to generate coins over time. What makes this power more interesting is the risk-reward element it adds to the game: if positioned in a dangerous place, the block can leave the player undecided about staying put for about seven seconds to grab it. And since the block generates more coins if the player is running, it still encourages and rewards careless behavior.

---> Come to know us! Read the full review at: http://litonthespot.com/new-super-mario-bros-2-game-review/games/review

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mpubajingan

Review mpubajingan 3/5 · Feb 21, 2018

Good as always

I played many Super Mario games and they never fail to deliver. I can't complain the design, the gameplay, the challenge. It's a proven formula which no need to be fixed.

One thing is when you fail too many times, a special power up will be available and makes Mario almost invinsible. Way too easy for me.

DarthYhonas

Review DarthYhonas 4/5 · Sep 25, 2017

A solid mario game

I would most definitely argue I enjoyed the original New super mario bros on DS a lot more but this one still was quite fun, yet still quite challenging at parts too. Only place this one fell short was having too much on an emphasis on coins as it grew tiresome fast.

braddicus

Review braddicus 3/5 · Aug 28, 2017

It's a Mario Game! If you're bored it's great. If you have your phone with you Mario Run is probably just as good.

TC1369

Review TC1369 2/5 · Aug 8, 2017

The First Time I Experienced A Video Game Rehash (3DS)

I'm gonna trash this game. Why? Because to me it sucks. But it sucks hard. I can't recommend anyone to play it, because it will be a waste of time. Even if I'm gonna try to explain why I dislike it, I have to say it's not a bad game. I'm gonna explain why it's not bad first and then …

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I'm gonna trash this game. Why? Because to me it sucks. But it sucks hard. I can't recommend anyone to play it, because it will be a waste of time. Even if I'm gonna try to explain why I dislike it, I have to say it's not a bad game. I'm gonna explain why it's not bad first and then prepare yourself because I'm going to say all the reasons I hate it so much. This is my first review where I'm going to try to prove that a game is bad. And it sadly won't be the last one. Let's start then.

The only redeemable things about this game is the presentation and controlling Mario. Starting with presentation, while I'm not praising the levels itself, all of them look beautiful for the 3DS, sometimes on par with the Wii, which is really impressive for a handheld. Controlling Mario is as precise as always but honestly if this game somehow screwed that up then I would give 0 stars without thinking twice. And even then, the circle pad doesn't feel as responsive as it shoud. But the fact that you have a D-Pad makes up for it.

Now let's get started with my reason as to why this game is not only bad, but a complete copy. First, the levels. What the hell happened? How can they say this is a Mario game when it's levels are uninspired and most of them from previous game. It's like they picked the levels they liked the most from both games and then merged them into these things and called it a day. And while I'm probably making it seem worse than it really is, olitteing is sure: the levels are boring to pass. I have no enjoyment playing through them. I only want to pass it to go to the following one. And since the next level normally has the same problems as the one before, the cycle repeats itself until I realize I could be playing other game.

And the music.... Oh God. Look, it's not annoying or nerve cracking but it's just... Simple and copy pasted from the first New Super Mario. And then the boss fights. They're literally a dumbed down version of the ones on the Wii. I love the Koopalings, but fights where I simply jump three times on a head gets really old. And the small castle boss are... A mixture of a Rhinos and Elephants for some reason. And they are even easier then the Koopalings. Hurray?

As I mentioned previously, the boss fights are incredibly easy. But they are not the only one. The levels are some the easiest in Mario's history. I didn't lose a single life throughout the entire game. The first two games weren't hard but they also eren't easy as hell.

And finally the coins. Why would someone think that a Mario game based around collecting coins would be good and fun? I don't care about collecting coins because they don't give anything. I could care less about the big star coins because to find them all I would have to replay the boring levels. I don't care about the secret worlds because I know the levels are gonna be easy as hell and I'm just gonna waste my time. I don't care about the new "Gold Mario* power up because it's a overpowered fire flower. I don't care about the new coin rush mode because I'm wondering where the minigames went to. I don't care about the new co-op mode because instead of adding it, they removed the Mario Vs Luigi mode which I still play today.

And that results in the fact the I don't care about this gamw. It was a complete disappointment and my first as a gamer. And I even played the game again years later and my opinion remained unchanged. New Super Mario Bros2 fails as a sequel, it fails as " New" and it fails at being fun. More of the same can be good but if it's just the old game with better graphics and a dumbed down difficulty, I think I'll pass. I give this game a 2/5 stars.

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PowerPanda

Review PowerPanda 4/5 · Jul 19, 2017

Fits oddly in between

It was really interesting playing this immediately after Mario Run. In many ways, NSMB2 tried things that would eventually become Mario Run. The coin rush obviously became Toad Rally. The cannon levels became the main tour mode.

NSMB2 is a good game. Its levels are well-designed, fun, and challenging. It's the meta game that suffers. The focus on collecting coins …

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It was really interesting playing this immediately after Mario Run. In many ways, NSMB2 tried things that would eventually become Mario Run. The coin rush obviously became Toad Rally. The cannon levels became the main tour mode.

NSMB2 is a good game. Its levels are well-designed, fun, and challenging. It's the meta game that suffers. The focus on collecting coins is not compelling, and there's no reason to do so other than to see your coin counter rising. This also makes some of the levels feel like they only exist for coin rush. Most levels are good, but some feel like they were created for a different game.

All in all, it's probably the weakest New Super Mario Bros game, but that's a high bar for comparison. I'd still rather play this than most other platformers out there.

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jay.dino

Review jay.dino 3/5 · Oct 7, 2016

Platform:

3DS version.

Graphics/Sound:

Graphics and Sound are as you would expect from a first party Nintendo 3DS game. Everything is pretty much flawless in the signature style that Nintendo developed over the decades.

Gameplay:

It's a Super Mario Bros. game alright. Gameplay is mostly like New Super Mario Bros, the same level of linearity in both overworld map and …

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Platform:

3DS version.

Graphics/Sound:

Graphics and Sound are as you would expect from a first party Nintendo 3DS game. Everything is pretty much flawless in the signature style that Nintendo developed over the decades.

Gameplay:

It's a Super Mario Bros. game alright. Gameplay is mostly like New Super Mario Bros, the same level of linearity in both overworld map and within stages. The leaf powerup came back from SMB3 this time, which I like a lot, but it also has a feeling of "nothing new to see here". The biggest change here is the gold powerup, like the gold flower. Everything turns to gold in this game, and it's sometimes possible to gain 10-20 lifes in a single level just by collecting coins. This game is all about collecting coins, and it's also great fun for that.

Difficulty:

It's a fairly easy SMB game, maybe the easiest to date. As I said gathering extra lifes is incredibly easy. In addition, when you use too many attempts at completing a level the game offers you a super powerup where you become racoon mario and remain invincible (although completing the level then unlocks the path to the next, it's still colored as unfinished). It feels a bit like mario for small children in that manner, but there is still some challenge in the last world.

Conclusion:

It's a solid game, it's fun, but it lacks the spark and originality that Mario games of the 16-bit era had. It's just more of the same proven formula, with a bit of a shift of focus towards getting the highscore.

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