New Super Mario Bros Wii beginner guide: movement, bubbles and checkpoints
Learn the moves that keep a solo or co-op run under control.
Edition covered
Original Wii edition. Later New Super Mario Bros. U, Deluxe and Newer fan modifications are outside these guides.
Practice movement before collecting everything

Running changes jump distance and stopping space. Learn a course’s safe landing points before attempting an awkward Star Coin in the same run.
| Move | Purpose | Use carefully |
|---|---|---|
| Run | Longer and faster movement | Allow stopping distance. |
| Wall jump | Climb between walls | Face the correct wall. |
| Ground pound | Strike blocks from above | Check the landing surface. |
| Spin jump | Motion-assisted lift and interactions | Use it when the route calls for it. |
Use checkpoints and reserve items
A checkpoint reduces the cost of repeating the first half of a stage. World-map items can prepare a difficult attempt before you enter.
| Tool | Benefit | Limit |
|---|---|---|
| Checkpoint | Restarts closer to the goal | Must be reached first. |
| World-map item | Power-up before entry | Uses stored stock. |
| Multiplayer bubble | Regroups a player | Needs an active teammate. |
| Replay | Targets missed collectibles | A clear alone does not collect missing coins. |
Use bubbles as a regrouping tool
In multiplayer a player can enter a bubble and rejoin near a teammate. Keep at least one active player in a safe place; bubbles do not solve a situation where nobody can continue.
Finish, then clean up
A first clear teaches the route. A second visit with the appropriate power-up can focus on a missed coin or secret exit.
In multiplayer a player can enter a bubble and rejoin near a teammate. Keep at least one active player in a safe place; bubbles do not solve a situation where nobody can continue.
References
| Reference | Website |
|---|---|
| Super Mario Wiki: New Super Mario Bros. Wii | www.mariowiki.com |
