| Super Mario World | |
|---|---|
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| Developer(s) | Nintendo EAD |
| Publisher(s) | Nintendo, Mattel (Australia 1992–1994) |
| Designer(s) | Takashi Tezuka (director) |
| Composer(s) | Kōji Kondō |
| Series | Mario |
| Platform(s) | Super Nintendo Entertainment System, Game Boy Advance, Virtual Console |
| Release date(s) | |
| Genre(s) | Platform |
| Mode(s) | Single-player, two-player |
| Rating(s) | CERO: A ESRB: E (re-release) PEGI: 3+ OFLC: G |
| Media | 4-megabit cartridge (SNES) 32-megabit cartridge (GBA) |
Super Mario World (スーパーマリオワールド), also formerly known as Super Mario Bros. 4[1], is a platform game developed and published by Nintendo as a pack-in launch title for the Super Nintendo Entertainment System, released initially on November 21, 1990 in Japan and on August 13, 1991 in North America. Similarly to other games in the Mario series, the plot involves Mario and Luigi traversing different lands on a quest to rescue Princess Toadstool who has been kidnapped by Bowser.
The game was a critical and commercial success, gaining a legacy and selling over 20 million copies worldwide. It has been re-released three times, first as part of a combo with Super Mario All-Stars on the SNES in 1994. Secondly, it was released on the Game Boy Advance with modified gameplay, as the second part of the Super Mario Advance series. The third re-release was for the Wii's Virtual Console in North America in 2007; there were no changes from the original SNES version.
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Super Mario World's story begins with Mario and Luigi taking Princess Toadstool for a vacation. Like previous games in the series, she is suddenly kidnapped by Bowser and it becomes the goal of Mario, Luigi, and Yoshi to rescue her. However, unlike previous Mario games, which take place in the Mushroom Kingdom and surrounding areas, Super Mario World takes place in a new place called "Dinosaur Land". During the course of the game, Mario and Luigi travel through the eight worlds, defeating the Koopaling in each one. After defeating Bowser, the final boss at the end of the eighth world, Princess Toadstool is saved.
Like most games in the main Mario series, Super Mario World is a side-scrolling platformer where the player assumes control of Mario (or Luigi in two-player mode by switching at the world map, though this does not affect the gameplay). There are nine worlds, each containing several levels which are accessed through a world map. The player moves through each level to reach its exit (some levels have a second, secret exit) which unlocks a shortcut path to further levels.
To complete the levels, Mario must run, jump, swim, use warp pipes, collect coins (collecting 100 earns him an extra life), defeat enemies, navigate platforms, open doors, and avoid abysses, lava, and other hazards. Mario is also assisted by using power-ups found in the series' trademark ? boxes; he can become larger, throw small fireballs, become invincible for a short time, and fly. Each world contains a castle at its end where Mario fights one of the Koopalings, who are the children of Bowser and have each claimed a world as its boss. In addition to regular levels and the final level (Bowser's castle), some worlds contain special levels like ghost houses and fortresses. These levels are somewhat more difficult than the usual levels, having more traps, enemies, or being maze-like in nature.
The game is well known for its abundance of secrets. Hidden in the world are 4 colored switch palaces which, if completed, will assist the player by making portions of various levels more accessible. Some secret exits lead to one of five portals to the Star Road; its levels are much more difficult than those found in the rest of the game, but completing them is not mandatory. However, completing the Star Road will lead the player to an even more secret world known as the Special Zone. Completion of the Special Zone will treat the player with a visual palette swap of the game. In all, the game has 96 total exits for the player to find.
The game introduces Yoshi, a dinosaur companion whom Mario can ride and is able to eat most enemies.[2] He appears in many of the levels, generally colored green but sometimes red, blue, or yellow. Yoshi displays a different ability after eating a non-green Koopa shell: red will allow Yoshi to breathe fire, blue will make Yoshi sprout wings and fly, and with a yellow shell Yoshi will stomp the ground as he lands. Each non-green Yoshi will also get the power of his own color, meaning that a yellow Yoshi eating a blue shell will both fly and stomp the ground when landing. Baby Yoshis can also be found in Star Road; instead of eating shells to gain their powers they become fully grown upon eating five items or immediately upon eating a power-up, such as a Super Mushroom or a Starman.
The game was directed by Takashi Tezuka and produced by Shigeru Miyamoto with Shigefumi Hino as the graphics designer. It took three years to develop the game with a team of sixteen people.[3] However, Miyamoto stated that he felt that the game was incomplete and that development was rushed towards the end of the project, voicing hope that with time the games for the system would allow for more emotion and story.[4]
Shigeru Miyamoto stated that they wanted Mario to have a dinosaur companion ever since Super Mario Bros., however Nintendo engineers could not fit the companion into the limitations of the NES. He said that "we were finally able to get Yoshi off the drawing boards with the SNES".[3] Thus, Yoshi was born.
At the time, Nintendo was late to the 16-bit video game market, which was slowly being conquered by Sega's Mega Drive console.[5] A new game, Sonic the Hedgehog, helped create numerous sales and increased popularity for Sega.[5]
Kōji Kondō composed all of the music used in Super Mario World, using only an electronic keyboard. Most of the music used in the game, with the exception of the music played in the title screen, the credits, the overworld map, and fighting Bowser, is a variation on the same melody. The music is played normally on the overworld levels. It is then slowed down and made to echo in caverns, moves in a slow, wave-like fashion (in 3/4 or waltz time) in Underwater levels, and in the athletic theme it is played fast and lively to suit the level taking place in the air. When riding on Yoshi, the soundtrack of any level is accompanied by bongo drums.[6]
The Castle Theme and Ghost House theme have remnants of the basic SMW theme, but played in a minor key to evoke feelings of anxiety. The Star World theme is a variation of the Starman music.
Waiting around on the Special World map screen for about two minutes (eight loops of the Special World theme) causes the map music to change to an updated steel drum version of the original Super Mario Bros. main theme. This resets to the original Special World music upon entering and exiting a level. A song comprising the title screen music and ending music is a musical option for the Isle Delfino stage in Super Smash Bros. Brawl. The castle theme as well has become available for play in the same game.
| Reception | |
|---|---|
| Aggregate scores | |
| Aggregator | Score |
| GameRankings | 96.70%[7] |
| Review scores | |
| Publication | Score |
| Allgame | |
Super Mario World was well-received upon release. On GameRankings the game received very positive scores, with a 97% average score.[8] [9]Allgame gave the game five stars out of five, praising the graphics, sound, and replay value.[2]
The game has also been retroactively well-received. It was ranked as the eighth best game for a Nintendo console in Nintendo Power's "Top 200 Games" list.[10] Official Nintendo Magazine ranked the game seventh in its "100 greatest Nintendo games of all time".[11] Famitsu readers ranked it 61st in the magazine's list of the top 100 video games.[12] The game was ranked as the fourth best game in the series by ScrewAttack.[13] In 2009, a poll conducted by British film magazine Empire voted it "the greatest game of all time."[14]
Super Mario World has sold over 20 million copies worldwide, making it one of the best-selling video games of all time.[15]
As a pack-in title for the Super Nintendo Entertainment System, Super Mario World helped popularize the console,[2] which has sold 49.10 million units worldwide, including 23.35 million in the Americas and 17.17 million in Japan.[16]
Less than a month after the game's American release, DiC Entertainment produced a Super Mario World animated series based on the game, although some of the game's elements and names were renamed or changed. DiC Entertainment later released Super Mario All Stars, which was a compilation of previous Super Mario cartoons. While this compilation was technically the last Mario television series, Super Mario World is regarded as the last original television series related to the media franchise.
A spinoff to Super Mario World was planned for the Philips CD-i, known as Super Mario's Wacky Worlds by NovaLogic, but was canceled during development.[17]
After the success of Super Mario World, the game was packaged in a special version of Super Mario All-Stars titled Super Mario All-Stars + Super Mario World, which was released in 1994 in the United States and in Europe as the pack-in game for the SNES "Super Mario Set" bundle.[18] The version of World contained in this pack in the same as the original one, except that it can save four states instead of three as in the original, and that it contains an individual sprite for Luigi rather than simply swapping Mario's colors for Luigi's. Luigi's new sprites make him thinner, very much like his image shown in Super Mario Bros. 2, and he animates differently. However, some sprites were not changed, as when Luigi walks vertically, or climbs a plant. His control remains intact, which means that he can still jump as high as Mario. This always happens when Luigi is a character for the second player, and not an alternate character for the first player.
| Reception | |
|---|---|
| Review scores | |
| Publication | Score |
| IGN | 9.3/10[19] |
In 2001, Super Mario World was ported by Nintendo R&D2 to the Game Boy Advance as Super Mario World: Super Mario Advance 2. Some levels were minimally changed, but the biggest alteration was the fact that the game was now for one player only, instead of two. Luigi was still usable, but this time as an alternate character; he could jump higher than Mario, but he ran slightly more slowly. His sprites were changed once again, his appearance harkening more to the original Super Mario Advance game, which was based on Super Mario Bros. 2.[20] This port has been re-released as a Player's Choice title, representing a sales total of one million.[citation needed]
Super Mario World was one of the first games to be announced for the Wii's Virtual Console with a cost of 800 Wii Points. It was released in Japan on December 2, 2006; in the United States on February 5, 2007;[21] and in Australia and Europe on February 9, 2007. The version for the Wii is the original Super Mario World, without any addition. A short demo of the game is one of the unlockable "Masterpieces" in the 2008 Wii game Super Smash Bros. Brawl.
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| Mario Adventure | |
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| Developer(s) | DahrkDaiz (hack) |
| Publisher(s) | N/A |
| Release date(s) | |
| Genre(s) | Platform |
| System(s) | NES |
| Players | 1 |
| Series | Mario |
Mario Adventure is a fan-made alteration of Super Mario Bros. 3. Its author DahrkDaiz single-handedly made new maps and levels from scratch, so it's sort of like "The Lost Levels" from Super Mario All-Stars, except done on Super Mario Bros. 3 and not made by Nintendo.
Like The Lost Levels, Mario Adventure is hard. In fact, you’ll have to be able to beat SMB3 proficiently before you can really sink your teeth into this game. The game provides a spare-box, lots of power-ups, and some powerful items, but the game is full of intense and well-thought-out levels, some of which will require you to build and refine strategies to complete.
The game and a NES Emulator are available from this article.
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