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===Plot===
===Plot===
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The plot of Super Mario World is similar to that of past Super Mario games, namely that [[Princess Peach]]
The plot of Super Mario World is similar to that of past Super Mario games, namely that [[Princess Peach]]

Revision as of 02:40, 10 May 2009

Super Mario World
File:Super mario world box.jpg
Developer(s)Nintendo EAD
Publisher(s)Nintendo, Mattel (Australia 1992-1994)
Designer(s)Takashi Tezuka (director)
Programmer(s)
  • Toshihiko Nakago Edit this on Wikidata
Composer(s)Kōji Kondō
SeriesMario
Platform(s)SNES, Game Boy Advance, Virtual Console
ReleaseGame Boy Advance
Virtual Console
Genre(s)Platform game
Mode(s)Single-player
Two-player

Super Mario World (スーパーマリオワールド, Sūpā Mario Wārudo, commonly abbreviated SMW) is a platform game developed and published by Nintendo as a pack-in launch title for the Super Nintendo Entertainment System. It has gone on to become a tremendous critical and commercial success, becoming the best seller for the platform, with 20 million copies sold worldwide. Like in previous games in the Mario series, the plot involves Mario traversing different lands on a quest to rescue Princess Toadstool who has been kidnapped by Bowser.

In Japan, Super Mario World is also known as Super Mario Bros. 4 and it was one of the launch games for the Japanese Super Famicom, along with F-Zero.

The game has been re-released three times, first as part of a combo with Super Mario All-Stars on the SNES in 1994.[1] 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.

Plot


The plot of Super Mario World is similar to that of past Super Mario games, namely that Princess Peach is kidnapped by Bowser, and needs to be rescued by Mario and Luigi. Unlike prvious games, which take place in the Mushroom Kingdom, Super Mario World takes place in Dinosaur World. The story begins with Mario and Luigi taking the princess for a vacation sometime after the events of Super Mario Bros. 3, and she is shortly thereafter kidnapped. In the original SNES version, this is represented by Mario standing in a game level, with a text box relating this information. In the Gameboy Advance port, an all new cutscene is added, which features a preview of all the different lands of Dinosaur World.

During the course of the game, Mario and Luigi visit Yoshi's Island, Donut Plains, the Vanilla Dome, Chocolate Bridge, the Forest of Illusion, Chocolate Island, and finally the Valley of Bowser. In addition, there are two secret lands, Star World and the Special Zone. At the end of each of the main lands, there is a castle with one of Bowser's children, the [[Koopalings], serving as a boss to that land. After the defeat of each castle, a Yoshi egg containing one of Yoshi's friends is rescued. The eggs are white with either Yellow, Green, Red, or blue dots. There are also Fortresses, Ghost Houses, and Switch Palaces, which fill in dotted outlines of boxes with prize boxes of the appropriate color. The Switch Palaces also come in Yellow, Green, Red, and Blue.

After defeating the castle of Chocolate Island, the sea spreads to reveal the entrance to the Valley of Bowser in the center of a ring of rocks. Prior to entering the cave, the player must pass through a sunken ship. The ship is very similar in design to the Koopaling Airships of Super Mario Bros. 3. This has led to speculation that Bowser escaped with the Koopalings in an airship at the end of Super Mario Bros. 3, only to have it crash in Dinosaur World.

Gameplay

File:Supermarioworld map.PNG
Screenshot of the first world map, showing Yoshi's Island.

Super Mario World is a side-scrolling platformer that takes place in Dinosaur Land. Despite being in 2 dimensions, most of the levels are open and have usually more than one exit. The goal of the player is to find the main exit and, optionally, to find the secret exits which unlock paths to new levels.[2] The core gameplay is relatively traditional - Mario jumps on the enemies to kill them or jumps from platform to platform whilst avoiding obstacles. As in Super Mario Bros. 3, all the levels are accessible from a world map.[3]

Controls and power-ups

Mario is capable of a variety of moves, most of which come from the previous Mario games. Some new moves are also available such as a "spin jump", which adds power to the typical jump. Mario can still pick up and throw items, but is now also able to throw them upwards or set them down gently. In addition to the classic Fire Flower ability to project fireballs, the Cape Feather allows Mario to fly with a cape.[3]

Yoshi

File:Super Mario World gameplay.png
Mario riding the Green Yoshi in World 1-2.

Super Mario World introduced Yoshi, a dinosaur companion that Mario can ride. The Yoshis appear in four different colors (green, yellow, red, and blue), each with a unique ability, such as the ability to throw fireballs or to fly. There are also Baby Yoshis in the Star World levels which can be picked up by Mario. After eating five enemies, five coins, or any power-up, a baby Yoshi will become a fully grown Yoshi.

Shigeru Miyamoto stated that they wanted Mario to have a companion dinosaur ever since Super Mario Bros., however it was not possible because of the limitations of the NES. He said that "we were finally able to get Yoshi off the drawing boards with the Super NES."[4]

Level check points

Super Mario World was also the first Mario game to use a visible halfway point marker in levels; if the player is able to activate the marker, and dies or exits the level before reaching the end, they will arrive at the marker's location when re-entering the level

Star Road and Special Zone

The secret exits in some levels lead to one of five portals to Star Road, an otherwise secret realm. Each level in Star World has two exits. The normal exit simply counts toward the total number of exits found; to properly complete it, however, the player must find the key and the keyhole (i.e. the secret exit) in each level to complete the circuit around the Star World.

The eight levels are relatively difficult compared to other levels. Some have unique characteristics not seen in other parts of the game. Completing the Special World results in a drastic change in graphics on whichever file the levels were completed. Among others, Piranha Plants become pumpkins, Koopa Troopas wear Mario masks and their colors have been switched to blue or yellow. The world map takes on a different color scheme, using more of an Autumn palette.

In Super Mario Advance 2, two additional enemies receive a face-lift: Pokey and Goomba (the latter of which is thought to have been considered for it in the SNES version since it has two identical copies in the game data, one of which is used after Dinosaur Land changes).[5]

Development

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.[4] However Miyamoto stated that he felt that the game was incomplete and that they had to rush to towards the end of the project.[6]

Music

Template:Sound sample box align right Template:Sample box end

Koji Kondo 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 Title Screen Theme, the Ending Theme, the Overworld Map Themes, and Bowser's Theme, 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.[5]

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.

Waiting around on the Special Zone map screen for about two minutes (eight loops of the Special Zone theme, which is itself a variation of the Starman music) 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 Zone 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

At the time, Nintendo was late to the 16 bit video game market, which was slowly being conquered by Sega and their Mega Drive/Genesis system.[8] A new game, Sonic the Hedgehog, helped create numerous sales and greater popularity for Sega.[8] Shigeru Miyamoto stated at the time that because of the very limited production time, Super Mario World was not as good as he had hoped and that with time the quality of games for the system would increase allowing more emotion and story.[8][6] Despite this, on GameRankings the game received positive scores, with a 97% average score and has been ranked number 4 on the voting average list with the average vote of 9.2.[9] [10] It was also rated the 8th best game made on a Nintendo System in Nintendo Power's Top 200 Games list.[11] The game placed 7th in Official Nintendo Magazine's "100 greatest Nintendo games of all time"[12] and 61st in Famitsu readers all-time favorite 100 games.[13]

It was also placed in fourth best 'Mario' game of all time by ScrewAttack. [14]

Impact and legacy

The game has often been compared to Super Mario Bros., in the sense that both games established the standard for all subsequent side-scrollers released on their respective systems.

In addition, with the augmented capabilities of the SNES, Super Mario World advanced the graphics in Mario games. All of the objects and characters in the game moved from flat sprites to a more three-dimensional look. Super Mario World also used the SNES's multiple background layers for parallax scrolling and other background effects such as sparkling stars, as well as occasional sprite scaling and rotation effects.

A copy of Super Mario World came with each Super Nintendo upon the system's release in Europe and America.[citation needed] A prequel was made in 1995 entitled Super Mario World 2: Yoshi's Island featuring Yoshi as the main protagonist.

Ports and remakes

File:Luigismassmw.PNG
Luigi's updated sprite in the Super Mario All-Stars version.

Super Mario All-Stars

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 only in the United States and in Europe as the pack-in game for the Super NES "Super Mario Set" bundle. This version included four save files (instead of three) and a different sprite set for Luigi, instead of being a green recolor of Mario's sprite like before (however, the sprites for Luigi crouching on Yoshi and running sideways via a Triangle Block were not changed, resulting in inconsistency). The PAL version was only available in Australia, the UK, the Scandinavia through Bergsala AB, and in the German-speaking countries (Germany, Switzerland, Austria).

Super Mario World: Super Mario Advance 2

Super Mario World was ported by Nintendo R&D2 to the Game Boy Advance as Super Mario World: Super Mario Advance 2 in 2002. This version of Super Mario World adds a handful of features, such as a reward for getting every Yoshi Coin in all levels in the game, and some gameplay differences between Mario and Luigi (notably their jumping, their behavior on Yoshi and what happens upon hitting 10-coin blocks).[15] It has been re-released as a Player's Choice title. This game also includes a new sprite set for Luigi, entirely different from the All-Stars version. In this version of the game, Luigi jumps higher and has less control compared to Mario, unlike the All-Stars version.

Virtual Console

Super Mario World was one of the first games to be announced for Wii's Virtual Console service with a cost of 800 Wii Points. Eventually it was released in Japan on December 2, in America on February 5, 2007[15] and in Australia and Europe on February 9, 2007.

Family Computer version

In 1995, a Hong Kong company released an unlicensed version for the Nintendo Entertainment System. The game kept many features of the original including the map screen, Yoshi, Luigi and many of the original stages themselves. It is however incomplete and relatively buggy since it was made on a tight budget.[15]

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. It was the last Super Mario cartoon series. DiC Entertainment later released Super Mario All Stars, which was a compilation of previous Super Mario cartoons. While this compilation was technically the final Super Mario cartoon series, Super Mario World is regarded as the last original cartoon series related to the game franchise.

There was a direct sequel to Super Mario World planned for the Philips CD-i, Super Mario's Wacky Worlds by NovaLogic, but this game was canceled during development.[16]

See also

References

  1. ^ "Super Mario All-Stars / Super Mario World Release Information for SNES". GameFAQs. GameSpot.
  2. ^ Miller, Skyler. "Super Mario World - Review". Retrieved 2009-04-13.
  3. ^ a b Super Mario World Instruction Booklet. Nintendo.
  4. ^ a b Robinson, A (1991). "Mario Mania Players Guide Interview". Miyamoto Shrine. Kikizo. {{cite web}}: Unknown parameter |coauthors= ignored (|author= suggested) (help); Unknown parameter |month= ignored (help)
  5. ^ a b Nintendo EAD (1990-11-21). Super Mario World (SNES) (in Japanese and English) (1 ed.). Nintendo.
  6. ^ a b McLaughlin, Rus. "IGN Presents The History of Super Mario Bros". Retrieved 2009-04-13.
  7. ^ "Super Mario World for SNES". Game Rankings. Retrieved 2009-04-11.
  8. ^ a b c Game Over by David Sheff, 1993, Random House.
  9. ^ Super Mario World Reviews
  10. ^ "All-Time Best". Game Rankings. Retrieved 2008-06-13.
  11. ^ "NP Top 200", Nintendo Power, vol. 200, pp. 58–66, February 2006{{citation}}: CS1 maint: year (link).
  12. ^ East, Tom. "100 Best Nintendo Games - Part Six". Official Nintendo Magazine. Future plc. Retrieved 2009-03-2. {{cite web}}: Check date values in: |accessdate= (help)
  13. ^ "Japan Votes on All Time Top 100 Video Games". Edge Magazine. Edge. 2006. {{cite web}}: Unknown parameter |month= ignored (help)
  14. ^ Gametrailers.com - ScrewAttack - Top Ten Mario Games
  15. ^ a b c Super Mario World: Super Mario Advance 2 for Game Boy Advance Review - Game Boy Advance Super Mario World: Super Mario Advance 2 Review Cite error: The named reference "multiple" was defined multiple times with different content (see the help page).
  16. ^ "Super Mario's Wacky Worlds". IGN Games. IGN Entertainment. A planned platformer for the CD-i console in 1993, Super Mario's Wacky Worlds unleashed Mario in a series of "Wacky Worlds" including ancient lands, haunted worlds, jungles and ice lands