Super Mario World

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Super Mario World

Developer(s) Nintendo EAD
Publisher(s) Nintendo, Mattel (Australia 1992–1994)
Designer(s) Takashi Tezuka (director)
Composer(s) Kōji Kondō
Series Mario
Platform(s) SNES, Game Boy Advance, Virtual Console, Famicom
Release date(s) JP November 21, 1990
NA August 13, 1991
EU June 4, 1992
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 Sūpā Mario Wārudo?) 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 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.

Contents

[edit] Overview

Super Mario World is a side-scrolling platformer. Like most games in the Mario series, the player plays as Mario (or Luigi by switching at the world map, though this does not affect the gameplay.) Levels are accessed through a world map; there are eight worlds, each containing several levels. The player moves through each level to reach its exit (some levels have secret exits) which unlocks a path to new levels. To complete 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 abyss, lava, and other hazards. There is also one level that takes place in a castle in each world, in which Mario fights the "Koopalings", who are the children of Bowser and serve as the boss for that world. The secret exits in some levels lead to one of five portals to "Star Road", an otherwise secret world; its levels are more difficult than those found in the rest of the game, but completing it is not necessary to complete the game.[citation needed]

Mario riding a green Yoshi at Yoshi's Island 2, one of the game's early levels.

Using power-ups found in the series's trademark ? boxes, Mario can become larger, throw small fireballs, become invincible (albeit for a short period of time), and fly.[citation needed] The game introduces Yoshi, a dinosaur companion who Mario can ride and who can eat enemies.[2] He appears in many of the levels, generally colored green but sometimes red, blue, or yellow.[citation needed]

The story of the game begins with Mario and Luigi taking Princess Peach 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, Super Mario World takes place in a new land 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 Peach is saved and the credits roll.

[edit] 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.[3] However Miyamoto stated that he felt that the game was incomplete and that development was rushed towards the end of the project.[4]

About Yoshi, Shigeru Miyamoto stated that they wanted Mario to have a dinosaur companion 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 SNES."[3]

[edit] Music

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 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.[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.

[edit] Reception

 Reception
Aggregate scores
Aggregator Score
GameRankings 96.70% (5 revs)[6]
Review scores
Publication Score

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.[7] A new game, Sonic the Hedgehog, helped create numerous sales and increased popularity for Sega.[7] Shigeru Miyamoto stated at the time that because of the very limited production time, Super Mario World was not quite as good as he had hoped and that with time the games for the system would allow for more emotion and story.[7][4] Despite this, on GameRankings the game received very positive scores, with a 97% average score making it the fourth highest ranked game of all time and has also been ranked number 4 on the voting average list with the average vote of 9.2.[8] [9] It was also rated the 8th best game made on a Nintendo System in Nintendo Power's Top 200 Games list.[10] The game placed 7th in Official Nintendo Magazine's "100 greatest Nintendo games of all time"[11] and 61st in Famitsu readers all-time favorite 100 games.[12]

It was also placed in fourth best 'Mario' game of all time by ScrewAttack. [13]

[edit] 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.

In 2009, a poll conducted by British movie magazine Empire voted it "the greatest game of all time."[14]

[edit] Ports and remakes

Luigi's updated sprite in the Super Mario All-Stars + Super Mario World version.

[edit] 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 [same as holding an item] are 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).

[edit] 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, has less control, and is slower running compared to Mario, unlike the All-Stars version.

[edit] 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[16] and in Australia and Europe on February 9, 2007.

[edit] Family Computer/Pirated version

In 1995, JY Company/Hummer Team released a version for the Nintendo Entertainment System.[17] Although unlicensed, it is one of the most well-known and critically-lauded "unofficial" Mario games (another being Kart Fighter) due to its elements and graphics being virtually unchanged from the source material—the map screen, Yoshi, and Luigi, plus many of the original (unaltered in some cases) stages and enemies. The music was also very similar to the SNES originals.

Two different versions of the game exist - an incomplete ("demo") version that ends after the fourth castle, and a "full" version with complete access to all levels stored within the game's data. The two can be easily differentiated through the different map layouts and the presence of a warp screen in the full version (which activates immediately upon choosing the number of players); both versions are relatively buggy, however, since the game was made on a tight budget. The full version can only be found on Hummer Team's 45-in-1 cart.

The game also features repeated background appearances in certain levels by a strange, three-eyed sun (the company's mascot). After pausing at any point during the game, press Up, Right, A, Down, Right, B, Up, Left to enable a secret color picture of the three-eyed sun; however, this also locks the game and requires the player to reset.

[edit] Related products

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.

A direct sequel 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.[18]

[edit] References

  1. ^ "Super Mario All-Stars / Super Mario World Release Information for SNES". GameFAQs. GameSpot. http://www.gamefaqs.com/console/snes/data/920979.html. Retrieved on 2009-05-11. 
  2. ^ Miller, Skyler. "Super Mario World - Review". Allgame. http://www.allgame.com/game.php?id=2630&tab=review. Retrieved on July 13, 2009. 
  3. ^ a b Robinson, A; Johnson, C (May 1991). "Mario Mania Players Guide Interview". Miyamoto Shrine. Kikizo. http://www.miyamotoshrine.com/theman/interviews/0561.shtml. 
  4. ^ a b McLaughlin, Rus. "IGN Presents The History of Super Mario Bros.". http://uk.retro.ign.com/articles/833/833615p2.html. Retrieved on 2009-04-13. 
  5. ^ Nintendo EAD. Super Mario World. (Nintendo). SNES, (v1). (in Japanese, English). (1990-11-21)
  6. ^ "Super Mario World for SNES". Game Rankings. http://www.gamerankings.com/snes/519824-super-mario-world/index.html. Retrieved on April 11, 2009. 
  7. ^ a b c Game Over by David Sheff, 1993, Random House.
  8. ^ Game Rankings: Super Mario World Reviews
  9. ^ "All-Time Best". Game Rankings. http://www.gamerankings.com/browse.html. Retrieved on 2008-06-13. 
  10. ^ "NP Top 200", Nintendo Power 200: 58–66, February 2006 .
  11. ^ East, Tom. "100 Best Nintendo Games - Part Six". Official Nintendo Magazine. Future plc. http://www.officialnintendomagazine.co.uk/article.php?id=7327. Retrieved on 2009-03-2. 
  12. ^ "Japan Votes on All Time Top 100 Video Games". Edge Magazine. Edge. March 2006. http://www.edge-online.com/features/japan-votes-all-time-top-100?page=0%2C1. 
  13. ^ ScrewAttack - Top Ten Mario Games
  14. ^ "The 100 Greatest Games Of All Time". Empire. Bauer Consumer Media. http://www.empireonline.com/100greatestgames/default.asp?p=1. Retrieved on 2009-05-30. 
  15. ^ Super Mario World: Super Mario Advance 2 for Game Boy Advance Review
  16. ^ March 2007/V213 Issue of Nintendo Power (page 40)
  17. ^ The Game Obscurities: "Super Mario World" (NES)
  18. ^ "Super Mario's Wacky Worlds". IGN Games. IGNaccessdate=2009-05-11. http://uk.cheats.ign.com/objects/142/14217666.html. 

[edit] External links

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