Super Mario World: Difference between revisions

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''Super Mario World'' is included in the ''[[Super Mario All-Stars + Super Mario World]]'' compilation title released in December 1994. An enhanced [[Reissue#Ports|port]] of ''Super Mario World'' was later released on the [[Game Boy Advance]] as part of the [[Super Mario Advance (series)|''Super Mario Advance'' series]], titled ''[[Super Mario World: Super Mario Advance 2]]''. The original version was also rereleased on the [[Wii]]'s [[Virtual Console#Wii|Virtual Console]] in 2006, the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in 2013, and the [[Nintendo 3DS#New Nintendo 3DS/New Nintendo 3DS XL|New Nintendo 3DS]]'s [[Virtual Console#Nintendo 3DS|Virtual Console]] in 2016. ''Super Mario World'' is one of the included titles in the [[Classics#Super NES Classic Edition|SNES Classic Edition]] and [[Super Nintendo Entertainment System - Nintendo Switch Online]], the latter of which also includes a version titled ''Super Mario World: Give the world a whole new look!'', which was released on March 31, 2022, and begins in [[Fall]] with 99 lives and a [[Cape Feather]] in the [[item storage|Item Stock]].
''Super Mario World'' is included in the ''[[Super Mario All-Stars + Super Mario World]]'' compilation title released in December 1994. An enhanced [[Reissue#Ports|port]] of ''Super Mario World'' was later released on the [[Game Boy Advance]] as part of the [[Super Mario Advance (series)|''Super Mario Advance'' series]], titled ''[[Super Mario World: Super Mario Advance 2]]''. The original version was also rereleased on the [[Wii]]'s [[Virtual Console#Wii|Virtual Console]] in 2006, the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in 2013, and the [[Nintendo 3DS#New Nintendo 3DS/New Nintendo 3DS XL|New Nintendo 3DS]]'s [[Virtual Console#Nintendo 3DS|Virtual Console]] in 2016. ''Super Mario World'' is one of the included titles in the [[Classics#Super NES Classic Edition|SNES Classic Edition]] and [[Super Nintendo Entertainment System - Nintendo Switch Online]], the latter of which also includes a version titled ''Super Mario World: Give the world a whole new look!'', which was released on March 31, 2022, and begins in [[Fall]] with 99 lives and a [[Cape Feather]] in the [[item storage|Item Stock]].
==Story==
==Story==
'''From the instruction booklet:'''
'''From the instruction booklet:'''
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After the player beats every special level in the [[Special Zone]], a game aesthetic change called [[Fall]] occurs, where the world map obtains a different palette and some enemies get their sprites changed. Once Fall is activated, these changes cannot be reversed unless the save file is deleted and a new game is started.  
After the player beats every special level in the [[Special Zone]], a game aesthetic change called [[Fall]] occurs, where the world map obtains a different palette and some enemies get their sprites changed. Once Fall is activated, these changes cannot be reversed unless the save file is deleted and a new game is started.  
===Controls===
===Controls===
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|-
!width=26%|Action(s)
!width=26%|Action(s)
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Star World and the [[Special Zone]] are bonus worlds that are accessed when players find secret exits throughout Dinosaur Land, and are represented by glowing stars, where the player can warp into. The Star World levels require the player to find a [[key]] and [[keyhole]] secret exit to progress through it, while the Special Zone is a linear area that is unlocked when players complete all of Star World's secret exits. The Special Zone levels are much more difficult relative to the levels in this game; none of the levels contain [[Midway Gate]]s, and some can be long while others use level gimmicks.
Star World and the [[Special Zone]] are bonus worlds that are accessed when players find secret exits throughout Dinosaur Land, and are represented by glowing stars, where the player can warp into. The Star World levels require the player to find a [[key]] and [[keyhole]] secret exit to progress through it, while the Special Zone is a linear area that is unlocked when players complete all of Star World's secret exits. The Special Zone levels are much more difficult relative to the levels in this game; none of the levels contain [[Midway Gate]]s, and some can be long while others use level gimmicks.
 
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|-
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!width="100"|World
!width="100"|World
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===Supporting characters===
===Supporting characters===
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!Image
!Image
!Name
!Name
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Red, Blue, and Yellow Yoshis are uncommon in ''Super Mario World''. They are first encountered in [[Star World]], which is accessible by using the five [[Star Road (Super Mario World)|Star Road]]s found throughout the game. Red, Blue, and Yellow Yoshis are found as [[Baby Yoshi|Mini-Yoshi]]s, small and unable to be ridden. However, through carrying them, the Mini-Yoshis eat the enemies and items they touch. When they eat five enemies, shells, [[coin]]s, or active [[Grab Block]]s, they transform into adult Yoshis and can be used normally. If a Mini-Yoshi eats a single power-up, it grows up instantly. Mini-Yoshis of all colors hatch from the eggs rescued from the castles during the end credits of the game.
Red, Blue, and Yellow Yoshis are uncommon in ''Super Mario World''. They are first encountered in [[Star World]], which is accessible by using the five [[Star Road (Super Mario World)|Star Road]]s found throughout the game. Red, Blue, and Yellow Yoshis are found as [[Baby Yoshi|Mini-Yoshi]]s, small and unable to be ridden. However, through carrying them, the Mini-Yoshis eat the enemies and items they touch. When they eat five enemies, shells, [[coin]]s, or active [[Grab Block]]s, they transform into adult Yoshis and can be used normally. If a Mini-Yoshi eats a single power-up, it grows up instantly. Mini-Yoshis of all colors hatch from the eggs rescued from the castles during the end credits of the game.
 
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!Image
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When [[Fall]] is unlocked, some of these enemies have their graphics changed; however, their behaviors are unaltered.
When [[Fall]] is unlocked, some of these enemies have their graphics changed; however, their behaviors are unaltered.
 
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!width=10%|Image
!width=10%|Name
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|A large stone that drops as Mario or Luigi approaches. It cannot be stomped on, but it can be bounced off with a Spin Jump.
|A large stone that drops as Mario or Luigi approaches. It cannot be stomped on, but it can be bounced off with a Spin Jump.
|align=center|[[Front Door|Bowser's Castle]]
|align=center|[[Front Door|Bowser's Castle]]
|-
|align="center"|[[File:SMW Torpedo Ted.png]]
|align="center"|[[Torpedo Ted]]
|A slow-moving torpedo.
|colspan="2"rowspan="2"align=center|[[Soda Lake]]
|-
|-
|align="center"|[[File:SMW Torpedo Hasshadai.png]]
|align="center"|[[File:SMW Torpedo Hasshadai.png]]
|align="center"|[[Torpedo tube]]
|align="center"|[[Torpedo tube]]
|It fires [[Torpedo Ted]]s that are invincible to all available forms of attack.
|It fires [[Torpedo Ted]]s that are invincible to all available forms of attack.
|colspan="2"rowspan="2"align=center|[[Soda Lake]]
|-
|align="center"|[[File:SMW Torpedo Ted.png]]
|align="center"|[[Torpedo Ted]]
|A slow-moving torpedo.
|-
|-
|align="center"|[[File:SMW BillBlaster.png]]
|align="center"|[[File:SMW BillBlaster.png]]
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The Big Boo is the game's sole secret boss, encountered in the Donut Secret House, and the only boss not encountered in a castle or fortress. He can also be fought again in all versions of the game by accessing the level normally.
The Big Boo is the game's sole secret boss, encountered in the Donut Secret House, and the only boss not encountered in a castle or fortress. He can also be fought again in all versions of the game by accessing the level normally.
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!Image
!Image
!Name
!Name
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{{br}}
{{br}}
===Power-ups and transformations===
===Power-ups and transformations===
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{|class="wikitable"width=100%
!Image  
!Image  
!Transformation
!Transformation
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===Items===
===Items===
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{|class="wikitable"width=100%
!Image  
!Image  
!Name
!Name
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==Level features==
==Level features==
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!Image  
!Name
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The soundfont used for the ''Super Mario World'' soundtrack consists of the following instrument samples: the fretless bass, piano, pan flute, brass, and clarinet from the {{wp|Kawai K1}} module; the fantasia synth, arco strings, bass marimba, and slap bass from the {{wp|Roland D-50}} synthesizer; the honky-tonk, steel drum, and oud from the Roland L-CD1 (a sample library built for the {{wp|Roland S-50|S-50}} synthesizer); and the dry kick, impact snare, reverb snare, closed hi-hat, and open low conga from the {{wp|Roland R-8}} drum machine. An orchestra hit sample from unknown equipment by {{wp|E-mu Systems}} is also present, and it was used to construct Yoshi's record-scratching voice effect. The cannon sound used for the thunder effects is of unknown origin, but it is currently part of the Soundstorm Sound Effects Library; it is the first professional film sound effect to be sampled in a Nintendo game. The origin of the heavy guitar used in the final boss theme is currently unknown.<ref>https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203</ref>
The soundfont used for the ''Super Mario World'' soundtrack consists of the following instrument samples: the fretless bass, piano, pan flute, brass, and clarinet from the {{wp|Kawai K1}} module; the fantasia synth, arco strings, bass marimba, and slap bass from the {{wp|Roland D-50}} synthesizer; the honky-tonk, steel drum, and oud from the Roland L-CD1 (a sample library built for the {{wp|Roland S-50|S-50}} synthesizer); and the dry kick, impact snare, reverb snare, closed hi-hat, and open low conga from the {{wp|Roland R-8}} drum machine. An orchestra hit sample from unknown equipment by {{wp|E-mu Systems}} is also present, and it was used to construct Yoshi's record-scratching voice effect. The cannon sound used for the thunder effects is of unknown origin, but it is currently part of the Soundstorm Sound Effects Library; it is the first professional film sound effect to be sampled in a Nintendo game. The origin of the heavy guitar used in the final boss theme is currently unknown.<ref>https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203</ref>
===Media===
===Media===
{{main-media}}
{{main-media}}
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[[File:Fireball kill.png|thumb|Glitchy graphic from destroying Iggy's fireball]]
[[File:Fireball kill.png|thumb|Glitchy graphic from destroying Iggy's fireball]]
[[File:Sorbetislandbug.png|thumb|right|The miscolored overworld glitch]]
[[File:Sorbetislandbug.png|thumb|right|The miscolored overworld glitch]]
===Glitchy graphics from defeated enemies===
===Glitchy graphics from defeated enemies===
The balls on [[Iggy Koopa|Iggy]]'s and [[Larry Koopa|Larry]]'s platforms can be destroyed by the sliding attack, as can the [[Grinder]]s (using a [[Triangular Block]]). This results in glitchy graphics, most likely because the developers did not intend for these enemies to be defeated. The same happens if [[Mario]] does a nosedive in the second level of the [[Bowser]] battle. The [[Metal ball|Big Steely]] is defeated as a red sprite of [[Princess Peach|Princess Toadstool]]'s head.
The balls on [[Iggy Koopa|Iggy]]'s and [[Larry Koopa|Larry]]'s platforms can be destroyed by the sliding attack, as can the [[Grinder]]s (using a [[Triangular Block]]). This results in glitchy graphics, most likely because the developers did not intend for these enemies to be defeated. The same happens if [[Mario]] does a nosedive in the second level of the [[Bowser]] battle. The [[Metal ball|Big Steely]] is defeated as a red sprite of [[Princess Peach|Princess Toadstool]]'s head.
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====Graphical changes====
====Graphical changes====
*Both the file-selection and mode-selection title screens change between the different versions. On the file-selection screen, the Japanese text was changed to English for international releases, and in both cases, "1991" was added to the original's 1990 copyright date to reflect when the North American and PAL versions were released. The logo was also changed to make the shadowing of the letters less pronounced, and the "TM" was rewritten in the same lettering style as the title itself. In the Japanese version, the logo uses the same font as ''[[Super Mario Bros. 3]]''. As shown in the comparison of the file-selection screens below, the PAL version differed from both the Japanese and North American releases in height. Each version also has its own marker to denote whether [[completion|all 96 exits were found]] or not.  
*Both the file-selection and mode-selection title screens change between the different versions. On the file-selection screen, the Japanese text was changed to English for international releases, and in both cases, "1991" was added to the original's 1990 copyright date to reflect when the North American and PAL versions were released. The logo was also changed to make the shadowing of the letters less pronounced, and the "TM" was rewritten in the same lettering style as the title itself. In the Japanese version, the logo uses the same font as ''[[Super Mario Bros. 3]]''. As shown in the comparison of the file-selection screens below, the PAL version differed from both the Japanese and North American releases in height. Each version also has its own marker to denote whether [[completion|all 96 exits were found]] or not.
{{br}}
{{br}}
{{multiple image
{{multiple image
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The game was placed 16th in the 100th issue of ''[[Nintendo Power]]''{{'}}s "100 best Nintendo games of all time" in 1997.<ref>http://www.gamekult.com/communaute/forum/voirmessage.html?foid=13000909, retrieved 6/4/2009</ref> The game placed 47th in the 200th issue of GameInformer's "Top 200 Games of All Time."
The game was placed 16th in the 100th issue of ''[[Nintendo Power]]''{{'}}s "100 best Nintendo games of all time" in 1997.<ref>http://www.gamekult.com/communaute/forum/voirmessage.html?foid=13000909, retrieved 6/4/2009</ref> The game placed 47th in the 200th issue of GameInformer's "Top 200 Games of All Time."
{|class="wikitable reviews"
{|class="wikitable reviews"
!colspan="4"style="font-size:120%; text-align:center; background-color:silver;"|Reviews
!colspan="4"style="font-size:120%; text-align:center;background-color:silver;"|Reviews
|-style="background-color:#E6E6E6"
|-style="background-color:#E6E6E6"
|Release
|Release
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|align="left"|"''While many retro games can claim to be a classic, not many are a solid gold masterpiece. Super Mario World is a masterclass in side-scrolling platforming design, to the point that modern 2D game developers should be encouraged to study it as a pre-requisite of mastering their craft. The artistry on display here is not just the way Koji Kondo's tunes fit perfectly with Dinosaur Land's locations in its creative world map – with courses that were presented with subtle 16-bit graphical flair for the November 1990 launch of the Super Famicom – but its success as an outstanding video game is predominantly due to stellar course design and its tantalising 96 level exits. It's the hidden gameplay surprises that keep you playing and returning for more, so it's the secrets that are ultimately Super Mario World's 'special' sauce.''"
|align="left"|"''While many retro games can claim to be a classic, not many are a solid gold masterpiece. Super Mario World is a masterclass in side-scrolling platforming design, to the point that modern 2D game developers should be encouraged to study it as a pre-requisite of mastering their craft. The artistry on display here is not just the way Koji Kondo's tunes fit perfectly with Dinosaur Land's locations in its creative world map – with courses that were presented with subtle 16-bit graphical flair for the November 1990 launch of the Super Famicom – but its success as an outstanding video game is predominantly due to stellar course design and its tantalising 96 level exits. It's the hidden gameplay surprises that keep you playing and returning for more, so it's the secrets that are ultimately Super Mario World's 'special' sauce.''"
|-
|-
!colspan="4"style="background-color:silver; font-size:120%; text-align:center;"|Aggregators
!colspan="4"style="background-color:silver;font-size:120%;text-align:center;"|Aggregators
|-style="background-color:#E6E6E6"
|-style="background-color:#E6E6E6"
|colspan=2|Compiler
|colspan=2|Compiler
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==Remakes and ports==
==Remakes and ports==
[[File:Box Art NA - Super Mario World Super Mario Advance 2.jpg|thumb|Box for ''Super Mario World: Super Mario Advance 2'', the Game Boy Advance reissue for ''Super Mario World'']]
[[File:Box Art NA - Super Mario World Super Mario Advance 2.jpg|thumb|Box for ''Super Mario World: Super Mario Advance 2'', the Game Boy Advance reissue for ''Super Mario World'']]
===Nintendo Super System===
===Nintendo Super System===
The game was ported to the Nintendo Super System, an arcade machine, in 1991. It is the only ''Super Mario'' title released on this system. There are a few differences such as a message on the title screen letting the player know what version it is. Players can choose one of seven zones to start in. There is no way to save progress, and a timer counts down on the bottom right corner when play begins, reappearing when time is almost up. Afterwards, a screen appears, asking if the player wants to continue by inserting coins.
The game was ported to the Nintendo Super System, an arcade machine, in 1991. It is the only ''Super Mario'' title released on this system. There are a few differences such as a message on the title screen letting the player know what version it is. Players can choose one of seven zones to start in. There is no way to save progress, and a timer counts down on the bottom right corner when play begins, reappearing when time is almost up. Afterwards, a screen appears, asking if the player wants to continue by inserting coins.
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