Super Mario World

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Super Mario World
Super Mario World game logo.svg
Super Mario World logo
Original title ス ー パ ー マ リ オ ワ ー ル ド
Studio Nintendo EAD
SRD (programming)
Publisher Nintendo
Senior Developer Shigeru Miyamoto (Producer)
Takashi Tezuka (Director)
Erstveröffent-
lichung
JapanJapanNovember 21, 1990 August 18, 1991 April 11, 1992
North AmericaNorth America
EuropeEurope
platform SNES , Virtual Console
genre Jump 'n' run
Game mode Single player , multiplayer
control SNES controller
medium Module , download
Age rating
USK released from 0
PEGI recommended for ages 3+
Super Mario World on a SNES -compatible FC 16 Go

Super Mario World ( Jap . スーパーマリオワールド Supa Mario Warudo ; in Japan originally as Super Mario Bros. 4 subtitled) is a system developed by Nintendo and published video game for the Super Nintendo Entertainment System (SNES). The game was officially released with the console and was also available in a bundle with it. Shigeru Miyamoto , creator of the Super Mario series, was commissioned by Nintendo to design a game that demonstrated the technical possibilities of the console. The 16-bit technology introduced at the time made detailed graphics, more colors, higher sound quality and more complex level design possible. The game sold over 20.61 million copies worldwide on the SNES, making it the best-selling SNES game .

action

As in Super Mario Bros. and Super Mario Bros. 3 , the main task is to free Princess Peach from the clutches of Mario's archenemy Bowser . To do this, the protagonists, Mario and Luigi , have to fight their way through eight interconnected worlds and their levels. At the end of each world there is a final boss in the form of the Koopalinge , a group of dinosaurs, the Reznors , serve as intermediate bosses in a fortress. In addition, the dinosaur Yoshi is introduced into the Mario universe and is available to Mario as a mount. Yoshi and his comrades were locked in the blocks by Bowser and his helpers and are now waiting to be freed.

Game mechanics

control

Mario is able to jump and run. As Mario runs, his jumps are higher and further. In addition to normal jumping and running, there is also the twist jump, which allows Mario to fight opponents more effectively and destroy some blocks. There is also now the possibility to paralyze some opponents and then to be able to carry them for a limited time in order to use them as projectiles.

SNES Controller detailed.png
button World map In the level
1 - control pad Move Move, climb and walk through doors
2 - Select Activates / deactivates scrolling on the map Triggers the reserve item, together with end start level 1
3 - start Start level Pause, end together with Select Level 1
4 - B Start level Jump, fly with Yoshi 2
5 - A Start level Turn jump, jump off Yoshi, hold to jump off opponents
6 - Y no function Race, grab, shoot, 2 fly 2 extend Yoshi's tongue, spit with Yoshi Fire 2
7 - X no function Race, grab, shoot, 2 fly 2 extend Yoshi's tongue, spit with Yoshi Fire 2
8 - L Swap lives (only in multiplayer mode) scroll left
9 - R Swap lives (only in multiplayer mode) scroll right
1 Only if the level has already been successfully completed
2 Only under certain conditions

Multiplayer mode

There is an option to play the game for two. The second player takes control of Luigi. The players take turns and act as a team. Levels that a player has successfully completed also count as completed for the other player. With the shoulder buttons it is possible to transfer life to the other player.

to save

For the first time in a title in the Mario series, the player was able to save. The dialogue required for this is displayed to the player after successfully completing a castle, a fortress, a haunted house or a counter palace. This allows the current progress in the game to be stored. The player's life and status are not saved.

Objects and aids

Items and power-ups

The super mushroom turns little Mario into Super Mario. This does not immediately die on enemy contact, but transforms back into little Mario.

The fire flower gives Mario the ability to shoot fireballs. If a fireball hits an opponent, some of them become a coin. Some opponents have to be shot at multiple times or are even immune to this attack. The fire flower gives Mario a white cap, a white shirt and red pants.

The feather, which Mario gets a golden cape by picking up, replaces the sheet from Super Mario Bros. 3 . Instead of a short steep flight, Mario is now able to complete long distances with a parabolic flight or to trigger a shock by diving into the ground, whereby the opponents are defeated in a certain area. It is also possible to slide for a while and fall more slowly.

The star makes Mario invulnerable for a short time. If Mario touches an opponent, he gets 100 points. These are increased per opponent. The second opponent brings 200, the third 400. This continues over 800, 1000, 2000, 4000 and finally 8000 points. Each additional opponent brings Mario an extra life. This method of getting extra lives also works by throwing turtle shells at enemies or jumping from enemy to enemy without touching the ground.

The 1UP mushroom and the 3UP moon give the player 1 and 3 extra lives respectively.

Reserve box

Items such as super mushrooms , feathers or fire flowers can be stored in the reserve box. Should Mario lose his abilities on contact with the enemy, the saved item will fall down and can be collected. The reserve box can also be triggered manually by pressing the Select button. Should Super Mario collect a feather or a fire flower, the previously collected Super Mushroom will be saved. If you collect another feather or fire flower , it will be overwritten. Feathers and fire flowers are considered equal and can overwrite each other. A super mushroom , on the other hand, has no effect on these two items.

Yoshi

Yoshi is available for the first time in this game and serves as a mount for the player. With the help of Yoshi, you can jump further and run faster. Smaller opponents can be eaten with Yoshi's long tongue. Yoshi's jumps against opponents are also more effective. If Yoshi has a co-op armor in his mouth, various abilities can pass over to him. Red tanks make Yoshi spit fire. Blue tanks make it possible to fly and the yellow tank lets Yoshi stomp to defeat opponents in the vicinity. Green tanks have no effect, but can be used as projectiles. However, it must be noted that Yoshi swallowed the tanks after a certain period of time, unless the Koopapanzer was spat out in between. There are also colored yoshis in the mentioned colors. Regardless of the armor color, these always have their special properties available. The colored Yoshis can be found as babies in the Star World . To grow a Baby Yoshi, it must eat 5 enemies or one item. Yoshi cannot enter any haunted houses, fortresses or castles. The reason given for this is the dinosaur's fear of Bowser's brood and the spirits.

Coins and Yoshi Coins

In this game, too, there are the golden coins known from other Mario games, which the player can collect in every level. These can be found floating freely in the air, floating in the water or enclosed in blocks. If the player shoots enemies with fireballs, the weaker opponents turn into coins. Opponents that Yoshi eats also count as coins. If 100 gold coins can be collected, the player gets an extra life and the coin counter starts at 0. If the player presses the gray switch, the opponents in the area turn into gray coins for a limited time, which can also be collected. However, the gray coins do not count as gold coins, they are counted as points.

At least five so-called Yoshi coins are hidden in each level, these are larger than normal coins and show the image of Yoshi as an imprint. The only exception is a secret level on Chocolate Island , which only contains a single Yoshi coin. The first 4 Yoshi coins collected count 1000, 2000, 4000 and 8000 points. If a player can collect five or more Yoshi coins in a level, he receives 100 gold coins for the fifth and each subsequent coin and thus an extra life. If a player has already collected 5 Yoshi coins in a level with 6 or more coins and then slips through a tube to another area in the same level, the remaining Yoshi coins that have not been collected disappear in the level and can no longer be collected .

Game world

SNES console with Super Mario World

World map

The levels offer a continuously increasing degree of difficulty and can be reached via the world map. Yellow dots symbolize normal levels. Red dots offer an alternative exit, such as a second gate or a key. All worlds are connected to one another with paths. In order to unlock a new level, the player must successfully complete the previous one, usually by passing through the so-called target gate, which turns all enemies in sight into coins. This goal gate has an up and down barrier that can be hit. Depending on the height of the barrier there are stars, with 100 stars the player gets into a bonus level at which he can win extra lives. Almost all levels, including fortresses and castles (1) , but not switch palaces, can be played repeatedly.

The worlds have proper names that are mostly based on food such as Chocolate Island , Vanilla Dome or Soda Lake . The names of the levels are numbered and are based on the respective world e.g. B. Donut Plains 1 . Secret levels that have been unlocked by the player, however, have a secret in their name such as B. Donut Secret 1 . There are a total of 74 levels with 96 exits.

Level

As in the previous versions, there are blocks that can contain objects. The levels are freely accessible, which means that the player has the option of going back to the starting point. However, some levels are self-scrolling or platform levels that make it impossible to return. Each level has a time limit. In many levels there is a buffer that enables the player to begin at this point if he cannot successfully complete the level. Alternative level exits consist of a key that Mario has to put in a keyhole to exit the level.

Castles, fortresses and haunted houses

In addition to the normal levels, there are haunted houses, fortresses and castles. After successfully completing this, the player can save the game. Strongholds and castles can usually only be played once, as Mario destroys them after completion. However, thanks to a trick built in by the developers, it is possible to enter them again. (1) In the fortresses, the so-called Reznors are the final bosses. These are four fire-breathing dinosaurs on moving platforms, which can be defeated by jumping from below to the respective platform. In the castles, the Koopalinge , Bowser's brood, are the final bosses. In contrast to the same bosses in the fortresses, the individual Koopalings differ from each other. The aim of the haunted houses is to find the exit, which can only be reached if the doors in the house are passed through in a certain order. Hidden doors often have to be made visible using switches. Haunted houses can be played multiple times and, with one exception, have no final boss.

Main worlds

Yoshi's Island is the starting world and is relatively simple. Here you will find a so-called yellow switch palace, which makes yellow blocks with exclamation marks appear in the game world - it is the only switch palace that is openly accessible and does not have to be found. These blocks always contain the so-called power mushroom . The final boss of this world is Iggy Koopa, who cannot be defeated by three jumps on the head, as usual in the predecessor. Iggy is on a swaying platform with Mario. The player has to hit Iggy so that he falls into the lava around the platform.

The spring is available for the first time in the Donut Plains . Secret exits can also be seen here for the first time. In the world is the green switch palace, which distributes green blocks with exclamation marks in the game world. There is always a spring in these blocks. The haunted houses can be seen for the first time in this part and appear from now on in every other world of Super Mario World. These usually have to be explored, as they do not reveal the correct outcome to the player from the start. The boss of this world is Morton Koopa Jr., who can be defeated by the usual three jumps on the head.

In the Vanilla Dome there is the red switch palace. Unlike its predecessors, the red blocks with the exclamation marks do not contain any objects and are only used as an aid in levels, e.g. B. Explore hidden paths. So you can use these blocks to find an alternative exit from the Vanilla Dome and bypass the actual boss. This one is Lemmy Koopa and is hiding in a system of tubes together with two doppelgangers. He is thrown from the tubes into the lava by three jumps on his head.

The Twin Bridges are two bridges that lead away from the Vanilla Dome . The Cheese Bridge as well as the Butter Bridge bridge Soda Lake . At the end of both bridges, Ludwig van Koopa awaits the player. This boss is classic and can be defeated by three head jumps. After every hit he attacks Mario as a whirling tank and is not attackable.

The Forest of Illusion tries to mislead the player, forcing him to look for alternative exits in the levels in order to advance. Here is the blue switch palace, whose blocks, just like the red ones, do not contain any objects. The final boss is Roy Koopa, who must be defeated according to the same principle as Morton Koopa Jr., but made more difficult by the constant shrinking of the area in which the fight takes place.

The principle of the Forest of Illusion is partially continued on Chocolate Island . The time factor can also be added here, which, depending on how long the player takes, leads the level further and possibly to a different outcome. The final boss is Wendy O 'Koopa, who, like Lemmy Koopa, sits in a system of tubes. Jumping on Wendy is made difficult by two flames flying around.

The Sunken Ghost Ship is Bowser's flying ship from Super Mario Bros. 3 and is now inhabited by ghosts. There is no boss.

When the ship has been completed, access to the Valley of Bowser appears . There are two bosses here. Larry Koopa, following the example of Iggy Koopa from World 1, and Bowser. Bowser has to be hit in the head a total of 6 times in his vehicle. To do this, the player uses the mecha koopas thrown off by Bowser. If this is done, Bowser releases the princess and the game is over.

In addition to the normal worlds, there is the so-called Star World (or Star Road ), which connects the normal game worlds like an abbreviation. They make it possible to play the game through within a few minutes. In the levels of the Star World it is necessary to find the key in order to advance. A baby yoshi can be found in each of the levels.

The Special World is only accessible through the Star World. Each of the eight levels bears the name of a characteristic that is intended to describe and motivate the player, such as: B. Groovy , Funky or Outrageous . Once all eight levels have been completed, the so-called “autumn mode” is activated, which colors the world map red and redesigns some opponents. The Koopas z. B. now wear Mario masks.

(1) Fortresses and castles can be entered repeatedly by pressing both shoulder buttons at the same time.

music

Kōji Kondō is responsible for all the music in the game . All pieces were composed on a keyboard . The main theme of the game can be found in all level music. At an underwater level, the music is played in three-quarter time . In levels that are played in the air, the music is faster. If you sit on Yoshi, bongos are added to the background music . If the remaining time in a level falls below 100 seconds, a warning signal sounds and the music speeds up.

competitor

The Sega company advertised in North America in the late 1980s with the slogan Genesis does what Nintendon't to make their console, the Sega Mega Drive , more popular. The console was already capable of 16-bit technology, while the Nintendo Entertainment System still used 8-bit technology. After the Super Nintendo was released together with Super Mario World, Sega decided on a direct competition format. Sonic the Hedgehog appeared in 1991 for the Sega console and demonstrated the performance of the CPU through fast level sequences and maneuvers. Sonic became Sega's official mascot and was aggressively marketed. The Sonic commercials should clearly show the difference to the slow and brave Super Mario.

aftermath

About a month after it was released in the US, DiC Entertainment produced an animated series with the same name. This is still the last official Super Mario TV series to this day.

Some of the game's sounds and graphics were later reused, for example in the edutainment title Mario is Missing . Likewise, locations and pieces of music that are based on or taken directly from Super Mario World can be found in some later Mario games and especially in the Super Smash Bros. series .

Yoshi, who made his first appearance in Super Mario World, has become an integral part of the Mario universe and has since been used as the main character in some games in which Mario does not appear at all. Some of the games with Yoshi even appeared on the Nintendo Entertainment System, which was actually out of date when Super Mario World was released.

Super Mario World 2: Yoshi's Island was released in 1995 as a successor. In contrast to the other Mario titles, the protagonist of this part is the dinosaur Yoshi, who carries Mario on his back according to his role in Super Mario World. Since the game is not a direct successor, but a prequel , Mario is still an infant ( Baby Mario ).

In 2001, Super Mario World was released as Super Mario World: Super Mario Advance 2 for the Game Boy Advance . The graphics were revised and especially adapted to the smaller screen. In addition, some other details have been changed, so that, for example, Luigi is a freely selectable character and differs somewhat from Mario in terms of his speed and jumping skills. For the Virtual Console of the Nintendo Wii , the game has been available without the changes from the GBA version since 2007.

In Super Mario Maker and Super Mario Maker 2 , levels can be created in the style of Super Mario World.

reviews

Super Mario World was ranked 6th on Edge magazine's list of the 100 Most Fun Games Today.

See also

literature

  • William Audureau: The History of Mario . 1981-1991: The rise of an icon, from myths to reality. Pix'n Love Publishing, 2014, ISBN 978-2-918272-23-6 , pp. 320-359 .
  • Sabine Scholz, Benjamin Spinrath: Super Mario Encyclopedia - The First 30 Years 1985-2015. Tokyopop, Hamburg 2017, ISBN 978-3-8420-3653-6 , pp. 50-63.

Web links

Individual evidence

  1. http://kyoto-report.wikidot.com/super-mario-world-credits
  2. Sales on VGCharts. Retrieved August 1, 2011 .
  3. Super Mario World on nintendo.de. (No longer available online.) Formerly in the original ; Retrieved June 1, 2010 .  ( Page no longer available , search in web archivesInfo: The link was automatically marked as defective. Please check the link according to the instructions and then remove this notice.@1@ 2Template: Dead Link / www.nintendo.de  
  4. Dragon Coin - Super Mario Wiki, the Mario encyclopedia. Retrieved June 29, 2018 .
  5. Super Mario World on nintendo.com. (No longer available online.) Archived from the original on May 16, 2010 ; Retrieved June 1, 2010 . Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / www.nintendo.com
  6. Kōji Kondō in the Internet Movie Database (English)
  7. Kōji Kondō on Square Enix Music Online. Retrieved June 1, 2010 .
  8. Super Mario World - “Athletic BGM” (Koji Kondo). Retrieved June 1, 2010 .
  9. A Brief History of Video Games and Their Promotion - Part 3. (No longer available online.) Archived from the original on June 22, 2011 ; Retrieved June 1, 2010 . Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / www.gameone.de
  10. ^ The 100 Best Games To Play Today . Archived from the original on October 9, 2014 ; Retrieved June 30, 2012 .