Super Mario World

Last updated

Super Mario World
Super Mario World Coverart.png
North American box art
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Director(s) Takashi Tezuka
Producer(s) Shigeru Miyamoto
Designer(s)
Programmer(s) Toshihiko Nakago
Artist(s) Shigefumi Hino
Composer(s) Koji Kondo
Series Super Mario
Platform(s) Super Famicom/Super NES, Game Boy Advance
ReleaseSNES
Game Boy Advance
  • JP: 14 December 2001 [5]
  • NA: 11 February 2002 [6]
  • AU: 2 April 2002
  • EU: 12 April 2002 [7]
Genre(s) Platform
Mode(s) Single-player, multiplayer

Super Mario World, known in Japanese marketing as Super Mario World: Super Mario Bros. 4, [lower-alpha 1] is a platform game developed by Nintendo EAD and published by Nintendo for the Super Nintendo Entertainment System (SNES). It was released in Japan in 1990, North America in 1991 and Europe and Australia in 1992. The player controls Mario on his quest to save Princess Peach and Dinosaur Land from the series' antagonist Bowser and the Koopalings. The gameplay is similar to that of earlier Super Mario games; players control Mario through a series of levels in which the goal is to reach the goalpost at the end.

Contents

Nintendo Entertainment Analysis & Development developed the game, led by director Takashi Tezuka and producer and series creator Shigeru Miyamoto. It is the first Mario game for the SNES and was designed to make the most of the console's technical features. The development team had more freedom compared to the series installments for the Nintendo Entertainment System (NES). Yoshi was conceptualised during the development of the NES games but was not used until Super Mario World due to hardware limitations.

Super Mario World is often considered one of the best games in the series and is cited as one of the greatest video games ever made. It sold more than twenty million copies worldwide, making it the best-selling SNES game. It also led to an animated television series of the same name and a 1995 sequel, Yoshi's Island . The game has been re-released on multiple occasions: It was part of the 1994 compilation Super Mario All-Stars + Super Mario World for the SNES and was re-released for the Game Boy Advance as Super Mario World: Super Mario Advance 2 in 2001, on the Virtual Console for the Wii, Wii U, and New Nintendo 3DS consoles, and as part of the Super NES Classic Edition. In 2019, it was released for Nintendo Switch Online as part of the classic games service.

Gameplay

Mario riding Yoshi during the game's second course. From left to right, the HUD displays the number of lives, how many Dragon Coins the player has collected, a point multiplier, the item box storing a power-up, the time remaining in the level, the player's number of coins, and the total score. Supermarioworld.jpg
Mario riding Yoshi during the game's second course. From left to right, the HUD displays the number of lives, how many Dragon Coins the player has collected, a point multiplier, the item box storing a power-up, the time remaining in the level, the player's number of coins, and the total score.

Super Mario World is a 2D side-scrolling platform game in which the player controls Mario or Luigi, the protagonists of the game. The game has similar gameplay to earlier games in the Super Mario series  Super Mario Bros. , Super Mario Bros. 2 , and Super Mario Bros. 3  but introduces new elements. As well as dashing and jumping, the player can also fly or float with the aid of the Cape Feather and P-Balloon and can execute the new Spin Jump move, [8] which allows the player to crush enemies, bounce off normally-invunerable ones safely or break certain blocks, with the latter only being possible if the player has a power-up active. The game has 96 level exits in total. [9] [10] [11] [12] [13]

The player navigates through the game via two game screens: an overworld map and a side-scrolling course. The overworld map displays an overhead representation of the current world and has several paths leading from the world's entrance to a castle. Paths connect to action panels, fortresses, ghost houses, castles, and other map icons, allowing players to take different routes to reach the world's goal. Moving the on-screen character to an action panel or castle grants access to that course. The majority of the game takes place in 2D linear levels, populated with obstacles and enemies, which involves the player traversing the stage by dashing, jumping, and dodging or defeating enemies. [14] The player is given a number of lives, which are lost if Mario comes into contact with an enemy while Small Mario, falls into a bottomless pit, gets crushed, touches lava, or runs out of time. [15] The game ends when the player runs out of lives, although the player can continue from the most recent save point (a successfully completed castle, fortress or haunted house) by selecting "Continue". [16] Each world features a final stage with a boss to defeat; each of the seven worlds features fortresses controlled by one of the Koopalings, [17] and the player also battles Bowser in his castle in the seventh and final world. [18] Super Mario World includes a multiplayer option which allows two players to play the game by alternating turns at navigating the overworld map and accessing stage levels; the first player controls Mario, while the second player controls his brother, Luigi. [11] [12] [19]

In addition to the power-ups from previous games, such as the Super Mushroom and Fire Flower, Super Mario World has a new power-up named the Cape Feather, which gives Mario a cape and the ability to fly, glide in the air, and use the cape as a sail. [20] The game also introduces the ability to "store" an extra power-up in a box at the top centre of the screen. For example, if the player obtains a Fire Flower or a Cape Feather, then a Super Mushroom will appear in the box. If the player collects a star, the player will become invincible and cannot be hurt by enemies. However, it does not protect the player from falling into lava or a bottomless pit, nor if the player runs out of time. If Mario gets hit by an enemy, the stored item in the box will automatically drop. Alternatively, the player can manually release the stored item at any time. [11] [12] [16]

The game introduces Yoshi, a dinosaur companion Mario can ride who is able to eat most enemies. [21] If Yoshi attempts to eat a Koopa or its shell, he can spit it out and fire it at enemies. If the player fails to spit the shell out within a certain amount of time, Yoshi will swallow it, rendering it useless. When holding any Koopa shell in his mouth, Yoshi gains the ability that corresponds to its color: a blue shell enables Yoshi to fly, a yellow shell causes him to emit dust clouds that defeat nearby enemies, and a red shell allows him to produce three fireballs that defeat enemies. Flashing Koopa shells produce all three abilities, while green shells produce none. The default Yoshi is green, but the game also has hidden blue, yellow, and red Yoshis; the player can obtain each colored Yoshi by finding its egg in the Star World areas and feeding it either five enemies, a Super Mushroom, a Fire Flower, a Cape Feather, or a Starman causing the baby Yoshi to mature. [11] [12] [22]

Although the main objective is to navigate through seven worlds to reach the end of the game, the player can beat the game much faster by using secret Star Road routes. To access a hidden world, the player needs to find keys scattered throughout the game's levels. [23] When a key is found, it must be brought to a keyhole to unlock either a new level or a Star Road. [24] Exploring these secret stages can lead to other stages, such as the Special World. Completion of the Special Zone permanently changes some of the enemies' sprites and alters the overworld map's color scheme. [11] [12] [9]

Plot

The plot of Super Mario World is detailed in the instruction booklet. [25] After bringing peace to the Mushroom World in Super Mario Bros. 3, the brothers Mario and Luigi decide to go on vacation with Princess Toadstool to a place called Dinosaur Land, a prehistoric-themed world swarming with dinosaurs and other enemies. While resting on the beach, the princess is captured by Bowser. When Mario and Luigi wake up, they try to find her and, after hours of searching, come across a giant egg in the forest. It suddenly hatches and out of it comes a young dinosaur named Yoshi, who tells them his dinosaur friends have also been imprisoned in eggs by Bowser's kids, the evil Koopalings. [18] Mario and Luigi soon realise that Bowser's forces must have captured Toadstool as well. Mario, Luigi, and Yoshi set out to save the princess and Yoshi's dinosaur friends, traversing through Dinosaur Land for Bowser and his Koopalings. To aid him, Yoshi gives Mario a cape as they begin their journey. [25]

Mario and Luigi continue to follow Bowser, defeating the Koopalings in the process, and save Yoshi's friends. They eventually arrive at Bowser's Castle, where they fight him in a final battle. They send Bowser flying into the sky and save Princess Toadstool, restoring peace to Dinosaur Land. [11]

Development

From left: director Takashi Tezuka, producer Shigeru Miyamoto, and composer Koji Kondo, pictured in 2015 Takashi Tezuka, Shigeru Miyamoto and Koji Kondo (cropped 3).jpg
From left: director Takashi Tezuka, producer Shigeru Miyamoto, and composer Koji Kondo, pictured in 2015

The game was directed by Takashi Tezuka, while Shigeru Miyamoto, the creator of both Super Mario and The Legend of Zelda , served as producer. Shigefumi Hino took the role of graphics designer. Nintendo Entertainment Analysis & Development handled development with a team of ten people, including three main programmers and a character designer, most of whom had worked on past Super Mario titles. In a retrospective interview, the core team said Miyamoto wielded the most authority during development. [26]

Super Mario World was the first Mario series game developed for the then-upcoming Super Nintendo Entertainment System (SNES). As such, the team anticipated some difficulty in working with new and more advanced hardware. According to Tezuka, the software tools were not yet fully developed, and the team had to "go along with starting something new". [27] Miyamoto acknowledged the team no longer had restrictions on certain mechanics such as scrolling and the number of colours they could implement. As a hardware experiment, the team ported Super Mario Bros. 3 to the SNES. However, it felt like the same game to them, despite the improved colours and sprites. After that, Miyamoto realised the team's goal would be to use the new hardware to create something "totally new". [28]

Miyamoto said he had wanted Mario to have a dinosaur companion ever since Super Mario Bros., but Nintendo engineers could not add such a character into the game due to the limitations of the Nintendo Entertainment System (NES). [29] [30] The inspiration for Yoshi can be traced back even further; Miyamoto designed a green dragon for the 1984 game Devil World which shared many similarities with Yoshi. [31] During the development of Super Mario Bros. 3, Miyamoto had a number of sketches around his desk, including an image of Mario riding a horse. [32] As development of Super Mario World progressed, the team opted to set the game in a "dinosaur land", so Tezuka asked designer Shigefumi Hino to draw a reptile-like creature based on Miyamoto's sketches. [33] Hino originally produced a design that Tezuka deemed too reptilian, and "didn't really fit into the Mario world", so he encouraged the designer to create a "cuter" character. [33] Tezuka speculated that Miyamoto's love of horse riding, as well as country and western themes, influenced Yoshi's creation. [34]

Reflecting on how he had created different melodies for Super Mario Bros. 3, composer Koji Kondo decided to reuse the same themes for Super Mario World, albeit in a rearranged form. By doing this, he assumed players would be able to recognise the same melodies, while exposing them to new variations of music as they progressed through the game. As Super Mario World was the first game developed for the SNES, Kondo felt "overjoyed" at being able to compose music by using eight sounds at once. To express the technological novelty of the new console, he used several different instruments, implementing them all one after the other in the game's title song. [35] As development progressed, Kondo grew concerned over how people would react to his unusual combinations of instruments as he noted the use of more traditional square waves and triangle waves had "gained acceptance" with consumers. For the game's sound effects, Kondo decided to use a variety of musical instruments, as opposed to square waves, to emphasise that the game used traditional technology with a hybrid of new materials. [35] It took Kondo around a year and a half to write all the music for the game. [36]

Super Mario World was produced during the console wars  a result of the rivalry between Nintendo's SNES and Sega's two-year-old Mega Drive system which outsold the console and led to intense competition between the two, being the first time since December 1985 Nintendo did not lead the market though it eventually overtook Sega. [29] [37] Sega's mascot, Sonic the Hedgehog, was seen by many as a faster and "cooler" alternative to Mario. After the game's release, Miyamoto admitted publicly he felt it was incomplete and development was rushed toward the end. [29]

Release

Super Mario World was first released in Japan on 21 November 1990 [38] under the name of Super Mario World: Super Mario Bros. 4. [39] It was one of two launch games for the SNES in Japan, along with F-Zero . [40] The game was released in North America on 23 August, 1991. [41] Nintendo also issued a version for arcade cabinets so players could try the game before buying it. [42]

Re-releases

Luigi riding Yoshi during one of the game's early stages in the GBA re-release Super Mario World: Super Mario Advance 2 SupermarioworldGBA.png
Luigi riding Yoshi during one of the game's early stages in the GBA re-release Super Mario World: Super Mario Advance 2

The game was re-released in a special version of Super Mario All-Stars , Super Mario All-Stars + Super Mario World, as a pack-in game for the SNES in December 1994. [41] All-Stars contains enhanced remakes of the first four Super Mario games released for the NES: Super Mario Bros. , Super Mario Bros. 2 , Super Mario Bros. 3 and Super Mario Bros.: The Lost Levels . [43] In contrast to the other games in the collection, Super Mario World is largely identical to the original version, but Luigi's sprites were updated to make him a distinctive character rather than a palette swap of Mario. [44]

Super Mario World was ported to the Game Boy Advance as Super Mario World: Super Mario Advance 2 between 2001 and 2002. [45] It features the same number of levels as the original (albeit with a toned down difficulty), Luigi as a playable character in single player with his characteristic behaviour and appearance from Super Mario Bros. 2 , Game Link Cable support for four players in the Mario Bros. Classic mode, and the ability to save anywhere, rather than just after beating Ghost houses or Castles. [46] [47] It received positive reviews; critics enjoyed its new inclusions and retention of the SNES original's "feel". [46] [47] [48] GameSpot named it the best video game of February 2002. [49]

The SNES version was released on the Wii's Virtual Console in Japan on 2 December 2006, in the United States on 5 February 2007, and in Europe on 9 February 2007. [50] It was released for the Wii U in North America and Japan on 26 April 2013, and in Europe on 27 April 2013, along with the full launch of the Wii U Virtual Console. [51] On March 3, 2016, the game was released for the Virtual Console service of the New Nintendo 3DS. [52] Super Mario World was also one of the 21 SNES games included in the Super NES Classic Edition released in September 2017. [53] On 5 September 2019, Nintendo released Super Mario World on their Nintendo Switch Online service as a launch title. [54]

Reception

Nintendo has sold 20.61 million copies of the game worldwide, making it the best-selling game for the SNES. [68] [69] In the United States, Super Mario Advance 2 for the Game Boy Advance sold 2.5 million copies and earned $74 million in revenue by August 2006. During the period between January 2000 and August 2006, it became the second highest-selling portable game in the United States. [70]

Super Mario World received critical acclaim. [71] In December 2019, review aggregator GameRankings ranked Super Mario World as the 78th highest-rated game of all time, with an aggregate score of 94% based on nine reviews. [2]

The visuals and presentation were two of the most praised aspects of the game. [57] [60] [3] After its release, Rob Swan of Computer and Video Games noted that the graphics were an excellent example of what the then-new SNES was capable of, while in the same review, Paul Glancey similarly remarked that the visuals were stunning, and he was grateful the game came free with the console. [57] Four reviewers echoed this in Electronic Gaming Monthly, but commented that the game took little advantage of the SNES's capabilities compared to other games available for the system. [10] Retrospective reviewers agreed the game's visuals were still of a high quality. Karn Bianco from Cubed3 enjoyed the game's relaxed visual style, and praised Nintendo for keeping everything "nice and simple" designing a game perfect for children. [63] IGN's Lucas Thomas heralded the game as a significant leap over the visuals of the 8-bit era, but in retrospect felt it did not distinguish itself from being a graphically-upgraded continuation of its predecessor, Super Mario Bros. 3. [61] In contrast, Frédéric Goyon of Jeuxvideo.com thought the game brought out the full potential of the SNES (albeit less so than Donkey Kong Country ), [14] and Nadia Oxford from USGamer also felt the game was a less rigid version of its predecessor. [23] AllGame 's Skyler Miller and Alex Navarro of GameSpot both praised the game's well-drawn characters, colourful visuals and pleasing animation. [8] [60] Morgan Sleeper of Nintendo Life said Super Mario World was the "graphical holy grail" that retro-styled games aspire to, and he insisted that its design holds up well today. [3]

Critics commended the game's replay value and unique gameplay in comparison to older Super Mario games. [58] [61] [3] Four reviewers in Electronic Gaming Monthly praised the game's number of secrets and diversity among its levels, expressing appreciation that Nintendo did not recycle assets from Super Mario Bros. 3. [10] Swan and Glancey enjoyed the addictive gameplay and the vast number of levels, [72] while Dan Whitehead of Eurogamer lauded the game's divergence from linear platforming and asserted that Super Mario World was an evolutionary leap for gaming in general. [58] Likewise, Goyon appreciated the option of being able to finish the game by using alternative routes. [14] Bianco opined that the game was "one of the smoothest platformers in existence" while Thomas thought its "masterful" and innovative level design enhanced the overall experience. [61] [63] Navarro similarly felt the game featured some of the best and most challenging levels the series has offered thus far, saying "nothing about the game feels out of place or superfluous". [60] Miller considered the game's overall length to be its strongest aspect, [8] while Oxford thought Super Mario World's gameplay could be both straightforward and complex, owing to the myriad of secrets the game contained. [23] In retrospect, Sleeper believed the game's biggest achievement was its level design, calling it an "unrivalled master class" with a constant sense of momentum. [3]

The game's audio was also well received by critics. [61] [3] [64] Swan believed the game utilised the SNES' PCM chip to its fullest potential, and both he and Glancey agreed that the game's sound effects were "mindblowing". [72] Thomas labelled the soundtrack "another one of Koji Kondo's classics," but in hindsight remarked that it was not as memorable as his earlier work. [61] Goyon praised the originality of the game's soundtrack, and thought the technical contribution of the SNES allowed players to enjoy a "globally magnificent" composition. Both Goyon and Jason Schreier of Kotaku felt its rhythmic sound effects were important and helped to reinforce the game's atmosphere. [14] [64] Miller liked Super Mario World's upbeat music, and particularly enjoyed the echoing sound effects heard when Mario was underground a sentiment shared by other reviewers. [61] [3] Both Sleeper and Navarro wrote that the game featured the best music in the entire Super Mario series, [60] with Sleeper praising Kondo's "timeless" soundtrack and memorable melodies. [3]

Awards

The game received 1991 Game of the Year awards from Nintendo Power and Power Play. [66] [67] Many retrospective critics declared Super Mario World one of the greatest video games of all time. In 2009, a poll conducted by Empire voted it "the greatest game of all time". [73] In 2009, Official Nintendo Magazine placed the game 7th in a list of the greatest Nintendo games of all time. [74] In its final issue in October 2014, Official Nintendo Magazine ranked Super Mario World the third-greatest Nintendo game of all time, behind The Legend of Zelda: Ocarina of Time and Super Mario Galaxy . [75] In 2012, Nintendo Power similarly named Super Mario World the fifth greatest game of all time, [76] a step up from its eighth best ranking in their 2006 poll. [77] The game has appeared on several "best video games of all time" lists such as those from Electronic Gaming Monthly, [78] [79] Game Informer , [80] Retro Gamer [81] and GameSpot. [82] In 2007, Retro Gamer ranked it as the best platform game of all time, [83] while USgamer listed it as the best Super Mario platform game ever in 2015. [84] In 1996, GamesMaster ranked Super Mario World 3rd on their "The GamesMaster SNES Top 10" list. [85] In 1995, Total! listed the game 11th on its Top 100 SNES Games, at the time they opined Super Mario World is "a contender for the best game ever." [86]

Legacy

As a pack-in game for the SNES, Super Mario World helped popularise the console, and became the best-selling game of its generation. [61] [87] Shigeru Miyamoto has said that Super Mario World is his favourite Mario game. [88] [89]

Yoshi became one of the most important characters in the Mario franchise, re-appearing in later Super Mario games and in nearly all Mario sports and spin-off games. Yoshi appears as the main playable character in Super Mario World's 1995 prequel Super Mario World 2: Yoshi's Island , which helped lead to multiple video games focused on the character. A Super Mario World clone, Super Mario's Wacky Worlds , was in development for the Philips CD-i device by NovaLogic from 1992 to 1993, but was cancelled because of the console's commercial failure. [90] In a poll conducted in 2008, Yoshi was voted as the third-favourite video game character in Japan, with Cloud Strife and Mario placing second and first. [91]

DIC Entertainment produced an animated series of the same name, consisting of thirteen episodes, which ran on NBC from September to December 1991. [92] [93] Super Mario World has a large ROM hacking scene, with fans using applications such as Lunar Magic to create levels and insert new graphics, music, and mechanics; Kaizo Mario World is notable for being featured in many Let's Play videos and popularizing the word Kaizo to signify hacks of extreme difficulty. [94] [95] [96] In a similar way, Super Mario World is one of the four games whose assets are available in Super Mario Maker , a custom level creator released for the Wii U in 2015, [97] in its port to Nintendo 3DS in 2016, and its 2019 sequel. [98] The latter adds new snow and nighttime themes for Super Mario World levels accompanied by new music composed by Kondo.

Notes

  1. Japanese: スーパーマリオワールド: スーパーマリオブラザーズ4, Hepburn: Sūpā Mario Wārudo: Sūpā Mario Burazāzu fō

Related Research Articles

Mario Kart is a series of kart racing games and a spin-off Mario franchise developed and published by Nintendo. Players compete in go-kart races while using various power-up items. It features characters and courses mostly from the Mario series as well as other gaming franchises such as The Legend of Zelda, Animal Crossing, F-Zero, Excitebike, and Splatoon.

<span class="mw-page-title-main">Shigeru Miyamoto</span> Japanese video game designer (born 1952)

Shigeru Miyamoto is a Japanese video game designer, producer and game director at Nintendo, where he serves as one of its representative directors as an executive since 2002. Widely regarded as one of the most accomplished and influential designers in video games, he is the creator of some of the most acclaimed and best-selling game franchises of all time, including Mario,The Legend of Zelda, Donkey Kong, Star Fox and Pikmin. More than 1 billion copies of games featuring franchises created by Miyamoto have been sold.

<i>Super Mario Bros. 3</i> 1988 video game

Super Mario Bros. 3 is a 1988 platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). It was released for home consoles in Japan on October 23, 1988, in North America on February 12, 1990 and in Europe on August 29, 1991. It was developed by Nintendo Entertainment Analysis and Development, led by Shigeru Miyamoto and Takashi Tezuka.

<span class="mw-page-title-main">Mario</span> Video game character

Mario is a character from the Mario franchise. Created by the Japanese video game designer Shigeru Miyamoto, he is the mascot of the video game company Nintendo. Mario is an Italian plumber who resides in the Mushroom Kingdom with his younger twin brother, Luigi. Their adventures generally center on rescuing Princess Peach from the villain Bowser while using power-ups that give them different abilities.

<span class="mw-page-title-main">Yoshi</span> Video game character

Yoshi is a fictional dinosaur who appears in video games published by Nintendo. Yoshi debuted in Super Mario World (1990) on the SNES as Mario and Luigi's sidekick. Throughout the mainline Super Mario series, Yoshi typically serves as Mario's trusted steed. With a gluttonous appetite, Yoshi can gobble enemies with his long tongue, and lay eggs that doubly function as projectiles. Yoshi is the title character of the Yoshi series and a supporting character in Mario spin-off games such as Mario Party and Mario Kart, as well as many Mario sports games. He also appears as a playable character in the crossover fighting game series Super Smash Bros. Yoshi is a member of the same-named species, which is distinguished for its wide range of colors.

<span class="mw-page-title-main">Princess Peach</span> Video game character

Princess Peach is a character in Nintendo's Mario franchise. She was created by Shigeru Miyamoto and introduced in the 1985 original Super Mario Bros. game as Princess Toadstool. She is the princess regnant and head of state of the Mushroom Kingdom, where she resides in her castle along with Toads. Since her debut, she has appeared in the majority of Mario video games as the main female character and the romantic interest of Mario. She has been voiced by Samantha Kelly since 2007.

<i>Yoshis Island</i> 1995 video game

Super Mario World 2: Yoshi's Island is a 1995 platform game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). It is the sequel follow-up to Super Mario World. The player controls Yoshi, a friendly dinosaur, on a quest to reunite baby Mario with his brother Luigi, who has been kidnapped by Kamek. As a Super Mario series platformer, Yoshi runs and jumps to reach the end of the level while solving puzzles and collecting items with Mario's help. The game has a hand-drawn aesthetic and was the first in the franchise to have Yoshi as its main character, where it introduces his signature flutter jump and egg spawning abilities.

<i>Super Mario RPG</i> 1996 video game

Super Mario RPG: Legend of the Seven Stars is a 1996 role-playing game developed by Square and published by Nintendo for the Super Nintendo Entertainment System (SNES). It was the final Mario game published for the SNES. The game was directed by Chihiro Fujioka and Yoshihiko Maekawa, produced by Shigeru Miyamoto, and scored by Yoko Shimomura.

<i>Super Mario Sunshine</i> 2002 video game

Super Mario Sunshine is a 2002 platform game developed and published by Nintendo for the GameCube. It is the second 3D game in the Super Mario series, following Super Mario 64 (1996). The game was directed by Yoshiaki Koizumi and Kenta Usui, produced by series creators Shigeru Miyamoto and Takashi Tezuka, written by Makoto Wada, and scored by Koji Kondo and Shinobu Tanaka.

<i>Mario Is Missing!</i> 1993 video game

Mario Is Missing! is a 1993 educational game developed and published by The Software Toolworks for MS-DOS, Nintendo Entertainment System, and Super Nintendo Entertainment System, later released on Macintosh in 1994. The player controls Luigi, who must travel around the world to find and return stolen treasures as part of a quest to find his brother, Mario, who has been captured by Bowser. Mario Is Missing!, part of a series of educational Mario games, was Luigi's second starring role in a video game, following the 1990 Game Watch game Luigi's Hammer Toss and preceding the 2001 GameCube game Luigi's Mansion.

<i>Yoshis Safari</i> 1993 video game

Yoshi's Safari is a 1993 light gun shooter developed and published by Nintendo for its Super Nintendo Entertainment System (SNES). It is the only Mario franchise game to feature first-person shooter gameplay and requires the SNES's Super Scope light gun. As Mario and his pet dinosaur Yoshi, the player embarks on a quest to save the kingdom of Jewelry Land from Bowser and his Koopalings, who have kidnapped its rulers and stolen 12 gems. The game features 12 levels in which the player shoots enemies like Goombas and Koopas, and collects power-ups and coins. At the end of each level, the player engages in a boss fight with an enemy, a Koopaling, or Bowser. Nintendo commissioned its R&D1 department to develop Yoshi's Safari in response to the waning popularity of the Super Scope. Yoshi's Safari was the first Super Scope title to use the SNES's Mode 7 graphics mode, and the future of the peripheral depended on the game's performance.

<i>Super Mario Galaxy</i> 2007 video game

Super Mario Galaxy is a 2007 platform game developed and published by Nintendo for the Wii. It is the third 3D game in the Super Mario series. As Mario, the player embarks on a quest to rescue Princess Peach, save the universe from Bowser, and collect 120 Power Stars, after which the player can play the game as Luigi for a more difficult experience. The levels consist of galaxies filled with minor planets and worlds, with different variations of gravity, the central element of gameplay. The player character is controlled using the Wii Remote and Nunchuk and completes missions, fights bosses, and reaches certain areas to collect Power Stars. Certain levels use the motion-based Wii Remote functions.

<i>Super Mario</i> Video game series

Super Mario is a platform game series created by Nintendo starring their mascot, Mario. It is the central series of the greater Mario franchise. At least one Super Mario game has been released for every major Nintendo video game console. However, there have also been a number of Super Mario video games released on non-Nintendo gaming platforms. There are more than 20 games in the series.

<i>Mario</i> (franchise) Video game franchise

Mario is a Japanese multimedia franchise created by Japanese game designer Shigeru Miyamoto for video game company Nintendo which produces and publishes its installments. Starring the titular Italian plumber Mario, it is primarily a video game franchise, but has extended to other forms of media, including television series, comic books, a 1993 feature film, a 2023 animated film and theme park attractions. The series' first installment was 1983's Mario Bros., although Mario had made his first appearance in 1981's arcade game Donkey Kong, and had already been featured in several games of the Donkey Kong and Game & Watch series. The Mario games have been developed by a wide variety of developers including Nintendo, Hudson Soft, and AlphaDream. Mario games have been released almost exclusively for Nintendo's various video game consoles and handhelds, from the third generation onward.

<i>New Super Mario Bros. Wii</i> 2009 video game

New Super Mario Bros. Wii is a 2009 platform game developed and published by Nintendo for the Wii. A follow-up to New Super Mario Bros., it was first released in Australia, North America, and Europe in November 2009, followed by Japan a month later. A high-definition port for the Nvidia Shield TV was released in China in December 2017. Like other side-scrolling Super Mario games, the player controls Mario as he travels eight worlds and fights Bowser's henchmen to rescue Princess Peach. New Super Mario Bros. Wii was the first Super Mario game to feature simultaneous cooperative multiplayer gameplay; up to four people can play in cooperative and competitive multiplayer modes, taking control of Mario as well as Luigi and one of two multicolored Toads. The game also introduced "Super Guide", which allows the player to watch a computer-controlled character complete a level.

<i>Super Mario Galaxy 2</i> 2010 video game

Super Mario Galaxy 2 is a 2010 platform game developed and published by Nintendo for the Wii. It was first announced at E3 2009 and is the sequel to 2007's Super Mario Galaxy. It was released worldwide in 2010. Much like the first game, the story follows Mario as he pursues the Koopa King, Bowser, into outer space, where he has imprisoned Princess Peach and taken control of the universe using Power Stars and Grand Stars. Mario must travel across various galaxies to recover the Power Stars in order to travel to the center of the universe and rescue Princess Peach.

<i>Super Mario All-Stars</i> 1993 game compilation

Super Mario All-Stars is a 1993 compilation of platform games for the Super Nintendo Entertainment System (SNES). It contains remakes of Nintendo's four Super Mario games released for the Nintendo Entertainment System (NES) and the Famicom Disk System: Super Mario Bros. (1985), Super Mario Bros.: The Lost Levels (1986), Super Mario Bros. 2 (1988), and Super Mario Bros. 3 (1988). As in the original games, players control the Italian plumber Mario and his brother Luigi through themed worlds, collecting power-ups, avoiding obstacles, and finding secrets. The remakes feature updated graphics—including the addition of parallax scrolling—and music, modified game physics, a save feature, and bug fixes.

<i>Super Mario Bros.</i> 1985 video game

Super Mario Bros. is a platform game developed and published in 1985 by Nintendo for the Famicom in Japan and for the Nintendo Entertainment System (NES) in North America. It is the successor to the 1983 arcade game Mario Bros. and the first game in the Super Mario series. Following a US test market release for the NES, it was converted to international arcades on the Nintendo VS. System in early 1986. The NES version received a wide release in North America that year and in PAL regions in 1987.

References

Citations

  1. "Nintendo's Super NES arrives". The Press Democrat. Santa Rosa, California: 36. 22 August 1991. Archived from the original on 19 April 2021. Retrieved 19 April 2021.
  2. 1 2 3 "Super Mario World for SNES". GameRankings . CBS Interactive. Archived from the original on 9 December 2019. Retrieved 11 April 2009.
  3. 1 2 3 4 5 6 7 8 9 Sleeper, Morgan (4 May 2013). "Review: Super Mario World (Wii U eShop / SNES)". Nintendo Life . Gamer Network. Archived from the original on 12 September 2017. Retrieved 12 September 2017.
  4. Phillips, Tom (29 November 2012). "How does the Wii U launch line-up compare to the SNES, N64 and GameCube's?". Eurogamer . Eurogamer Network. Archived from the original on 1 December 2017. Retrieved 18 November 2017.
  5. "Super Mario Advance 2: Super Mario World". Nintendo Life . Retrieved 2 December 2020.
  6. "GameSpot: Game Boy Advance News: Super Mario Advance 2 ships". 27 March 2002. Archived from the original on 27 March 2002. Retrieved 19 April 2023.
  7. "Mario Advance 2 set for April release". Eurogamer.net. 6 February 2002. Retrieved 19 April 2023.
  8. 1 2 3 4 Miller, Skyler. "Super Mario World review". Allgame . All Media Network. Archived from the original on 16 February 2010. Retrieved 13 July 2009.
  9. 1 2 Dale 2014, p. 101.
  10. 1 2 3 4 Harris 1991, p. 18.
  11. 1 2 3 4 5 6 Nintendo EAD (21 November 1990). Super Mario World (Super Nintendo Entertainment System). Nintendo.
  12. 1 2 3 4 5 Super Mario World Instruction Booklet (PDF). Nintendo of America. 31 August 1991. Archived (PDF) from the original on 15 June 2018.
  13. "Super Mario World for Wii U". Nintendo eShop . Archived from the original on 24 July 2020. Retrieved 24 July 2020.
  14. 1 2 3 4 5 Goyon, Frédéric (30 April 2007). "Test Super Mario World sur SNES". Jeuxvideo.com (in French). Webedia. Archived from the original on 12 September 2017. Retrieved 12 September 2017.
  15. Nintendo 1991, p. 11.
  16. 1 2 Nintendo 1991, p. 7.
  17. Nintendo 1991, p. 19.
  18. 1 2 Nintendo 1991, p. 20.
  19. Nintendo 1991, p. 9.
  20. Nintendo 1991, pp. 15–16.
  21. Nutter 2006, p. 119.
  22. Nintendo 1991, p. 18.
  23. 1 2 3 4 Oxford, Nadia (7 July 2017). "Super NES Classic Reviews Game by Game #1: Super Mario World". USgamer . Eurogamer Network. Archived from the original on 12 September 2017. Retrieved 12 September 2017.
  24. Nintendo 1991, p. 21.
  25. 1 2 Nintendo 1991, p. 2.
  26. Kawasaki 1991, p. 28.
  27. Kawasaki 1991, p. 29.
  28. Kawasaki 1991, pp. 29–30.
  29. 1 2 3 Sao, Akinori. "Developer Interview: Super Mario World & Yoshi's Island – Super Nintendo Entertainment System: Super NES Classic Edition". Nintendo. Archived from the original on 3 October 2017. Retrieved 23 October 2017.
  30. Kawasaki 1991, p. 31.
  31. Nutter 2006, p. 118.
  32. Nintendo Power staff 1991, p. 32.
  33. 1 2 Corrigan, Hope (28 September 2017). "Super Mario World: Mario Was Originally Punching Yoshi in The Head". IGN . Archived from the original on 30 September 2017. Retrieved 12 October 2017.
  34. East 2012, p. 52.
  35. 1 2 "Iwata Asks: Music Commentary by Koji Kondo (2)". Nintendo. p. 5. Retrieved 12 October 2017.
  36. Kawasaki 1991, p. 36.
  37. Kent 2001, p. 431.
  38. 1 2 "スーパーマリオワールド [スーパーファミコン]". Famitsu . No. 115. ASCII Corporation. 23 November 1990. p. 10.
  39. Super Mario World: Super Mario Bros. 4 — 取扱説明書 (Instruction Manual) (PDF) (in Japanese). Nintendo. 1990. p. 1. Archived (PDF) from the original on 10 October 2022. Retrieved 18 September 2021.
  40. Sheff 1993, p. 361.
  41. 1 2 "Super NES Games" (PDF). Archived (PDF) from the original on 20 September 2008. Retrieved 31 July 2018.
  42. "Super Mario World – Videogame by Nintendo". The International Arcade Museum. Killer List of Video Games. 1995–2017. Archived from the original on 14 October 2017. Retrieved 18 December 2017.
  43. Brown, Andrew (18 August 2011). "Super Mario All-Stars + World". Nintendo World Report. Archived from the original on 6 February 2017. Retrieved 5 February 2017.
  44. Brown, Andrew (18 August 2011). "Super Mario All-Stars + World". Nintendo World Report. Archived from the original on 6 February 2017. Retrieved 13 April 2019.
  45. "Joining Nintendo After Super Mario". Nintendo . 13 September 2010. Archived from the original on 17 February 2011. Retrieved 19 January 2011.
  46. 1 2 3 Harris, Craig (11 February 2002). "Super Mario World: Super Mario Advance 2". IGN . Archived from the original on 25 August 2017. Retrieved 3 May 2022.
  47. 1 2 Gerstmann, Jeff (12 February 2002). "Super Mario Advance 2 Review". GameSpot . Archived from the original on 22 June 2013. Retrieved 3 April 2022.
  48. 1 2 Famitsu staff 2006, p. 116.
  49. "Video Game of the Month, February 2002". GameSpot. 1 March 2002. Archived from the original on 16 October 2003.
  50. "Virtual Console". Nintendo Power . Vol. 213. March 2007. p. 40.
  51. Corriea, Alexa Ray (23 April 2013). "Wii U Virtual Console launch lineup includes Kirby's Adventure, Super Mario World". Polygon . Vox. Archived from the original on 6 February 2017. Retrieved 5 February 2017.
  52. "Super Mario World And Other SNES Games Coming To New 3DS". Kotaku Australia. 3 March 2016. Retrieved 19 March 2023.
  53. Brown, Ryan (29 June 2017). "Nintendo Classic Mini SNES games list including Super Mario, Zelda and Donkey Kong". The Daily Mirror . Archived from the original on 12 October 2017. Retrieved 12 October 2017.
  54. "Super Nintendo Entertainment System – Nintendo Switch Online". Nintendo of Europe GmbH. Archived from the original on 10 October 2022. Retrieved 21 November 2020.
  55. Miller, Skyler. "Super Mario World: Super Mario Advance 2 – Review". AllGame . All Media Network. Archived from the original on 16 February 2010. Retrieved 15 September 2021.
  56. "Super Mario World (Virtual Console)". AllGame . All Media Network. Archived from the original on 2 January 2010. Retrieved 15 September 2021.
  57. 1 2 3 Glancey 1991, p. 50.
  58. 1 2 3 Whitehead, Dan (9 June 2007). "Virtual Console roundup". Eurogamer . Eurogamer Network. p. 2. Archived from the original on 12 September 2017. Retrieved 12 September 2017.
  59. 1 2 Hilliard, Kyle (12 September 2015). "Here Are Our Review Scores For (Almost) All Of Mario's Core Releases". Game Informer . Gamestop Network. Archived from the original on 12 September 2017. Retrieved 12 September 2017.
  60. 1 2 3 4 5 Navarro, Alex (6 February 2007). "Super Mario World review". GameSpot. Archived from the original on 9 February 2007. Retrieved 3 May 2022.
  61. 1 2 3 4 5 6 7 8 Thomas, Lucas (5 February 2007). "Super Mario World Virtual Console review". IGN . Ziff Davis. Archived from the original on 20 April 2010. Retrieved 14 April 2010.
  62. Brookes 1992, p. 84.
  63. 1 2 3 Bianco, Karn (15 October 2003). "Super Mario World (Super Nintendo) review". Cubed3. Archived from the original on 12 September 2017. Retrieved 12 September 2017.
  64. 1 2 3 Schreier, Jason (5 September 2013). "Super Mario World: The Kotaku Review". Kotaku . Archived from the original on 12 September 2017. Retrieved 12 September 2017.
  65. "The Super League". SNES Force . No. 8 (January 1994). 23 December 1993. p. 30.
  66. 1 2 Nintendo Power staff 1992, p. 72.
  67. 1 2 Power Play staff 1992, p. 84.
  68. O'Malley, James (11 September 2015). "30 Best-Selling Super Mario Games of All Time on the Plumber's 30th Birthday". Gizmodo . Univision Communications. Archived from the original on 28 February 2017. Retrieved 23 April 2017.
  69. "The Nintendo Years: 1990". Edge . Future plc. 25 June 2007. p. 2. Archived from the original on 20 August 2012. Retrieved 27 June 2007.
  70. Keiser, Joe (2 August 2006). "The Century's Top 50 Handheld Games". Next Generation . Archived from the original on 10 October 2007.
  71. "See How Super Mario Bros. Changed Over 30 Years". Time. 12 September 2015. Retrieved 16 October 2023.
  72. 1 2 Glancey 1991, pp. 49–50.
  73. "The 100 Greatest Games Of All Time". Empire . Bauer Consumer Media. Archived from the original on 6 July 2011. Retrieved 30 May 2009.
  74. East, Tom. "100 Best Nintendo Games – Part Six". Official Nintendo Magazine . Future plc. Archived from the original on 20 February 2011. Retrieved 9 September 2022.
  75. Castle 2014, p. 69.
  76. Thomason, Steve; Hoffman, Chris, eds. (December 2012). "New Super Mario Bros. U". Nintendo Power. Vol. 285. Future plc. p. 27.
  77. Nintendo Power staff 2006, p. 62.
  78. "100 Best Games of All Time". Electronic Gaming Monthly . No. 100. Ziff Davis. November 1997. p. 152. Note: Contrary to the title, the intro to the article (on page 100) explicitly states that the list covers console video games only, meaning PC games and arcade games were not eligible.
  79. Harris 2006, p. 98.
  80. Game Informer staff 2001, p. 59.
  81. Retro Gamer staff 2004, p. 62.
  82. Navarro, Alex. "The Greatest Games Of All Time". GameSpot. CBS Interactive. Archived from the original on 24 November 2011. Retrieved 20 March 2012.
  83. Jones 2007, p. 63.
  84. Parish, Jeremy (9 September 2015). "Page 3: What's the Greatest Mario Game Ever? We Ranked Them All, and You Can Too!". USgamer . Gamer Network. Archived from the original on 10 September 2015. Retrieved 11 September 2015.
  85. "The GamesMaster SNES Top 10" (PDF). GamesMaster (44): 75. July 1996. Archived (PDF) from the original on 5 July 2022. Retrieved 6 July 2022.
  86. "Top 100 SNES Games". Total!. No. 43. July 1995. p. 41.
  87. Kelly, Andy (14 November 2008). "101 game facts that will rock your world". GamesRadar . Future plc. p. 4. Archived from the original on 18 September 2017. Retrieved 17 September 2017.
  88. Mitchell, Richard (15 July 2016). "Super Mario World is Miyamoto's favorite Mario game". Engadget . Archived from the original on 22 June 2018. Retrieved 3 May 2022.
  89. Claiborn, Samuel (15 June 2012). "This is Shigeru Miyamoto's Favorite Mario Game". IGN . Archived from the original on 24 May 2015. Retrieved 22 June 2018.
  90. "Super Mario's Wacky Worlds". IGN . Archived from the original on 22 February 2014. Retrieved 8 December 2013.
  91. Ashcraft, Brian (12 August 2008). "And Japan's Favorite Video Game Characters Are ...?". Kotaku. Archived from the original on 26 July 2012. Retrieved 12 September 2009.
  92. Langshaw, Mark (23 April 2011). "Retro Corner: Super Mario World". Digital Spy . Archived from the original on 6 February 2017. Retrieved 5 February 2017.
  93. Fernando, Kelvin (10 April 2017). "15 Awesome Things You Didn't Know About Super Mario World". The Gamer. Valnet Inc. Archived from the original on 12 September 2017. Retrieved 13 June 2017.
  94. Davis, Justin (14 July 2015). "Inside the World of Brutally Hard Mario ROM Hacks". IGN . Archived from the original on 7 May 2016. Retrieved 3 May 2022.
  95. Parker, Gregg (7 October 2021). "11 Super Mario World ROM Hacks For Beginners". Game Rant. Archived from the original on 12 November 2021. Retrieved 12 November 2021.
  96. Gowan, Evan. "Super Mario World Turns 20". 1UP.com . p. 3. Archived from the original on 6 July 2016. Retrieved 12 November 2021.
  97. Otero, Jose (16 June 2015). "E3 2015: 9 Exciting Things You Need to Know About Super Mario Maker". IGN . Archived from the original on 12 September 2017. Retrieved 3 May 2022.
  98. Keven, Knezevic (25 April 2019). "Super Mario Maker 2 Gets Release Date". GameSpot. Archived from the original on 25 April 2019. Retrieved 23 May 2019.

Bibliography

Listen to this article (23 minutes)
Sound-icon.svg
This audio file was created from a revision of this article dated 18 November 2020 (2020-11-18), and does not reflect subsequent edits.