Available on: SNES, Virtual Console
Publisher(s): Nintendo, Mattel
When the arrival of the SNES was originally announced, there was no question in anyone's mind as to who would star in its launch title. Once again, North America and Europe had hardly gotten their hands on Super Mario Bros. 3 on the NES, when Japan was already enjoying the new console and a new Mario game. All of the elements that made the NES games great were carried over to the new generation, and with all the additional ones, Nintendo had solid proof of the power behind the new console. Super Mario World is still considered to be one of the most die-hard video game classics of all time, and for good reason.
Princess Toadstool has gone missing. Mario and Luigi immediately catch on to Bowser's new plan and track him to Dinosaur Land, ready to take on whole new challenges. They won't have to travel alone, since a friendly dinosaur named Yoshi is in search of his family, also held captive by Bowser and his Koopalings.
|Dinosaur Land holds many secrets...|
The controls are incredibly smooth, like a hot knife on butter. Some of the new or enhanced features are hard to learn and take in, but once it's done, they come naturally. Controlling Mario is pretty much the same as in Super Mario Bros. 3 (apart from the new 16-bit control scheme), but he has a few new tricks. The Super Leaf is replaced with a feather that blesses Mario with a makeshift cape, which enables him to fly for a short while. Pressing the correct buttons at the right time while Mario's airborne sends Mario into a manouverable glide, which lasts as long as the player is able to keep up balance. This is a feat that takes a while to master. When he's Super Mario or something better, Mario is able to do a special jump which smashes through certain types of blocks, and is also the trigger to dismount Yoshi.
|Introducing Yoshi, one of Nintendo's|
most praised characters who would
soon become a bonafide video game
The inventory system from Super Mario Bros. 3 is, for some odd reason, removed, and replaced by a singular reserve slot which you can activate on your own or just clash along until you lose the power-up you have at the moment. The reserve will then activate immediately and offer you the power-up you had in stock there.
The world map looks awesome, and its design is awesome. The types and themes of the stages are clearly marked on the map. Yellow dots represent normal, straightforward stages, while the red dots mark spots with at least two different exits. A crater and a blue ring stand for underground and underwater stages, respectively. There are some special stages as well, including the obvious castles taken over by the Koopalings, and haunted houses, clarified and enhanced versions of the enemy forts in Super Mario Bros. 3.
The biggest thrill, or gimmick, of the game lies in the stages marked by the red dots and finding the different exits in each one. The secondary exits are often extremely well hidden, and/or in order for them to be found, you have to do something extra first, such as find a coloured stack called a Switch Palace and activate the main switch there to turn invisible blocks of its colour "on". Usually, these palaces are also well hidden. The secondary exits lead to hidden areas, most of which are notably harder than any of the main stages in the game, and add to the 100% completion, of course. One should most definitely put his/her heart into finding them all to get the most out of the game.
|The castles have a great atmosphere, and|
some great music to boot.
Finally - the boss battles. You will be going one on one with the same Koopalings that pestered you in Super Mario Bros. 3 as well as a couple of different minibosses, including Big Boo and a quartet of triceratopses known as Raznor. The boss battles differ a lot from those in all the previous games; there are many unique ones. The later ones are more difficult versions of the early ones, with some tougher stipulations. These are fun battles which set standards for the franchise and the whole genre. Everything concerning gameplay in Super Mario World is pretty damn rad.
|These rotating blocks will become a very|
familiar sight as you progress.
It's amazing how this game still works in all of its simplicity. I - confession - still haven't done everything in the game. I probably won't rest in peace before fixing that error. This little platformer is incredibly captivating and I'd like to believe that being the game that I have played most on the SNES counting out all RPG's, it's one of the reasons I still play video games on a daily basis. The game made growing up that much easier.
Graphics : 9.2
Sound : 9.0
Playability : 9.3
Challenge : 9.0
Overall : 9.3
GameRankings: 96.70% (SNES)
Nintendo Power ranks Super Mario World #8 on their list of the Top 200 Nintendo Games of All Time.
Super Mario World is the best-selling SNES game of all time. It surpasses the runner-up Donkey Kong Country by approximately 12 million copies.
Super Mario World was re-released as part of the second version of Super Mario All-Stars for the SNES in 1994. It was also remade as the second Super Mario Advance title for the Game Boy Advance in 2002.
Like Super Mario Bros. 3, Super Mario World also spawned its own animated TV series, as well as a series of comics drawn in anime style, originally published by Nintendo Power.