Super Mario World: A 30th Anniversary Retrospective

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This is GTV!!! The Leader of the Next Generation! On November 21st, 1990, Nintendo of Japan entered  a new era. This day saw the debut of the new   16-Bit Super Famicom. A machine  that was a quantum leap forward.   Never had a home video game machine had the  features that were on the Super Famicom. Scaling   sprites, rotating backgrounds, orchestrated sound,  a massive palette of colors and a new controller   with 6 action buttons. On that first day, only  2 games were available for the Super Famicom,   which were equally groundbreaking. F-Zero  and Super Mario Bros 4. Super Mario World! For the first time, Nintendo could truly  deliver the adventure for Mario they had always   envisioned. And for the player at home, deliver  massive, immersive, unforgettable experience. Leading up to the debut of Super Mario World  and Super Famicom, on November 21st, 1990,   Nintendo had spent the previous 7 years building  an established brand with Family Computer and   its library of games. Immediately following  the release of Family Computer, in July 1983,   Nintendo became the Market Leader of home TV  Games, taking a large majority market share. As   time moved on, The 8-bit Family Computer started  to show its age, with competitors Sega and NEC   releasing powerful 16-bit machines of their own,  and began losing its position at the top. But   Nintendo had plans for its own 16-bit  games in the pipeline for a long time. The first announcements of a 16-bit machine  came in September 1987 when Nintendo president,   Hiroshi Yama-uchi personally announced that a  “Super” Family Computer was in development. At   the same time, Nintendo began filing patents  and trademarks for this new, Super, machine. While Nintendo was about to be  leapfrogged by their competitors,   there was still some life left in the old Family  Computer. In 1987 Nintendo hadn’t yet released   its Flagship Family Computer game, Super Mario  Bros. 3. Though fans were anxiously waiting. The first major splash of news on both the 8-bit  and 16-bit fronts came in August 1988, as Super   Mario Bros. 3 entered its pre-release promotional  stage. Coverage in gaming and mainstream press   was plentiful, as well as on videotape, in the  form of soundtracks and other promotional items.   Meanwhile, Nintendo President Yama-uchi  interviewed with Touch! Magazine, discussing   at length of the upcoming Super Famicom, some  information about the CPU, and the games that   were in development, including Super Mario Bros.  4!! And Dragon Quest 5! Yamauchi said in this   interview that Sony had entered a partnership  with Nintendo to produce a custom Sound Chip   for use in the Super Famicom. More details were to  come at Shou-Shin-Kai, a special event to be held   on November 21st and 22nd 1988. Touch! Magazine  also featured some news on Super Mario Bros 3,   with Shigeru Miyamoto explaining the finer  points of the amazing, soon to be released game. Super Mario Bros 3 was released  in Japan on October 23rd,   1988, becoming a best seller overnight. As  fans across Japan lost themselves in Mario 3,   there was also a feeling of suspense in the air.  The biggest game in the series was now available,   and news of Mario 4 was already bubbling over. On November 21st, 1988 Nintendo held  the Shou-shin-kai press conference   at its offices in Kyoto Japan, as promised,  showing the world the Super Famicom for the   very first time, as well as its new controller,  and some technical demos in action. On top of   that Nintendo showed off a redesigned Family  Computer that resembled the Super Famicom,   featuring AV output and detachable controllers,  things the original Family Computer did not   have. There was also a demonstration  of the two units connected together,   allowing the Super Famicom to be Family Computer  compatible. Nintendo also announced a program   where consumers could trade in their old 8-bit  Family Computer for the new 16-bit Super Famicom.   Unfortunately this machine was never seen again,  and the trade-in program also never came to be. While no gameplay was shown of Super Mario Bros. 4  at Shou-Shin-Kai 1988, it was the very first game   Nintendo mentioned on it list of 16-bit games.  At the end of this press conference, it was   announced tat Nintendo would release the Super  Famicom and Super Mario Bros. 4 in July 1989!! 1988 came to a close with Super Mario Bros.  3 as the most sought after game in Japan,   while the gaming press, and everyone at home,  eagerly anticipated the next generation. As the calendar turned to 1989, news of Super  Mario Bros 4. was mostly speculation and   unconfirmed rumors that never came to be. Nintendo  spent the first half of 1989 radio silent,   creating a stir within the industry that there  were problems behind the scenes involving the   development of the Super Famicom. Nintendo held  another Shou-Shin-Kai on July 28th and 29th   1989.The event started with a shock announcement:  the Super Famicom would be delayed indefinitely.   Nintendo, famously secretive  about everything they do,   did not give an explanation for the delay, but  the Japanese Game Media speculation centered   around the industry wide Chip Shortage, which  had hurt Nintendo, and computer manufacturers.   The continued success of Family Computer  and Super Mario Bros. 3 was also pointed to   as another reason to delay. It’s possible  Nintendo backed off so as not to split their   own market share, while buying extra time to  perfect the Super Famicom and the games for it. At Shou-Shin-Kai 1989, Nintendo demonstrated  a further revision of the Super Famicom,   with upgraded internal RAM and other features  being refined. Games were on display,   including a prototype of  PilotWings, called DragonFly,   and finally for the first time Super  Mario Bros 4. was shown in public. The game was given a proper subtitle, Super Mario  World, and strongly resembled Super Mario Bros. 3.   Most apparent were Mario’s Raccoon  Tail and bouncing music blocks.   Enemies such as Para-Goombas and Koopa Troopers  would appear in this demo of Super Mario World   almost identical to they way they were in Super  Mario Bros. 3. New gameplay features were shown:   Mario climbing fences and running up walls. A  larger, more interactive world map, mid-level   save points and a reserve power up, kept on  screen were all shown in this demonstration. Exciting as all that was, news of the delay  would just create more anticipation. As now   Nintendo officially confirmed its next Mario  game was coming, but nobody exactly knew when! Nintendo went back to work, refining the Super  Famicom, as gamers waited and waited. The calendar   turned to 1990, Nintendo held their cards closely  until that year’s Shou-Shin-Kai, held on August   28th and 29th, 1990. On display among the new  releases for Family Computer and GameBoy, was the   finished version of The Super Famicom and Super  Mario Bros. 4: Super Mario World! With the release   date scheduled for November 21st, 1990! Those who  played the game that weekend came away impressed,   with positive reviews quoted from attendees  later printed in Japanese gaming magazines. Those first players experienced in  Super Mario World a culmination of   all prior games with a large amount of new  features, power ups, surprises and secrets. Super Mario World began development  alongside Super Mario Bros. 3,   rather than after the most recent installment  was finished, like most games. This gave Super   Mario World a feeling similar to Super  Mario Bros. 3, yet the 16-bit power of   the Super Famicom let the game expand and evolve  in directions that Super Mario Bros. 3 could not. Shigeru Miyamoto would serve as producer,  as he had for all past Super Mario Bros.   games. In those previous entries, Miyamoto was  also the director, but for Super Mario World,   those duties were given to Takashi Tezuka, who  was part of the design team for all previous   Super Mario Bros games. The complete staff  would comprise 10 people in various roles   with specific designers and programmers assigned  to stages, maps and character animations. Super Mario World first began as a  direct port of Super Mario Bros 3,   playable on The Super Famicom. Some improvements  were made on the port, but the staff felt that   things were too similar to the older game, and  so most elements from Mario 3 were removed or   replaced to make the newer Super Mario World  stand out from the older Super Mario Bros. 3. The graphics would get an overhaul as The Super  Famicom could handle up to 256 colors on screen   at once. Everything was made brighter  and more colorful. Each stage would be   given scrolling backgrounds. Mario could also  interact with some of the background layers,   something not possible until now. Transitional  effects, such as scaling and pixelation   used the power of The Super Famicom  hardware for extra visual appeal. The stages of Super Mario World could scroll  in any direction. The larger available   memory on the cartridge and in the system  allowed for larger stages overall. Some   stages were given multiple exits to discover. To  help the player, a halfway save point was added,   so if you lost a life mid-way, you didn’t  have to go all the way back to the beginning. Mario’s power ups were improved upon from Super  Mario Bros. 3. In that game the Super Leaf allowed   Mario to fly. The flight ability was retained in  Super Mario World, but the power up was changed   into the Cape Feather, letting Mario, or Luigi,  fly like a super hero. On top of the changes   in design, the way Mario flies was improved  upon. Mario can take off, glide, nosedive and   slam right into the ground. Mario could also spin  attack, just like he could with the Raccoon tail.   These changes allowed for much more precision  and control over Mario than the player had   in Super Mario Bros. 3. Unfortunately,  the various power suits Mario could wear   in Super Mario Bros. 3 were not  carried over to Super Mario World. There was also the P-Balloon power-up.  Letting Mario float to the top of some stages.   The Super Mushroom, Fire Flower and  Super Star would remain as a constant,   unchanged since the original Super Mario Bros. If Mario acquired more than one power up,   it could be saved at the top of the screen.  When the player presses the select button,   or if Mario gets hit by an enemy, the power up  will drop down, giving Mario some assistance. The Overworld Map was redesigned in Super Mario  World. With a huge expandable, scrolling map,   improving over the smaller and more static maps  in Super Mario Bros. 3. As Mario (and Luigi!)   clear stages on the map, pathways will extend, the  landscape will change and new areas will become   open. The Map also gives the player clues on how  to navigate stages. If the stage has one exit,   the marker is denoted with a yellow dot, or two  exits, the marker is denoted with a red dot. The   environment on the map of where these markers are  located will also be reflected in that stage, as a   marker could be placed on a castle, underwater,  in the forest, or practically anywhere. And FINALLY! The game has a  battery backup with 3 save slots,   so you don’t have to start from the beginning.  While this eliminated the need for Warp Zones,   and warping does not exist in Super Mario  World, maneuvering stages with multiple exits   in a certain order does allow you to  reach advanced stages of the game faster. The Super Famicom was capable of producing  8 simultaneous channels of sound, with its   own custom sound processor, designed by Sony. The  sounds of the Super Famicom were near CD quality   and light years ahead of the original Family  Computer. With it, composure Koji Kondo crafted   a new soundtrack that would feature multiple  arrangements revolving around a single melody,   rather than creating a different score for each  area. The Overworld, Underworld, Waterworld,   and bonus areas all carry the same tune  that adds to the theme of each area. Super Mario World featured one new character,   Yoshi. A green dinosaur that assists Mario  and Luigi. Shigeru Miyamoto had always wanted   Mario to ride an animal like a horse. The  origins of a green dinosaur that lays eggs   goes back another Miyamoto produced game, Devil  world, released in 1984. The technical feat was   impossible to do on Family Computer, but was  now easy to pull off. Miyamoto has admitted   in interviews that he kept a drawing of Mario  riding an animal taped to his desk for 5 years,   prior to Super Mario World keeping him  motivated to make this idea eventually happen. Yoshi is found in many areas in Super Mario  World. On occasion Yoshi is found as a baby   and needs to eat to grow to full size. Yoshi  is usually green but is also found in Red,   Blue and Yellow varieties. Each colored Yoshi  has a different ability. Red Yoshi can breath   fire after eating a shell. Blue Yoshi can fly and  Yellow Yoshi can slam the ground, knocking off   nearby enemies. Green Yoshi has no abilities, but  by eating a red, blue or yellow shell, can gain   the same abilities. There is also a multicolored  shell, which gives Yoshi all 3 abilities at once. The Story of Super Mario World takes place  immediately following the events of Super Mario   Bros. 3. After Mario and Luigi rescued Princess  Peach Toadstool, and expelled Bowser and the   Koopalings from the Mushroom Kingdom, the three  felt that some rest and relaxation was in order.   They set off for Dinosaur Land, a far away  place known for beautiful beaches, inhabited   by friendly dinosaurs. On the beach, Bowser  appears and once again kidnaps the Princess!   While trying to rescue her, Mario and Luigi  meet Yoshi, who says that Bowser has trapped   the dinosaurs of Dinosaur Land in eggs and ask the  Mario Bros. to help his friends and save Dinosaur   Land from Bowser and The Koopalings, while  agreeing to help Mario and Luigi rescue Peach. The long wait from those first few mentions  3 years prior, was almost over. Nintendo was   about the enter the 16-Bit race and release  Mario’s biggest game ever at the same time.   On November 21st, 1990, The Super Famicom,  and Super Mario Bros. 4: Super Mario World   were released in Japan. The racing game,  F-Zero was also first put on sale that day.   The Super Famicom sold for 21,000 yen,  Super Mario World for 8,000 yen and F-Zero   for 7,000 yen. 300,000 Super Famicom units were  sold on that first day, all of which were gone   in a matter of hours. There would not be  another shipment for some time and going   into 1991 the Super Famicom and Super Mario World  were nearly impossible to find on store shelves. The Super Famicom and Super Mario World  received heavy press coverage in November 1990.   The events of Release Day were covered by all  major TV networks, photos of the empty store   shelves were shown in newspapers the next  day. All gaming publications gave intense   in-depth coverage of these events, along with  reviews and walkthroughs of Super Mario World. Famitsu Magazine issued the Gold Award to  Super Mario World with a score of 34 out of 40. Family Computer Magazine gave  the game a score of 25.76   out of 30. With high points attributed  to challenge, music and character design. Along with all the press, Nintendo collaborated  in other areas to promote Super Mario World. In 1991 Bandai produced and released  a one episode OVA Videocassette,   titled Mario and Yoshi’s Adventure Land.  The episode, which runs for 30 minutes,   follows the story of Super Mario World pretty  closely but, is aimed for younger children.   The cassette was used in conjunction with  the Bandai Telebikko toy phone, featuring   simple quizzes for kids to answer that allow  Mario and Yoshi to advance through the story. Nintendo continued their long running partnership  with Kodansha Media releasing a series of weekly   manga strips that re-told the events  of Super Mario World in a more mature,   humorous manner. The Super Mario World Manga  strips were then published in book form,   creating a SEVEN PART SERIES!! The  longest of any KC Mario book sets. Nintendo also cross promoted with Kirin Beverage  and McDonalds soon after the release of Super   Mario World to the game’s image current and  upfront incase anyone missed all the other news! Super Mario World also had a soundtrack issued  as a 2-disc set in conjunction with the release   of the game. With one disc featuring Jazz  arrangements of the music in Super Mario   World arranged and performed by Sadao Watanabe.  The second disc featured all in game music. From that day, November 21st, 1990 Nintendo  entered a new era. The Super Famicom became   immensely popular, and soon after, became the most  popular 16-bit game machine in Japan, selling 17   million units. Super Mario World would be the  second best selling Super Famicom game, staying   in print over the entire lifespan of the Super  Famicom, selling over 3 and a half million units. When we come back, The Super Famicom  and Super Mario World head to America Watch “From B To A” Now playing on GTV! In America, just as in Japan, Nintendo  dominated gaming in the late 1980s. The   Nintendo Entertainment System controlled nearly  90% of the TV Game market by the end of 1989   and with a strong lineup of titles, Nintendo’s  future going into the 90s looked promising. By 1989 the NES was now on the shelves for 4  years, and the technology inside was actually   older than that. A new generation was on the rise  with new 16-Bit Machines from competitors Sega   and NEC. The initial delay of the Super  Famicom would also mean that in America   the 16-Bit Nintendo would arrive later  than the rest. With the Sega Genesis and   NEC TurboGrafx-16 ready to roll, Nintendo  fans wondered when their turn would come. The first concrete news in the Western World  came not long after word broke out in Japan.   In Issue 2 of Electronic Gaming Monthly, dated  July 1989, America got its first look at the   16-Bit Super Famicom and that Super Mario  Bros. 4 would be coming (dramatic pause)   someday. Nearly all of it coming directly  from sources already published in Japan. But, the world was a very different place in  1989. There was no Internet like we have today,   and Nintendo closely guarded what  was going behind closed doors,   and offered their own version of events through  its in-house publication, Nintendo Power. This   magazine was the Official Source for all things  Nintendo, straight from the Pros!!! And in 1989   if something wasn’t in the pages of  Nintendo Power, it didn’t happen. As news, officially issued from Japan came  across the ocean like a message in a bottle,   Nintendo of America stayed silent, as all  other major gaming publications scooped them,   with photos, specs and future games. In September  1990, Nintendo delivered a one page article   in issue 16 of Nintendo Power, possibly to  correct the record and put rumors to rest.   For the first time Nintendo confirmed  that Super Mario Bros 4. was real!   Nintendo was actually behind the  curve on any news that was 16-bit.   Instead focusing on the still-strong NES and its  lineup of 1990, anchored by Super Mario Bros. 3. American Gamers waited and wondered when the day  would finally come that The Super Famicom would   become reality. more concrete information began to  surface from Video Games & Computer Entertainment,   Electronic Gaming Monthly, and GamePro magazines.  These publications freely imported a Super Famicom   from Japan and covered everything they could!  Several mail order import shops in the back   pages of these magazines even advertised the Super  Famicom for sale, though at a pretty hefty price! Nintendo announced that Super Mario Bros. 4 was  now known officially as Super Mario World in the   January 1991 issue of Nintendo Power. Only a few  screenshots were shown, while in the February 1991   issue of Electronic Gaming Monthly, there  was a full review of Super Mario World,   including an explanation of every stage and  power up with over 100 images of the game! These pages were actually printed before the  new year, as lead times in the pre-internet days   were months-long, while these magazines were being  shipped to readers, Nintendo announced at the 1991   Consumer Electronics Show that the Super Famicom  would be coming to America by the end of the year,   officially renaming the machine, the Super NES! The news just kept coming over  the Spring and Summer of 1991.   The Super NES would arrive by the end of  summer with a price tag of $199. Double that   of the 8-Bit NES but on par with the other 16-bit  machines. Super Mario World would be included for   free, continuing the tradition Nintendo set with  the NES and Super Mario Bros beginning in 1987. A surprise that Summer, one that took some  impact away from the upcoming Super NES,   was that Sega had created its own game,   on that tried to outshine Super Mario World  in every possible way: Sonic the Hedgehog.   This new game would also be included with the  Sega Genesis for free, and to increase the level   competition between the two companies, Sega  cut the price of the Genesis by $50, to $149. Nintendo was not deterred. The Super NES  with Super Mario World would debut in the   USA in August, 1991, for $199, along side  F-Zero and PilotWings, sold separately. The Super NES, with Super Mario World,   sold out immediately following the first shipment  to retailers. For weeks and months afterwards,   stock was hard to come by in stores, with  many shipments selling out the same day. Along with the standard promotion all  new games receive, Nintendo went a bit   further with Super Mario World, following  in the footsteps of Super Mario Bros. 3. Nintendo developed and released an arcade system  that gave the public a hands-on preview for what   the Super NES was all about. The Nintendo Super  System featured most of the games that would   be available in 1991 in an arcade cabinet  that was very similar to the Play-Choice 10   machines that featured NES games in an  arcade setting, with a pay per minute format. Nintendo also carried Super Mario World over  to the world of Saturday Morning Cartoons.   In September 1991, the Super Mario World  cartoon show aired alongside Captain N:   The Game Master on NBC! Each episode  featured Mario, Luigi, The Princess,   Yoshi as the fight Bowser in various adventures.  The series was a continuation of The Adventures of   Super Mario Bros. 3 which aired the year  before. The show only had 13 episodes,   but would appear in syndicated reruns  in the 90s and released on DVD in 2007. While all gaming media had been covering  Super Mario World in various ways,   with the game officially released, proper reviews  of the American version started to appear. Electronic Gaming Monthly gave the Super Mario  World a score of 36 out of 40. The review   praised the high points of the game: the hidden  secrets, the massive amount of playable levels,   and despite being the 4th game in the series,  keeping Super Mario World fresh and original. GamePro Magazine opted to pass on a  traditional review of Super Mario World,   as the game was included with the Super  NES, instead focusing on all the tips,   tricks and secrets found in the game. Nintendo Power, naturally gave the game   the most coverage with Super World World taking  the cover of the September 1991 issue. Nintendo   went further and released a second guide titled  Mario Mania. Which gave a recap of all of Mario’s   adventures over the last 10 years and a full  stage by stage breakdown of Super Mario World.   The final review score from Nintendo  Power was 4.5 out of 5 overall. In the UK, Europe and Australia, the Super  NES would go on sale the next year, in 1992.   Publications in multiple countries covered Super  Mario World. Many of them covered the game in   full prior to 1992, as the Japanese import  scene was much stronger outside of the USA. Computer and Videogames Magazine gave Super Mario  World a score of 96% Commenting that the game had   amazing graphics and incredible gameplay. Super play gave the game a 94%   calling it a land mark game, praising the play  mechanics and versatility in Super Mario World. Across 1992 and 1993 The Super NES and the Sega  Genesis would duke it out. Kids would debate over   wether Mario or Sonic was the superior game.  Nintendo and Sega engaged in a price war where   both machines would eventually fall to just $99.  But one thing that stayed constant was Super Mario   World. Which would stay packed-in with the Super  NES for several years following 1991. The game   is remembered not only as one of the finest  Mario games around, but also, the starting   point into the world of 16-bit Nintendo. A  memory that still lives on for many today! When we come back, the Lasting Legacy  of Super World World 30 years on! Watch “Famicom Wars!” Now playing on GTV! Since 1990, fans and critics  alike have praised Super Mario   World as being one of the finest games of  its time. Its popularity is unquestioned,   and as such, Super Mario World reappears  in remakes and re-issues over the years,   while the formula that made Super Mario  World so great, lives on in other games. In 1992, Nintendo and Gottlieb designed  and released a Pinball machine called,   Super Mario Bros. The artwork of the  machine featured homages to all of the past   4 Mario Games with features from Super Mario  World, including Yoshi, prominently presented.   The game featured something new at the time, an  LCD screen, which showed the player’s score, Mario   running towards the castle and other animated  sequences. The goal of the game is to power up   Mario by activating the letters that spell S U P  E R on the board, which then moves Mario forward,   towards the castle on the LCD screen. If you can  clear 7 castles then, you’ve beaten the game! This pinball machine was such a success  it was followed up in 1993 with Super   Mario Bros. Mushroom World, which  is styled after Super Mario Bros. 3. Another mechanical Super Mario World  arcade game was released in 1993.   In this Super Mario World game, the player  needs to throw as many balls as possible   into the holes before the timer runs out. The  game dispensed tickets depending on you score. In 1993, Nintendo did something that, at  the time, was quite revolutionary. They   re-released the original 8-Bit Mario games with  16-bit graphics and sold it in one cartridge   as Super Mario All Stars. The game’s graphics  and sounds were recreated in a 16-bit style,   with many elements originally used in Super  Mario World being used. This gave the older   classics a new lease on life, and re-aligned  them, presentation wise, with Super Mario World.   In 1994, Super Mario World was added to the  cartridge, for a total of 5 games in one!   This cartridge replaced the stand alone Super  Mario World as the free pack-in game. It was   included in the UK and Europe in 1995,  but was never made available in Japan. On September 30th, 1997, Nintendo of Japan debuted  the Nintendo Power downloadable game service.   Customers could purchase a blank cartridge and  then at participating Lawson Konibinis, download   various games via the Loppi network service. Blank  cartridges cost 3000 yen while each game cost 1000   yen. Super Mario World was available on Day One  and remained on the service all the way to the   end, when Nintendo Power was decommissioned on  February 28th, 2007. Nintendo Power cartridges   with Super Mario World on them can still be found  in Japanese used game stores from time to time. In 2001 Super Mario World was  converted to the GameBoy Advance,   with Super Mario Advance 2. The game features  all the same levels as the original but a few   changes have been made. The main difference  is that the game is solely for one player.   Luigi is included in the game by allowing  the player to switch between Mario and   Luigi between stages. Luigi also retains  his higher jumps that were seen in some,   but not all, previous Mario games. The graphics  were slightly altered to fit the smaller screen.   Some new cutscenes were added, as well as  some digitized voice effects. Some power-ups   were reconfigured and the maximum  number of lives was increased to 999! Super Mario World saw re-issue again as one of the  first games available on the Wii Virtual Console   service. While no changes from the original were  made, it was a chance for those who hadn’t played   the game in years, or may have never played the  game at all, to experience it on current hardware.   The Virtual console version was first available  in Japan in December 2006 and February 2007   in the rest of the world. The Wii  Virtual Console service ended in 2019   though Super Mario World is still available on  the Wii U and NEW 3DS and 2DS Virtual Console   services. While Super Mario Advance 2 is also  still available on the Wii U Virtual Console. On modern Hardware, Super Mario World was  made available as part of the Super Famicom   and Super NES Classic mini released in 2018 and on   the Nintendo Switch Online service  starting on September 6th, 2019. While officially the game is titled Super Mario  World, the game is still sometimes referred to   as Super Mario Bros. 4. There never was  a proper Super Mario Bros. 5, per se,   though Super Mario World had  several spiritual sequels. In 1995 Nintendo released Yoshi’s  Island. In the game, Mario as a baby,   is carried by Yoshi across Dinosaur Land  to rescue Luigi from the clutches Kamek.   The game serves as a prequel to Super Mario World,  because if Yoshi can’t rescue him, then the Mario   Bros. will never grow up. Meaning, in the future,  Bowser can freely conquer Dinosaur Land. In Japan   the Game was simply titled Yoshi Island, while  in the rest of the world, it was known as Super   Mario World 2. Though for all remakes, the  connection to Super Mario World was not used. Yoshi’s Island in-turn became its own series  of games. With Yoshi’s Story, Topsy Turvy,   Wooly World and Crafted World appearing in  later years, along side various remakes,   and puzzle games starring Mario and Yoshi. As for Mario, his next adventure  would be Super Mario 64 for the N64   in 1996. By this point the word “Bros.”  would be dropped from mainline Mario games,   and the gameplay switched from 2D to  3D graphics. For a decade afterwards,   it seemed that an all new, classic, traditional  Mario excursion would never happen again. In 2006, Nintendo surprised fans of the original  Super Mario series with NEW Super Mario Bros,   for the Nintendo DS. This was followed  by New Super Mario Bros Wii in 2009,   New Super Mario Bros. U and New Super Mario Bros.  2, both released in 2012. In the Wii and Wii U   versions, the game allows 4 player simultaneous  play, with Yoshi playable in the game.   Coming the closest to the spirit of Super  Mario World than another game since 1991! In Super Mario Maker, Released for the Wii U  in 2015 and 3DS in 2016, players had the chance   to design their own Mario stages for the first  time, and a design scheme for Super Mario World   was included. With Super Mario Maker 2, released  for the Nintendo Switch in 2019, more flexibility   in stage design was added, and with The Map Maker  add-on, released in 2020, you could make your own   40-stage game that looks just like Super Mario  World, the way YOU!! always felt it should be! We are still far from finished! When we come  back, the in-game secrets of Super Mario World! Watch “The Perils of Pauline”  Now playing on GTV! Super Mario World is loaded  with secrets to discover,   as well as references to other Mario games  that are both out in the open and well hidden. Obviously the game is a  continuation of Super Mario Bros. 3   as the recently-defeated Bowser and  the Koopa Kids show up to cause havoc.   The connection is apparent as the sunken ghost  ship is in fact one of the Koopa ships. The   design of the ship does not correspond to  any of the airships in Super Mario Bros. 3.   So, It does raise some interesting talking points.  The ship contains the question mark ball which   were not found on ships, but in fortresses.  Perhaps it crashed because it was too heavy,   and the no other ships appear in Super Mario  World, could mean it was the last one Bowser had. There are a few differences between the Japanese  version and those in the rest of the world. In Japanese, the Special World stages  have only 4 names instead of 8,   repeating the same names twice. They were  called Fun, Shocked the Staff, Specialist   and Championship Courses. While the  English version have the cheese-ball names,   Gnarly, Tubular, Way Cool, Awesome,  Groovy, Mondo, Outrageous and Funky. The Final Special World stage in Japanese has  the grammatical error “YOU ARE SUPER PLAYER!!” The Special World has a few other secrets.  If you can finish all of the stages,   the World Map will change from Summer to Fall.  The leaves will change colors and the appearance   of most enemies will also change. Finishing all  of the stages and finding all of the exits will   put a star next to your save file, letting  you know you’ve done everything possible! If you stay on the Special World map  and sit still for about 2 minutes,   The music will change to a special mix of the  original Super Mario Bros. Overworld theme. The Special World theme also has the bizarre  distinction of having been used in a public   service announcement for the Kanto Electric  Safety Association, as part of a series of TV   and radio spots that took existing songs  and sung safety instructions over them!! There are still a few differences between regions. One that must be mentioned is that in the Japanese  version Yoshi can eat dolphins! This was taken out   of the other versions! In the Japanese version you  get only one chance to complete the castle stages,   but in the other versions you can re enter  castles by pressing L and R at the same time. Like all Mario games you have a chance to build up  a huge ca-shay (cache) of extra lives. There are   many opportunities to do this but in most stages  you can always add a 1-up in an easy way. When you   finish a stage, if the second digit of your star  count matches the the last 2 digits of the timer,   you’ll get a 1-up. For example. If you have 22  stars and your timer ends in 22, you get a 1-up! Green berries add 20 seconds to the timer. IF your  timer falls under 100 seconds the music speeds up.   Get a berry, raise it over 100 and it will  speed up again when it falls back under 100.   You can repeat several times. The green  berries are only found in a few places,   but be warned! Don’t get a power up at the  same time, you might freeze up the game. When we come back, Can we settle  the debate once and for all?   Which is the better game? Super  Mario Bros 3? Or Super Mario World?? Watch “What Was Yume Kojo?” Now playing on GTV! It is an argument as old as time… well  actually its an argument that is 30 years old,   but the question may persist for the  rest of our lives. Is Super Mario Bros.   3 The greatest classic Mario game, or is  Super Mario World the best of all time? Both games were groundbreaking upon release.  Both made the gaming world stop and take notice.   Both are held up in high regard today.  And when focusing on the 8 and 16-bit   eras These two games continually  spark debate on which is superior. Let’s try to break it down and pick  apart the good and bad points of each,   subjectively and objectively. With the power of the 16-bit Super NES,  Super Mario World clearly delivers a better   visual performance over Super Mario Bros.  3. More colors, more enemies on screen,   multiple scrolling backgrounds, scaling,  transparencies and the list goes on.   Super Mario World does things Super Mario  Bros. 3 just can’t. I know it seems a bit   unfair to compare hardware designed years apart,  but graphical difference is clear for all to see. The music of Super Mario World is amazing. The  extra sound channels add multiple layers and depth   that the NES just can not do. However the most  stage music is a reworking of the same melody,   which is altered depending on the environment.  It does show off the flexibility of the sound   processor, but as a musical composition, it  ends up short and repetitive. The World Map   features a few different tracks which  is a nice change up every now and then. In Super Mario Bros. 3 theres are multiple,  different tracks for Overworld, underworld,   Airship, Castle and Battle stages. Each of the  8 worlds on the Map also has a unique tune.   While the NES sound processor is quite limited,   its amazing to hear what it could produce  and how much music could fit into one game. The stages of Super Mario World are varied and  numerous. The length of the stages in Mario   World are twice as long as Mario 3. Many of the  stages have hidden areas that can only be found   when using certain power ups, or by activating  the switch palace to fill in colored blocks,   many stages have multiple exits and  overall, more is packed into each stage   than the stage in Super Mario Bros. 3. The 8-bit  Mario does back a lot into each stage and does   take the NES to the limit, but that limit comes  up short to what Super Mario World could bring. Both Mario World and Mario 3  have a huge amount of levels.   Super Mario Bros. 3 wins out though with 90  unique stages over Super Mario World with   72. Though Mario World counts finding  96 stage exits as completing the game. BothSuper Mario World and Super Mario Bros.  3 are amazing games, since both were made by   the same staff at around the same time, the  two games play very much in the same way.   Both are excellent in this area and one  does not particularly outdo the other. Super Mario World came with a battery to save  your place and 3 slots so more than one person   could pick up and play anytime. In Super Mario  3 you always start from 1-1 no matter what. These are points that you can observe on the  surface, clearly, but there are other factors   that decide what makes Super Mario Bros.  3 or Super Mario World someone’s favorite. Nostalgia plays a huge factor in this  argument. If you were an early adopter   of the NES and played through Super Mario Bros 1  and then 2, the wait for 3, as you’ll remember,   was excruciatingly, long and cruel. Not only  the wait for the game to arrive stateside,   but then the search for a copy of the game  itself, which more often than not was sold   out months after release. When you finally  DID get a cop of the game, it was NIRVANA!!!! And with that transcendentalism  of playing Mario 3 at home,   experiencing each level, each secret,  discovering the warp whistle, the coin ship,   the white mushroom house, winning  the roulette and card games,   seeing each king transformed, and then restored,  left a permanent impression on that group of kids. If you were alive in 1990 and had Super Mario  Bros. 3 you will NEVER forget how you got it,   when you got it, and what you were doing when you  picked up. It was the pinnacle of the NES era,   before 16 bit truly took over. It  can never be erased from your memory. There is also nostalgia for Super Mario World.  For many people out there this too was your first   Mario game. And experiencing everything  for the first time, the colors, the sound,   the secrets, riding Yoshi, and reaching  all 96 exits is equally unforgettable! Super Mario World was also the very first  Super NES game for everyone, so along with   the excitement of having the next Mario game came  the excitement of entering the next generation,   a new hardware set, new controller and a  door to a new world of games in the future. Here is where possibly nostalgia  plays its role in separating   Super Mario 3 and Super Mario World fans.  For those of you who got Super Mario 3 first,   the bar had been set pretty high. Yes,  Super Mario World is a beautiful game,   but the game isn’t so much  different than Super Mario Bros. 3. Don’t forget the Sega split the  market. In the American timeline,   between Super Mario 3 And Super Mario World,  the Genesis and Sonic the Hedgehog had created   an alternative that more than half of the NES  audience migrated to. These converts to Sega,   may have never played Super Mario World in  its time. While most everyone had an NES,   for many the choice for 16-bits  was Sega OR Nintendo. Not AND.   Some of those people made the choice long before  the Super NES was available. Regardless of the   choice, the price of entry was pretty high,  while Getting Super Mario Bros 3 cost just $49,   or later with the NES Challenge set at $99,  The Genesis was $149 and Super NES $199. All of this lessened the impact of Super Mario  World, which was appeared in the shadow of the   older Super Mario Bros. 3 and Sonic The Hedgehog.  While on the release day of Super Mario Bros. 3,   Nintendo essentially had a monopoly, and  all eyes were focused in that direction. On the other side the younger set who  may have started with Super Mario World   possibly never had an NES. As such they were too  young to have an experience of Super Mario 3 and   all that went into it. Perhaps with Super Mario  All Stars, those who started on the Super NES   got to first play Super Mario 3, or maybe later  than that got to play the NES version. With fewer   colors and shorter levels compared to the standard  set in their minds with Super Mario World, There are so many ways to look at it, I might  be making things worse by going on and on   analyzing every minor detail. But  let’s work up a final score card. Super Mario World has in its favor:  Better graphics More layers of music  Bigger, longer stages with more detail And a battery back up. What goes against Super Mario World is: Repetitive music  Less stages No major changes to gameplay over the last game  And, at least in 1991, you had  to pay $200 to get the game. Super Mario Bros 3 has in its favor A breakthrough game. Something  like it never existed before.  A lengthy soundtrack. More power-ups,   mini games and secrets than in Super Mario World.  And nearly zero competition, all the press  all the hype went to Mario 3 and nothing else. And Going against Super Mario Bros. 3 you have Short stages. The game looked out of date quickly  in the face of new 16-bit games.  And no battery back up. It makes it really hard to choose a definite  winner, but with everything presented here   I must say that, just by hair’s breadth, Super  Mario World is the better game. The graphics have   held up, it is very easy to pick up and play,  then put it down and come back to another time.   Super Mario World has more to explore and more  replay value. Though with that in mind, Super   Mario Bros. 3 certainly had a bigger impact and  set the course of the series afterwards, forever. When we come back, How 4 simple  colors defined Super Mario World!! Watch “The All Night Nippon Super  Mario Bros. Story” Now playing on GTV! We are almost at the end of this video, a  celebration of 30 years of Super Mario World,   I really hope you've enjoyed it watching it as  much as I’ve had making it. It was a fun ride,   the history, the memories, the legacy. Now  its time to wrap it up! Let’s end with one   final observation. One I noticed long ago, and I  think once you notice too, you’ll never forget it. When the Super Famicom was in its developmental  stage, one of the many key features that would   become associated with the machine was its  controller. Never before had a controller   had such an arrangement, with 4 face buttons. The  buttons were colored red, yellow, blue and green.   These colors and the 4 button layout would become  incorporated into the logo for the Super Famicom,   and Super NES in all regions except America.  The logo conveyed the idea that the gameplay   and colors of the Super Famicom were a massive  step up, over the older 8-bit Family Computer. This four color scheme was adopted into Super  Mario World as well. You can see it in the logo,   which has been used in every Mainline  Mario game since. In Super Mario World,   to progress in the game and fully complete it,  you must activate the exclamation mark boxes,   which are red, yellow, blue and green. There are  also four kinds of Yoshis and Koopa Troopa shells   in these four colors. All of these tie  together the concept of The Super Famicom   being a truly super machine with superior  games. Thanks to its 4 buttons and use of color. There is one more reference to  this that has been front and center   all along, in the cover art of Super Mario World. Because Mario in his most powerful state:   Wearing a Feather Cape while riding Yoshi uses  the same four colors red, yellow, blue and green. A statement that this Mario game was,  is, and will forever be TRULY SUPER!
Info
Channel: GTV Japan
Views: 320,220
Rating: 4.9047842 out of 5
Keywords: Super Mario World, Super Mario Bros. 4, Nintendo, Super Famicom, Super NES, SNES, Super Mario World music, Super Mario World Ending, Super Mario World Beta, 30th anniversary, Super Mario Bros. 35, Super Mario Bros. 3, Super Mario Bros. 2, The history of Super Mario Bros., Nintendo documentary, Nintendo History, Gaming documentary, Console Wars, Gaming historian Mario, retro gaming, videogames, GTV, Yoshi, Japan, Launch of the Super Nintendo, Game & Watch Super Mario Bros, 16-bit
Id: zgtYV41yXbU
Channel Id: undefined
Length: 58min 0sec (3480 seconds)
Published: Thu Nov 12 2020
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