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!
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