Super Mario World
U.S. Release Date: 1991
Current street price: $5.00 or less
Save: Battery Back-up
Size: 74 levels
Players: 2 alternating
ESRB Rating: K-A
In a nutshell
Help Mario save Dinosaur Land from Bowser using new friends like Yoshi, and new items like the Super Cape.
Note: This story comes straight from the SMW instruction book.
After saving the Mushroom Kingdom from Bowser and the rest of the Koopa's in SMB3, Mario and Luigi needed to recuperate from their adventures. Together they agreed the best place to vacation was a magical place called Dinosaur Land. But, while Mario and Luigi reclined on the beach for a relaxing map, princess toadstool disappeared, apparently seized by evil forces. After searching for hours for their missing friend, Mario and Luigi came upon an enormous egg in the forest. Suddenly the egg hatched, and out popped a young dinosaur named Yoshi, who proceeded to tell Mario and Luigi a sad tale of how his dinosaur pals were sealed in similar eggs by a group of monstrous turtles. "Monstrous Turtles!" exclaimed Luigi. "Bowser and his bunch have returned!" Mario slowly nodded his head in agreement and, along with Luigi and Yoshi, set off across Dinosaur Land to find the princess and free Yoshi's friends. With a little luck (and help from a magic cape), our hearty crew can defeat the seven worlds of Bowser's Krazy Koopa Kritters. Many locations are well hidden, so explore everywhere and try everything. You'll need to search all the areas to find out what kinds of treasures there are...in Super Mario World
If you don't know the basic play structure of
by now, what are you doing here? This game changed very little from SMB3, except for adding a more complex map with multiple exits per level and taking out many of the items (luckily flight was still there in theform of the Cape). Another big addition was Yoshi, the brothers Dinosaur pal that let them step on unstompable enemies and swallow others, as well as fly to bonus levels, lay eggs, etc. Otherwise, the big improvements in this game came in graphics and sound and level design more than gameplay basics.
What's the Big Deal?
The Super Nintendo launched with 3 games. By the end of the holiday season, it had about two dozen. Yet the system was still flying off the shelves pretty quickly. Why? Because of Super Mario World, of course. This game is so good that people were willing to shell out $200 for a system just to play it (and some other games that would come down the road). This game provedthat Mario still had the power to sell systems, 6 to 7 years after his home debut.
Notes of interest
Multiple exits per level
First major Mario game with battery back-up
Red, Blue, Yellow and green featured through game (shells, Yoshi's, p-switches)
Koopa Kids flipped around in order from SMB3 (Iggy, Ludwig, and Larry changed).
Actually LESS levels than previous game (SMB3)
Can be beaten by playing only 15 levels
At the end of every world, a little cinema plays for Mario to blow up the worlds castle, and a story update. At the end of the game, the princess and Mario come together again and watch some fireworks. Everyone then walks to Yoshi's house, where a the end screen with all the Yoshi's say goodbye.
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