

Game Title: Super Mario World
Release Date: 11/21/90 (JP), 8/13/91 (USA)
Developed by: Nintendo EAD
Published by: Nintendo
My history with this game
Oh my goodness, I have a relationship with this game that goes back to my days as a toddler. It was one of the first video games that I loved to watch my brother play, and started to play myself. I think I have played through this game at least twice a year from ages 5 to 31. I have done quick playthroughs, completionist playthroughs, all Fort runs, you name it. This is a game that I have enjoyed with friends, I have enjoyed on road trips with the GBA ports, and I usually play when I just need to shut off my mind and go on autopilot.
Some fun memories...
1) I remember my brother putting this cartridge into the NES to see what would happen. Granted this is my four years old fuzzy memory, but I swear that the game played. Only half the screen would render without colors, and eventually the game crashed.
2) I remember when my brother was still living at home (I was 19 and he was 24 but about to get married and move in with his fiance), my best friend Joe came over. My friend Joe is a storyteller, and we spent the entire night listening to Joe talk about his crazy family and we would switch off every time he died. The only issue is that Joe is insanely good as SNES games, and he beat both Donkey Kong Country and Super Mario World without dying, all while telling stories. That was a good night.
3) I remember working at a country club, and one of the other employees realized that I collected games. After we worked a wedding and were released from work at 2 in the morning, I ran to my apartment to grab a SNES with Street Fighter II and Super Mario World, and we played both games in the lounge of the country club and drank the company's beer.
Background
This game was once again developed by Nintendo EAD, this time Team 1: Miyamoto, once again, limited his role to that of a producer for this title (though he still had a heavy hand in this production), and let Takashi Tezuka take over as the director (Tezuka would go on to direct other big projects such as Link to the Past; he is often called the "other" Miyamoto). The game took around three years to make (and even Miyamoto says he wanted more time on this project) with a team of sixteen people, which was a fairly large team for back then, especially over such a long period of time (many games were made in 6-8 months back then).
Miyamoto really wanted this game to feel "new" and different than what had come before it, and was unhappy with early builds of this game, as they felt too similar to SMB3. This game was also important for Nintendo's ongoing hegemony over the gaming space, as it was the first Mario game released in competition to the Sega Genesis, who was already about to debut Sonic the following year in North America.
Story and Setting
Unlike Mario Bros 3 which featured a set of worlds with stages within, Super Mario World features one large overworld map of an island called "Dinosaur Land." The basic story is that Princess Peach, while on vacation in Dinosaur Land, gets kidnapped by Bowser (of course), who had already taken over the island and established his Koopalings in castles dotted across the landscape (the Koopalings were originally Bowser's children, but Nintendo has since retconned this and made them just random underlings). Bowser had also captured and imprisoned the inhabitants of the island, the Yoshis; Bowser then used his sorcery to encapsulate them inside eggs. Yeah, remember when Bowser was also a dark warlock? Strange right? They kind of show that again in Super Mario Galaxy when he can disappear into dark portals, but they rarely show Bowser using his eldritch powers anymore.
Now this continent is split into 7 regions (8 if you include Star Road, the super secret area): Yoshi's Island, Donut Plains, Vanilla Caverns, Cheese Bridge, Forest of Illusion, Chocolate Hills, and the Valley of Bowser. One thing I love about each area is that it doesn't follow a theme, but it instead really works to make this area feel like a real place. When you enter a part of the continent on the overworld map, that area on the map is represented by the stage you are in. Let me show you in an example.
This is the map of the first world, Yoshi's Island. You start at that cute little cottage in the middle. You can actually enter that cottage and see it bereft of its owners, the Yoshis, along with a note saying that they have been kidnapped. Already that sets a setting rather than a stage. If you follow the left path, you notice a stage in a flat area with hills in the background. Well this is what the stage looks like...

If you then go right, into the woods on the map, you then have the second stage, which actually takes place in those woods.

If you go up to the lake, you then have not just an underwater level, but a mixture of water in the setting they have already set.
This is something rather unique for the Mario series, even after this point. If you look at the New Super Mario Bros. games, they tend to set a theme rather than a setting. For example, they will do a "desert" world, and then just make desert themed levels regardless of where the stages fall on their map. Even their Wii U entry of this series, which purposefully hearkens back to the world map style of Super Mario World, doesn't really deliver on this promise. They just cordon their map off into themed segments, again, and just make a bunch of levels around that theme.


Gameplay


The layouts of stages are also very diverse: some are left to right, some are vertical, and some are complete mazes. In recent Mario platformers, left to right seems to be the common theme, and the more complex level layouts/emphasis on exploring was gifted instead to the Yoshi franchise.
Graphics and Presentation
Graphically, this game is beautiful: unlike the original Mario games, which inherently had a blocky look due to the 8-Bit graphics, the edges in this game are much softer. As one author puts it, the blocks in this game look like "well worn children's blocks." Everything is colorful and inviting. Most objects in the world literally smile at you, and even the angry faced Goombas now look like pleasant little waddling apples (the Koopas now wear little wife beaters and boxer shorts when knocked out of their shells; adorable!).
The detail put into this game is quite astounding as well, and the game used some really neat visual tricks to highlight the technical capabilities of the SNES. Some stages, like the Ghost Houses, have masks and overlays to their levels (these levels, as well, also push the amount of sprites onscreen to very high levels for this time).
And what about the main man himself? Well Mario is definitely a lot more detailed. He is a bit taller than previous games, and his sprite is fully detailed regardless of whether he is "small" or "big" Mario. You can actually differentiate the various parts of his outfit, from his overalls to his mustache to the whites of his eyes. They even added in some nice little touches and details, such as when he falls from a large height, his hat lifts slightly off the top of his head. My only issue with his design is that it is a bit rectangular. I imagine this was to keep a clear hit-box for his character, so that no players could claim that it was the game's fault that they lost a life. I understand it, and it isn't a big concern, but Mario just looks a little chonky as "big" Mario. They did update this in the GBA port by making his sprite a bit more proportional to what we would expect from a human, even a cartoon one.
Enemy Design
Super Mario World is definitely well thought out in terms of the nemeses that Mario faces, as they reflect this new locale of "Dinosaur" land. They are, for the most part, familiar but slightly altered to match this new environ. For example, instead of Goombas, you have Galoombas; now they are not able to be killed by jumping on them, but they can be stunned and picked up. Koopa Troopas are still present, but now they also can be kicked out of their shells (and they wear cute little wife beaters and boxer shorts), and depending on the color of their shells they act differently (blue ones will kick their shell at you, yellow ones will turn into "star" Koopas when they enter their shell). You have bullet bills again, but you also have the Banzai Bill, which is HUGE (they put him in the first level as a statement piece when he suddenly blasts in from out of no-where). Then there are just the strange residents of Dinosaur Land: you have the Rex, which is a blue dinosaur foot soldier who, like Mario, starts tall but can be jumped on to decrease his size, the Blaargs, which are lava dragons, and the Dino-Rhinos, which also come in big and small varieties, and can breath fire.


My favorite villain is definitely the Chargin' Chucks, which were introduced in this game. They are Koopas who wear football outfits and perform a bunch of different "sports" maneuvers. Some will kick footballs at you, some will throw baseballs at you, some dig rocks (?!?), and others just try to tackle you. The sound they make when they run at you is a bit intimidating, and they are one of the few enemies that take three hits to kill.
Boss Fights

Even the big bad, Bowser, has an interesting fight. He attacks you in his Clown Car (the first game that this appeared in), and must have his own Mecha-Koopas kicked back at him.
What about them sweet jams?
The music is fun and fast paced, and perfectly fits the ambience of each stage. Most stages have that honky-tonk style piano that keeps the fun lighthearted and energetic, while the Ghost Houses have an eerie synthetic organ that fits the "haunted" motif. Underground levels focus on bass and percussion, and the castle themes are fittingly sinister. One thing I love is that almost every song in this game is a play on one central musical theme. Here are some of my favorites from the soundtrack.
Secrets
There is Star Road, which has a series of levels that each have secret exits, and the only way to progress in Star Road is to find these exits. When you finally reach the final level of Star Road, and find that secret exit, you then make it to the "special" world, which has the most intense platforming challenges in the game, and some of the wackiest mechanics. There is one level, infamously, built around the P-Balloon that is super short but probably the toughest level in the game. If you can conquer this challenge, the game map then changes to autumn colors, and every Koopa gets replaced with a creepy Mario abomination (the "shell" of the Koopa is just Mario's head...ugh).

Ads and Marketing
The North American commercial is very straightforward (if 90s as hell).
The Japanese one is now my favorite thing in the world. It makes me so happy I am adding these commercial segments.
If you are well versed in this game and would like to try something new, then I highly recommend looking into the ROM Hack scene for this game. My personal favorite is Brutal Mario, which is just a really difficult and weird version of SMW. The bosses are all ripped from other SNES games, and there are some novel gameplay levels (some which actually would hold up in the actual game). Best actual level: a level with bullet bills that home in on you. Weirdest level: the one where you have to continually feed a Boo so it doesn't eat you. Most bat-shit insane part: where all the Koopalings congeal into the final boss from Romancing Saga 2 and become an eldritch abonimation.
Other recommendations include the Kaizo games and their offshoots (borderline impossible Rom Hacks built around punishing the player at every turn), 100 Rooms of Enemies, and Mario's Amazing Adventure Revitalized.
Verdict
If you have never played this game, I highly recommend it. It is top five for me, hands down. It is probably the game I return to the most out of any game in my collection. It is just pure soul candy; it doesn't matter whats going on in life, this game just simplifies things. Even among Mario games, this is a standout.
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