Super Mario World

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Super Mario World has been nominated to become a featured article!
This article is about the video game for the Super Nintendo Entertainment System. For other uses, see Super Mario World (disambiguation).
"SMW" redirects here. For information about the game known as "Super Mario Wii" in South Korea, see Super Mario Galaxy.
Not to be confused with Super Mario Land or Super Mario 3D World.
Super Mario World
Super Mario World Box.png
Developer Nintendo EAD
Publisher Nintendo
Platforms Super Famicom / Super Nintendo Entertainment System, Virtual Console (Wii, Wii U, New Nintendo 3DS), Super NES Classic Edition/Super Famicom Mini, Super Nintendo Entertainment System - Nintendo Switch Online
Release date SNES:
Japan November 21, 1990
USA August 18, 1991[1]
Europe April 11, 1992[2]
Australia July 1, 1992
Virtual Console (Wii):
Japan December 2, 2006
USA February 5, 2007
Europe February 9, 2007
Australia February 9, 2007
South Korea April 26, 2008
Virtual Console (Wii U):
USA April 26, 2013
Europe April 27, 2013
Japan April 27, 2013
Australia April 28, 2013
Virtual Console (New 3DS):
USA March 3, 2016
Europe March 3, 2016
Japan March 4, 2016
Australia March 4, 2016
Super NES Classic Edition:
USA September 29, 2017
Europe September 29, 2017
Australia September 30, 2017
Japan October 5, 2017
Super Nintendo Entertainment System - Nintendo Switch Online:
USA September 5, 2019[3]
Japan September 6, 2019[4]
Europe September 6, 2019[5]
Australia September 6, 2019[6]
HK September 6, 2019
South Korea September 6, 2019
Genre Platformer, action-adventure
Rating(s)
ESRB:ESRB E.svg - Everyone
PEGI:PEGI 3.svg - Three years and older
CERO:CERO A.png - All ages
ACB:ACB G.svg - General
Mode(s) Single player, multiplayer
Media
SNES:
Media SNES.png Game Pak
Wii:
Media DL icon.svg Digital download
Wii U:
Media DL icon.svg Digital download
Nintendo Switch:
Media DL icon.svg Digital download
Nintendo 3DS:
Media DL icon.svg Digital download
SNES Classic Edition:
Built-in
Input
Super Nintendo:
Wii:
Wii U:
Nintendo Switch:
Nintendo 3DS:
SNES Classic Edition:

Super Mario World (subtitled Super Mario Bros. 4 on the Japanese logo[7]) is a 2D Mario platform game and a launch title released for the Super Nintendo Entertainment System in 1990, developed by Nintendo EAD. Being a sequel to Super Mario Bros. 3, the game retains many of the elements that debuted in Super Mario Bros. 3, such as the world map and Koopaling boss fights, while introducing a large variety of new gameplay mechanics, such as an expanded and less linear world map and the ability to save the game. Introduced in Super Mario World is Mario's sidekick, Yoshi (and his species that shares his name), where he serves as a playable mount for the Mario Bros. with his own unique abilities and gameplay style.

The game was released to best-selling status on the SNES, received large amounts of critical acclaim, and is commonly seen on Nintendo's best games of all times on various critic listings. Much of the game's introduced characters, game mechanics, and artistic themes influenced later titles in the Mario series, where the character Yoshi was popular enough to receive a series starring him. The game was followed in 1995 by a prequel, Super Mario World 2: Yoshi's Island, which is set many years before the events in Super Mario World. The game has spawned various non-game media such as a cartoon series that is based on the game, which debuted on September 14, 1991, one month after the American release. Various manga adaptions of the game have sprung up, one notable series being Super Mario-Kun, which has its first volumes based on Super Mario World released in 1991 and is still ongoing today.

Super Mario World is included in the Super Mario All-Stars + Super Mario World compilation title released in December 1994. An enhanced port of Super Mario World was later released on the Game Boy Advance as part of the Super Mario Advance series, titled Super Mario World: Super Mario Advance 2. The original version was also rereleased on the Wii's Virtual Console in 2006, the Wii U's Virtual Console in 2013, and New Nintendo 3DS's Virtual Console in 2016. Super Mario World is one of the included titles in the SNES Classic Edition and Super Nintendo Entertainment System - Nintendo Switch Online.

Story[edit]

After Bowser's previous defeat, Mario, Luigi, and Princess Toadstool decide to recuperate in Dinosaur Land. Meanwhile in Dinosaur Land, the Koopa King and his Koopalings trap Yoshi and his friends in enchanted eggs, eliminating the opposition as they secretly rebuild their forces. Shortly upon their arrival, the Mario Bros. realize that Princess Toadstool is missing. While searching, they find the Koopa Troop army. Upon the Mario Bros. freeing the friendly Yoshi, he exclaims that the Koopas have invaded, confirming that Toadstool's persistent captor has indeed returned and taken the opportunity to claim the princess.

As Mario and his friends travel through Dinosaur Land, they uncover the Valley of Bowser, where Bowser is fought on his castle roof in his Koopa Clown Car, holding Princess Toadstool hostage. Upon his defeat, he gently drops the princess and retreats. Princess Toadstool rewards Mario or Luigi with a kiss as fireworks celebrate freedom, signifying that their vacation can resume with their new good friends. The reunited team returns to Yoshi's House, where they and three other Yoshis watch the eggs hatch into babies, removing the spell.

From the instruction booklet

After saving the Mushroom Kingdom from Bowser and the rest of the Koopas in Super Mario 3, Mario and Luigi needed to recuperate from their adventures. Together they agreed that the best place to vacation was a magical place called Dinosaur Land.

But while Mario and Luigi reclined on the beach for a relaxing nap, 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 to free Yoshi's friends. As they began their journey, Yoshi handed Mario a beautiful cape. "This may help you," Yoshi said. "Some say it has magical powers."

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. Not all locations have to be explored to rescue the dinosaurs and save Princess Toadstool, but there are many "starry" treasures to be found in far-reaching places. You'll need to search all areas to find what kinds of treasures are there...in Super Mario World.

Gameplay[edit]

Mario riding on the introduced mount, Yoshi, in the level Yoshi's Island 2

As a 2D platformer, the object of the game is to get to the Giant Gate to advance to the next level before the timer runs out. Mario (or Luigi) can jump over and on top of various platforms and obstacles and stomp on various enemies to defeat them. In addition to these basic moves, Mario can spin-jump to destroy certain types of blocks and enemies, whereas X Button or Y Button lets Mario dash if held down. When Mario presses either of those buttons next to some items, he can pick them up and carry them through the level as the buttons are held. When Mario hits the Giant Gate at the end of the level, if he touches the vertically moving bar between the gate, he gets awarded star points depending on how high the bar was when he touched it. If he collects 100 star points, Mario can play a bonus minigame that helps him earn extra lives. Some levels contain a Midway Gate, which not only powers Mario up to Super Mario when touched, but also serves as a checkpoint for Mario to respawn near if he gets defeated in the level.

In order to obtain most power-ups, Mario has to hit various blocks, which may contain items. The basic Super Mushroom, which turns Mario into Super Mario, causes Mario to grow bigger and allows him to sustain an extra hit. When Super Mario hits a block, usually a more powerful item spawns in the Super Mushroom's place, such as a Fire Flower or the newly introduced Cape Feather. Introduced in Super Mario World is the Item Storage system, where Mario can hold on to extra items should he find them while in powered-up forms; players can manually drop their reserve item by pressing Select Button. If Mario gets damaged and turns into regular Mario, the reserve item automatically deploys. A newly introduced character and power-up in Super Mario World, Yoshi, appears when Mario hits certain blocks. Mario can ride Yoshi when he jumps on him, who helps Mario with his own unique traits and abilities.

If Mario gets touched by an enemy or a damaging obstacle while he is in his normal form, he loses a life. If he gets damaged by an enemy while in a power-up form, he reverts to his normal form. If Mario loses all of his lives, the player receives a Game Over and is prompted to continue from their last save with five more lives. Some obstacles defeat Mario instantly regardless of what power-up he has, such as falling into pits or lava, getting crushed, or not making it to the goal in time. Every time Mario gets defeated, he gets sent back to the world map.

Super Mario World returns the world map system from Super Mario Bros. 3 with more expanded features. Rather than having levels and worlds segmented, all worlds and levels are seamlessly connected to each other, with a heavier focus on multiple paths per level clearance, and thus creating a less linear map, with a few exceptions. Typically, prior to entering new areas, Mario has to defeat a castle boss, usually one of Bowser's seven children, the Koopalings. Once they are defeated, the castle they reside in is destroyed and cannot be replayed, though in international versions of the game they can be replayed if players hold L Button and R Button on the castle's remains.

Two-player mode returns, where players take turns playing through the game; player one controls Mario while player two controls Luigi. Players can opt to use the same controller or two controllers to play the mode. If one player fails to clear a course, the other player takes turn, and if Midway Gates are touched, the other player starts at the Midway Gate. Players can also hand the other player lives at the map screen if they press L Button or R Button.

Controls[edit]

Action(s)
SNES Wii (Classic Controller) Nintendo 3DS Wii U
Spin-jump A Button Classic Controller a Button A Button A Button
Jump B Button Classic Controller b Button B Button B Button
Dash/Interact/Special ability X Button/Y Button Classic Controller x Button/Classic Controller y Button X Button/Y Button X Button/Y Button
Scroll camera left (does not work in auto-scrolling levels, Yoshi's House, Top Secret Area, or Boss Rooms) L Button Classic Controller L Button L Button L Button
Scroll camera right (does not work in auto-scrolling levels, Yoshi's House, Top Secret Area, or Boss Rooms) R Button Classic Controller R Button R Button R Button
Pause Start Button Plus Button Start Button Plus Button
Use item/Return to map from a completed level (when paused) Select Button Minus Button Select Button Minus Button

Secret bonus changes[edit]

After the player beats every special level, the following changes occur:

Worlds and levels[edit]

Yoshi's Island (place)Donut PlainsVanilla DomeTwin BridgesForest of IllusionChocolate IslandValley of BowserStar World
Click an area to open the relevant article.

Super Mario World contains nine worlds and 72 (73 if the Back Door and Front Door are counted as separate levels, and 75 if the Top Secret Area and Yoshi's House are counted as levels) levels in total, 24 of which have secret exits for a total of 96 exits. Almost all worlds contain four regular levels and at least one secret level. Levels marked in yellow contain one exit, while levels marked in red contain an alternative, secret exit. Other points of interest include the Switch Palaces, Warp Pipes, and the Super Star-shaped portals to the Star World that are unlocked only when players find the associated secret exit. Switch Palaces activate respectively colored permeable Dotted Line Blocks and turn them into solid ! Blocks that can be stood on or hit from below. Once Switch Palace levels have been completed, they cannot be visited again. Warp Pipes warp players to different areas of the map, usually to different worlds altogether. Finally, Yoshis cannot be taken into castles, fortresses, or Ghost Houses, though Yoshi remains outside for the player if they exit the level. In castles, players have to defeat the Koopalings, while in fortresses, players need to defeat Reznors.

World Image Information
World 1
Yoshi's Island
Yoshi'sIslandSMW.png Yoshi's Island is mainly a grassy plains-related world that does not contain any underwater levels. The main enemies in this world include Monty Moles, Koopa Troopas, Rexes, and a few others. Iggy is found in his castle at the end of this world. Completing this world leads to Donut Plains. It also contains the Yellow Switch Palace.
SMW MapIcon Level1.gif Yoshi's Island 1 SMW MapIcon Level1.gif Yoshi's Island 2 SMW MapIcon Level1.gif Yoshi's Island 3 SMW MapIcon LevelPond1.gif Yoshi's Island 4
SMW MapIcon YoshisHouse.png Yoshi's House SMW MapIcon SwitchPalace-Yellow.png Yellow Switch Palace SMW MapIcon Castle.png #1 Iggy's Castle
World 2
Donut Plains
DonutPlains.png Donut Plains is the second world in the game. It is known for featuring the first Ghost House and for being the first to have a course with multiple exits. The Cape Feather is utilized frequently. The name of this world is a reference to its unusual shape. It has two Ghost Houses, the Green Switch Palace, and Castle #2.
SMW MapIcon Level2.gif Donut Plains 1 SMW MapIcon Cave2.gif Donut Plains 2 SMW MapIcon Level1.gif Donut Plains 3 SMW MapIcon Level1.gif Donut Plains 4
SMW MapIcon GhostHouse.png Donut Ghost House SMW MapIcon SwitchPalace-Green.png Green Switch Palace SMW MapIcon Level1.gif Top Secret Area SMW MapIcon Castle.png #2 Morton's Castle
SMW MapIcon LevelPond2.gif Donut Secret 1 SMW MapIcon Level1.gif Donut Secret 2 SMW MapIcon GhostHouse.png Donut Secret House
World 3
Vanilla Dome
VanillaDome.png Vanilla Dome is a big cavern full of sparkling diamonds and contains a Ghost House, a large lake, the Red Switch Palace, and Castle #3. It also contains lava pools with the large Blarggs living within them.
SMW MapIcon LevelLarge2.gif Vanilla Dome 1 SMW MapIcon LevelPond2.gif Vanilla Dome 2 SMW MapIcon LevelLarge1.gif Vanilla Dome 3 SMW MapIcon Level1.gif Vanilla Dome 4
SMW MapIcon GhostHouse.png Vanilla Ghost House SMW MapIcon SwitchPalace-Red.png Red Switch Palace SMW MapIcon Fortress.png Vanilla Fortress SMW MapIcon Castle.png #3 Lemmy's Castle
SMW MapIcon Level2.gif Vanilla Secret 1 SMW MapIcon Level1.gif Vanilla Secret 2 SMW MapIcon LevelPond1.gif Vanilla Secret 3
World 4
Twin Bridges
SMW Twin Bridges map.png Twin Bridges is semi-sky-based, as it has sky and land levels. It contains one underwater level and the third portal to the Star World.
SMW MapIcon Level1.gif Butter Bridge 1 SMW MapIcon Level1.gif Butter Bridge 2 SMW MapIcon Castle.png #4 Ludwig's Castle
SMW MapIcon Level2.gif Cheese Bridge Area SMW MapIcon LevelPond1.gif Soda Lake SMW MapIcon Level1.gif Cookie Mountain
World 5
Forest of Illusion
ForestOfIllusion.png The Forest of Illusion is a maze-like forest, where Mario or Luigi may sometimes have to find the secret exit on a level in order to progress, as the normal exits create a circle leading nowhere. It contains the Blue Switch Palace, a fortress, and Castle #5.
SMW MapIcon LevelLarge2.gif Forest of Illusion 1 SMW MapIcon LevelPond2.gif Forest of Illusion 2 SMW MapIcon Level2.gif Forest of Illusion 3 SMW MapIcon Level2.gif Forest of Illusion 4
SMW MapIcon GhostHouse.png Forest Ghost House SMW MapIcon SwitchPalace-Blue.png Blue Switch Palace SMW MapIcon Fortress.png Forest Fortress SMW MapIcon Castle.png #5 Roy's Castle
SMW MapIcon Level1.gif Forest Secret Area
World 6
Chocolate Island
SMW Chocolate Island map.png Chocolate Island is an island on the southeastern side of Dinosaur Land. The boss here is Wendy O. Koopa. This is the only world where Mario and Luigi can find Dino-Rhinos and Dino-Torches.
SMW MapIcon Level1.gif Chocolate Island 1 SMW MapIcon Level2.gif Chocolate Island 2 SMW MapIcon Level2.gif Chocolate Island 3 SMW MapIcon Cave1.gif Chocolate Island 4
SMW MapIcon Level1.gif Chocolate Island 5 SMW MapIcon GhostHouse.png Choco-Ghost House SMW MapIcon Fortress.png Chocolate Fortress SMW MapIcon Castle.png #6 Wendy's Castle
SMW MapIcon Level1.gif Chocolate Secret
World 7
Valley of Bowser
ValleyOfBowser.png The Valley of Bowser is, as the name implies, Bowser's base of operations. The entrance to the Valley of Bowser appears after passing through the Sunken Ghost Ship. It is mostly cave-themed and contains a fortress, Castle #7, and Bowser's Castle.
SMW MapIcon Level1.gif Valley of Bowser 1 SMW MapIcon LevelLarge2.gif Valley of Bowser 2 SMW MapIcon Level1.gif Valley of Bowser 3 SMW MapIcon Level2.gif Valley of Bowser 4
SMW MapIcon GhostHouse.png Valley Ghost House SMW MapIcon Fortress.png Valley Fortress SMW MapIcon Castle.png #7 Larry's Castle SMW MapIcon BowsersCastle.png Front Door and Back Door
SMW MapIcon LevelPond1.gif Sunken Ghost Ship
World 8
Star World
StarWorld SMW.png The Star World is a mystical road far above the Mushroom World, and it is linked to various locations around the world. It consists of five stars, each of which serves as a warp point.
SMW MapIcon Level2.gif Star World 1 SMW MapIcon Level2.gif Star World 2 SMW MapIcon Level2.gif Star World 3 SMW MapIcon Level2.gif Star World 4
SMW MapIcon Level2.gif Star World 5
World 9
Special Zone
SpecialZone SMW.png The Special Zone is the final and most secret world. It can be accessed after completing the Star World and taking the secret exit from Star World 5. This world is known for containing the most difficult levels in the game, and each level has its own unique gimmick.
SMW MapIcon Level1.gif Gnarly SMW MapIcon Level1.gif Tubular SMW MapIcon Level1.gif Way Cool SMW MapIcon Level1.gif Awesome
SMW MapIcon Level1.gif Groovy SMW MapIcon Level1.gif Mondo SMW MapIcon Level1.gif Outrageous SMW MapIcon Level1.gif Funky

Characters[edit]

Playable characters[edit]

Sprites of the playable characters, Mario and Luigi

Mario and Luigi are the main playable characters. In two-player mode, Mario is controlled by Player 1 and Luigi is controlled by Player 2. If Mario loses a life or completes a level in two-player mode, Luigi comes into play until he does the same. The two may also share extra lives on the world map. The two have identical mechanics.

Supporting characters[edit]

Image Name Description
Dolphin.png Dolphin A sea creature that gives Mario a ride in water levels. Dolphins move in jumping arcs or can jump up and down. In Japanese versions of the game, they can be eaten by Yoshi, while they are unable to be eaten in international versions.
SMWPrincessPeachSprite.png Princess Toadstool The princess of the Mushroom Kingdom, who is kidnapped by Bowser during the vacation. The main objective of the game is to rescue her from Bowser.
Green Yoshi.png Yoshi Mario's sidekick who requests for Mario's assistance. After he is freed from his egg, he can give rides for Mario and eat intrusive enemies.

Yoshis[edit]

In addition to Mario and Luigi, Yoshis of four different colors appear in the game, and they may be controlled once acquired and help the Mario Bros. in many levels of the game. Green Yoshis hatch out of eggs, usually found in various blocks throughout the game. If an egg is found but the player already has a Yoshi, the egg instead provides a 1-Up Mushroom. If a Yoshi gets hurt, it runs off, requiring the Mario Bros. to chase it down if they want to ride it again. Yoshis can additionally provide an extra jump boost to Mario and Luigi if they jump off the Yoshi. Some levels contain berries, and Yoshis can eat them and produce eggs from them if enough are eaten. Yoshis can eat most enemies, though they cannot immediately swallow most shells, requiring them to spit the shells out before they eventually swallow them.

Red, Blue, and Yellow Yoshis are uncommon in Super Mario World. They are first encountered in the Star World, which is accessible by using the five Star Roads found throughout the game. They are found as Baby Yoshis, small and unable to be ridden. However, through carrying them, the Baby Yoshis eat the enemies and items they touch. When they eat either five enemies, shells, coins, or active Grab Blocks, or a single power-up, they transform into adult Yoshis and can be used normally. Baby Yoshis of all colors hatch from the eggs rescued from the castles during the ending credits of the game.

Image Name Description
Green Yoshi.png Yoshi Green Yoshis are able to eat enemies by using their long tongues and jump on spiked foes without taking harm as well as walk across Munchers. They can use a Koopa Shell's power depending on the color of the shell.
Red Yoshi.png Red Yoshi Red Yoshis can spit out any Koopa Shell in the form of three fireballs. These fireballs turn a variety of enemies into coins. They are found as Baby Yoshis in Star World 1 or Star World 4.
Blue Yoshi.png Blue Yoshi Blue Yoshis can fly regardless of what color the Koopa Shell is in their mouths. Additionally, a Yoshi can become Blue Yoshi if he touches Yoshi's Wings, which appear in some levels and act as shortcuts to the end of the stage. They are found as Baby Yoshis in Star World 2.
Yellow Yoshi.png Yellow Yoshi Yellow Yoshis can create small sand clouds when they hit the ground while they carry a Koopa Shell in their mouths, defeating enemies within the range of the cloud. They are found as Baby Yoshis in Star World 3 and Star World 5.

Enemies and obstacles[edit]

Image Name Description
SMWAmazingFlyinHammerBro.png Amazing Flyin' Hammer Brother This enemy tosses hammers from its swooping platform, attempting to attack Mario. It can be defeated by hitting the platform it sits on.
Ball N Chain.png Ball 'N' Chain A large flail on a chain that cannot be defeated. The chain is harmless; it swings behind Mario.
Banzai Bill SMW.png Banzai Bill A giant, slow-moving bullet. The cannons Banzai Bills are fired from are not seen anywhere in the game.
BigBoo SMW.png Big Boo A giant Boo Buddy. It cannot be stomped on.
SMWBigBubble.png Big Bubble A slow-moving green bubble. It cannot be stomped on.
BigSteely SMW.png Big Steely A giant metal ball thrown by Bowser. It cannot be stomped on.
BlarggSMW.png Blargg A lava dinosaur. Only its eyes are visible before it dips back into the lava and lunges at Mario. It cannot be stomped on.
SMW Blurp.png Blurp A fish wearing goggles. It swims in only one direction.
SMWBobomb.png Bob-omb A walking bomb with a short fuse. Bob-ombs are portable once Mario stomps them. They also appear in bubbles.
Bony Beetle SMW.png Bony Beetle A mummified Buzzy Beetle that periodically ducks and bears spikes.
SMWBooBuddy.png Boo Buddy A shy ghost that stops moving when Mario looks at it. It cannot be stomped on and is impervious to fireballs and capes.
Bbblock.gif Boo Buddy Block A shy ghost that turns into a block when Mario looks at it. While in Boo form, it cannot be stomped on.
BooBuddySnake.png Boo Buddy Snake A chain of Boo Buddies that bounce around the room nonstop. It cannot be stomped on and are impervious to fireballs and capes.
SMW-Boo Buddy Swarm Portion.png Boo Buddy Swarm Boo Buddies in a swarm are usually transparent, which is when they are harmless, but periodically will turn opaque, which is when they are dangerous, to dive at Mario or Luigi.
Grey Bowser Statue.png Gold Bowser Statue.png Bowser Statue A small, invincible statue of Bowser. The gray ones spit fire, while the gold ones hop around.
BulletBill-SMW.png Pidgit Bill SMW.png Bullet Bill / Pidgit Bill A slow-moving bullet. It is impervious to fireballs.
SMWBuzzyBeetle.png Buzzy Beetle A small turtle-like creature that behaves just like a Green Koopa Troopa, except fireballs have no effect on it and it never leaves its shell.
Chainsaw SMW.png Chainsaw An invincible saw blade that follows a designated path.
SMWCharginChuck.png Chargin' Chuck

A turtle dressed in football gear who charges at Mario. All types of Chargin' Chucks take three stomps to defeat.

  • Clappin' Chuck: Jumps straight upwards and claps when Mario approaches.
  • Splittin' Chuck: Splits into three Chargin' Chucks.
  • Passin' Chuck: Has an endless supply of footballs to kick at Mario.
  • Lookout Chuck: Charges directly at Mario once it appears on-screen, and can jump up vertical walls. Other Chucks revert to this after one stomp.
  • Confused Chuck: Has an endless supply of baseballs to throw at Mario.
  • Diggin' Chuck: Uses his shovel to dig up rocks that roll towards Mario.
  • Additionally, a diagonally traveling Clappin' Chuck and a whistle-blowing Chuck exist.
SMWCheepCheep.png Cheep Cheep A small fish that slowly swims back and forth. Cheep Cheeps also are found in bubbles; once popped from them, they flop across the level.
SMW-Circling Boo Buddies Portion.png Circling Boo Buddies Boo Buddies flying in a circle formation. They are impervious to most attacks.
SMWClimbingKoopaGreen.png SMWClimbingKoopaRed.png Climbing Koopa The green variety moves slowly, while the red variety is as fast as Mario and Luigi.
DinoRhino SMW.png Dino-Rhino A slow-moving ceratopsian dinosaur. When jumped on, it turns into a Dino-Torch.
Dino-Torch SMW sprite.pngDino-Torch SMW fire-breathing sprite.png Dino-Torch A tiny Dino-Rhino that breathes fire.
SMW-Disappearing Boo Buddies Portion.png Disappearing Boo Buddy A Boo Buddy found in a group that disappears and reappears.
SMWDB.png Dry Bones A Koopa Troopa skeleton. It falls apart when Mario stomps on it, and after a short time it will reform its body. It can also throw bones at Mario. It is impervious to fireballs.
Eerie.png Eerie A dinosaur-like ghost that floats in zigzag patterns. They are impervious to most attacks.
FallingSpikes.png Falling Spike A spiked obstacle that falls from the ceiling.
SMW-JumpingPiranhaFire.png Fire P-Pakkun This rare Jumping Piranha Plant spits fireballs.
Fire Snake (SMW).png Fire Snake A jumping ball of fire that leaves fire behind as it jumps.
Fish Bone SMW sprite.png Fishbone A darting fish skeleton. It is impervious to fireballs.
Fishing Boo SMW sprite.png Fishin' Boo A Lakitu-like ghost in a cloud, fishing with a blue flame.
Fishin' Lakitu.png Fishin' Lakitu A Lakitu fishing with a 1-Up Mushroom. If Mario or Luigi takes the bait, the enemy turns into a normal Lakitu.
Rainbowshell.gif Flashing Shell After its transformation, the flashing Shell attempts to hit Mario or Luigi by spinning around and dashing towards him.
Mine SMW.png Floating Mine A floating spiked mine.
SMWFlyingGoomba.png Flying Goomba A hopping winged Goomba.
FuzziesSMW.png Fuzzy A black fur ball that follows a set path. It cannot be stomped on.
RoundGoomba.png Goomba A round, chestnut-like creature. After stomping a Goomba, Mario can carry it for a short distance and throw it. Some Goombas come floating in bubbles.
Grinder SMW sprite.png Grinder A spinning saw blade.
Hothead SMW.png Hothead A giant spark that slowly circles platforms.
SMWJumpingPiranhaPlant.png JumpPumpkinPlant SMW.png Jumping Piranha Plant A carnivorous plant that jumps out of a pipe.
SMW KoopaParatroopa Green.png SMW KoopaParatroopa Red.png SMW KoopaParatroopa Yellow.png
SMW KoopaParatroopaMask Green.png SMW KoopaParatroopaMask Red.png SMW KoopaParatroopaMask Yellow.png
Koopa Paratroopa
  • Green Koopa Paratroopa: A Green Koopa Troopa with wings. Jumps around aimlessly.
  • Red Koopa Paratroopa: A Red Koopa Troopa with wings. Flies around in a set area.
  • Yellow Koopa Paratroopa: A Yellow Koopa Troopa with wings. It never flies, but it hops over shells that are kicked at it.
SMW KoopaTroopa Green.png SMW KoopaTroopa Red.png SMW KoopaTroopa Blue.png SMW KoopaTroopa Yellow.png
SMW MaskKoopa Green.png SMW MaskKoopa Red.png SMW MaskKoopa Blue.png SMW MaskKoopa Yellow.png
Koopa Troopa / Mask Koopa
  • Green Koopa Troopa: A turtle that will walk off edges.
  • Red Koopa Troopa: A turtle that paces steadily back and forth on a platform. When it reaches an edge, it turns around.
  • Blue Koopa Troopa: This turtle is faster than other Koopa Troopas. It walks back and forth on its platform. When not in a shell, the turtle kicks an empty shell at Mario.
  • Yellow Koopa Troopa: This turtle walks towards Mario and drops a coin if stomped.
SMW KoopaTroopaNoShell Green.png SMW KoopaTroopaNoShell Red.png SMW KoopaTroopaNoShell Yellow.png SMW KoopaTroopaNoShell Blue.png Koopa without a Shell A shell-less Koopa Troopa. The blue ones will kick a shell if they come in contact with one. If a shell-less Yellow Koopa Troopa jumps into a shell, it becomes a lethal flashing Shell.
LakituSMW.png Lakitu A turtle that rides in a cloud and throws Spiny Eggs down at Mario. If Mario hits him with a shell, he can ride in his cloud for a limited time.
PipeLakitu.png Lakitu in a Pipe A Lakitu that lives in a pipe and throws Spiny Eggs at Mario.
SMW Lava Blubbe.png Lava Bubble An invincible ball of lava found in castles.
Li'lSparky SMW.png Lil Sparky A little spark that circles platforms.
SMW Magikoopa.png Magikoopa A Koopa sorcerer in a blue robe. It changes Rotating Blocks into various enemies and items.
Mechakoopa.png Mechakoopa A mechanical version of Bowser. After stomping it, Mario can pick it up and use it as a weapon.
Mega Mole SMW sprite.png Mega Mole A giant Monty Mole that lives underground.
Ninji SMB2 Sprite.png Mini-Ninja A black, star-like creature that jumps up and down.
SMW Monty Mole.png Monty Mole A mole that pops out of mountains and the ground.
SMW Muncher.png Muncher An invincible black plant.
SMW Para-bomb.png Para-bomb A parachuting Bob-omb.
SMW Para-Goomba.png Para-Goomba A parachuting Goomba.
CeilingStomper1.png Pillar It moves slowly for some seconds, revealing itself, before suddenly smashing almost anything on its way. After some seconds later, this obstacle moves slowly back up.
SMW PiranhaPlant.png SMW Pumpkin Plant.png Piranha Plant A carnivorous plant that lives in a pipe. It cannot be stomped on, but it can be defeated with fireballs, cape, or Yoshi.
SMW Pokey.png Pokey A mobile cactus with a spiked head. If Mario is riding Yoshi, Pokey will have five sections instead of three.
SMW Porcu-Puffer.png Porcu-Puffer A fat, spiny fish that swims in the water.
SMW Rex.png Rex A blue dinosaur that becomes smaller and faster when stepped on. When stomped on after that, it is defeated.
SMW RipVanFish.png Rip Van Fish A sleeping fish that will chase after Mario if it is awakened.
SpikePillar-SMW.png Skewer This obstacle moves up and down, blocking the path.
Pointy Pillars.png Spike It comes down from the ceiling or up from the floor. Most spikes do not retract all the way, leaving their points exposed.
SMW Spike Top.png Spike Top A single-spiked red turtle that climbs around walls and platforms. Just like Buzzy Beetles, Spike Tops are immune to fireballs.
SMW Spiny.png Spiny A spiked turtle that cannot be jumped on. Spinies are born from Spiny Eggs, which are thrown by Lakitus.
Spiny egg.png Spiny Egg A Lakitu throws this. When it hits the ground, it hatches into a Spiny.
Sumo brother.png Sumo Brother A fat turtle that stomps the ground and sets fire to everything below him.
SMW SuperKoopa Green.png SMW SuperKoopa Red.png SMW SuperKoopa Blue.png Super Koopa A flying shell-less Koopa Troopa.
  • Green Super Koopa: They swoop down when Mario approaches, then rise back up. They can be generated by whistling Chargin' Chucks.
  • Red Super Koopa: They swoop down when Mario approaches, then rise back up.
  • Blue Super Koopa: They start on the ground and take off, flying forward. Some have flashing capes and drop a Cape Feather when stomped.
Swooper SMW sprite.png Swooper A green bat that lives in caves.
Thwimp.png Thwimp A tiny stone that hops around.
ThwompAngry.png Thwomp A large stone that drops as Mario approaches.
SMW Torpedo Hasshadai.png Torpedo Base It fires Torpedo Teds that are invincible to all available forms of attack.
SMW Torpedo Ted.png Torpedo Ted A slow-moving torpedo.
SMW BillBlaster.png Turtle Cannon An indestructible cannon. It shoots an endless number of Bullet Bills; however, it does nothing if the player is near it.
Urchin SMW.png Urchin A spiked urchin that circles blocks underwater.
Volcano Lotus SMW sprite.png Volcano Lotus A fire-spitting lotus plant. It cannot be jumped on, though fireballs, capes, or Yoshi can defeat them.
SMW Wiggler.png Wiggler A yellow caterpillar. When Mario jumps on its head, it turns red and moves faster. It is impervious to fireballs.
SMW ZigzagLavaBubble.png Zigzag Lava Bubble Unlike regular Lava Bubbles, Zigzag Lava Bubbles are never found in lava; instead, they are always in the air. They bounce off any walls they run into in an attempt to hurt Mario or Luigi.

Bosses[edit]

Image Name Description
Reznor SMW sprite.png Reznor A fire-spitting triceratops that comes in a set of four. Reznors guard the exits of all fortresses.
BigBoo SMW.png The Big Boo The boss of Donut Secret House. He moves around the room invisible, then suddenly reappears.
SMWIggyKoopaSprite.png Iggy Koopa Boss of castle #1, located in Yoshi's Island. He tries to push Mario into a pool of lava while spitting fireballs.
SMW MortonKoopaJr.png Morton Koopa Jr. Boss of castle #2, located in Donut Plains. He runs up the walls of his room, trying to drop onto Mario.
SMW LemmyKoopaSprite.png Lemmy Koopa Boss of castle #3, located in Vanilla Dome. He pops randomly out of seven pipes along with two fake versions of himself.
SMWLudwigvonKoopaSprite.png Ludwig von Koopa Boss of castle #4, located in Twin Bridges. He spins around the room in his shell, stopping to shoot fireballs.
SMWRoyKoopaSprite.png Roy Koopa Boss of castle #5, located in the Forest of Illusion. Like Morton, he runs up the walls of his room, trying to drop onto Mario.
SMWWendyO.KoopaSprite.png Wendy O. Koopa Boss of castle #6, located in Chocolate Island. Like Lemmy, she pops randomly out of seven pipes along with two fake versions of herself.
SMWLarryKoopaSprite.png Larry Koopa Boss of castle #7, located in the Valley of Bowser. Like Iggy, he tries to push Mario into a pool of lava while spitting fireballs.
BowserSMW.png Bowser The final boss. He hovers above in his Koopa Clown Car, dropping Mechakoopas and Big Steelies.

Items and objects[edit]

A chart illustrating Mario's power-ups in this game

There is a total of six power-ups that provide transformations in the game, with one being exclusive to Yoshi. Most power-ups emerge from the blocks populated in levels, and players are able to carry an extra item in their reserve slot if they are already powered up. While the Super Mushroom, Fire Flower, and Super Star return, Super Mario World introduces the Cape Feather, which gently floats down when they appear onscreen as well as being able to be spawned from defeating Super Koopas with flashing capes. The new Power Balloon is a rare item used in a few levels and serves as a temporary transformation for Mario and Luigi.

In addition to the power-up items, Mario and Luigi can encounter other level features that help them progress through the level, such as 1-Up Mushrooms granting them extra lives or Keys and Keyholes granting them access to secret levels.

Power-ups and transformations[edit]

Image Transformation Name Description
N/A SMWSmallMarioSprite.pngSMWSmallLuigiSprite.png N/A Small Mario/Luigi is default and the weakest form Mario or Luigi starts with. If he touches an enemy from damaging areas, such as their sides, as well as damaging obstacles, he loses a life.
MushroomSMW.png SMW Mario.pngSMWLuigiSprite.png Super Mushroom Super Mushrooms turn Mario or Luigi into Super Mario/Luigi. He can sustain a hit from most obstacles and reverts to Small Mario/Luigi if he gets hit. When Super Mario or Luigi hits blocks, they spawn with more powerful items, such as Fire Flowers or Cape Feathers. 1000 points are awarded.
FlowerSMW.png SMWFireMarioSprite.pngSMWFireLuigiSprite.png Fire Flower Fire Flowers turn Mario or Luigi into Fire Mario/Luigi, enabling him to launch small fireballs that defeat enemies and give out coins when defeated. 1000 points are awarded.
Feather.png SMWCapeMarioSprite.pngSMWCapeLuigiSprite.png Cape Feather Cape Feathers turn Mario or Luigi into Caped Mario/Luigi. He can spin his cape to defeat enemies as well as slow his descent while the jump button is held down. Caped Mario/Luigi can fly if he is given a running start. 1000 points are awarded.
P-Balloon SMW.png SMW P-Balloon Mario.pngSMWBalloonLuigiSprite.png Power Balloon Power Balloons turn Mario or Luigi into Balloon Mario/Luigi. He can float for a limited time, and extra Power Balloons replenish the time spent in the air. No points are awarded upon collecting the item.
SMW Star.gif InvincibleMario.png Super Star Super Stars make Mario or Luigi become Invincible Mario/Luigi temporarily, allowing Mario or Luigi to defeat most enemies by running into them. If the player collects more Stars in blocks while invincible, it extends the duration of the invincibility. 1000 points are awarded. Enemies defeated while invincible count towards points eventually becoming 1-Ups or 2-Ups, depending on the enemy.
Yoshi's Wings.png Blue Yoshi SMW.png Yoshi's Wings Yoshi's Wings grant Yoshi the ability to fly and enter Coin Heaven. They turn any Yoshi blue after completion, making this the only way to get a Blue Yoshi outside the Star World.

Items[edit]

Image Name Description
SMW 1-up.png 1-Up Mushroom If Mario or Luigi collects one, he will get an extra life. These mushrooms may also come from eggs if Mario or Luigi is already riding Yoshi as either brother finds them from a block/passes them by.
3upMoonSprite.png 3-Up Moon If Mario or Luigi collects one of these very rare items, they both get three extra lives.
Baby Yoshi SMW red.png Baby Yoshi SMW blue.png Baby Yoshi SMW yellow.png Baby Yoshi If Mario or Luigi passes nearby a lone egg, it will hatch into a Baby Yoshi. The player must feed the Baby Yoshi either five enemies, shells, coins, or active Grab Blocks, or a single power-up for it to grow into an adult Yoshi. Every time a Baby Yoshi eats something other than a power-up, the player will receive a coin and 200 points.
Berry.png Berries Eating ten red berries in one stage will cause Yoshi to lay an egg with a power-up. Two magenta berries will produce a coin-throwing cloud. Green berries add 20 seconds to the time limit. A berry is also worth the same as a coin.
SMW CoinSprite.png Coin When Mario or Luigi collects 100 coins, he will get a 1-Up.
YoshiCoin SMW.png Dragon Coin If Mario or Luigi collects all five Dragon Coins or more on one stage, he will get a 1-Up. 1000 points are awarded, then double for each one collected.
Silver Coin.png Gray Coin Pressing a Gray P Switch turns all enemies into Gray Coins for a limited time. If enough are collected, they create extra lives.
SMW and SMM SMW style Trampoline.png Jumping Board Jumping on a board will allow Mario or Luigi to jump much higher than normal.
Key and Keyhole.png Key and Keyhole If Mario or Luigi grabs a Key and puts it in a Keyhole (which is hidden in a level), a secret level will be unlocked.
Ball1.png Magic Ball An item that ends the current stage when touched. It appears only in the Sunken Ghost Ship.
SMW P Switch sprite.pngSMW Gray P Switch sprite.png Switch Block and Gray P Switch When the blue Switch Block is pressed, blocks transform into coins and vice versa. If a Gray P Switch is pressed, some enemies, such as Spinies, transform into Gray Coins. After a short period of time, the changes made by either switch revert to normal.

Blocks and other objects[edit]

Image Name Description
Block Super Mario World.png ? Block Gives a variety of items when hit, such as coins, power-ups, and other items. Once depleted, they turn into brown Empty Blocks. Some ? Blocks are Coin Blocks that contain a total of 10 coins. Some ? Blocks are hidden and are revealed either if the player hits them or if they are activated by a P Switch.
BlockColors.png ! Block Blocks that start out as Dotted-Line Blocks prior to hitting the ! Switch at the block's corresponding Switch Palace. After the ! Switch is activated, they turn solid, behaving as platforms or as ? Blocks. Yellow and green ! Blocks contain a Super Mushroom or a Cape Feather, respectively.
SMW Beanstalk.png Beanstalk Found hidden in blocks, these grow out of a block and give players access to upper parts of a level, including new areas that can lead to secret exits. Players cannot climb then while riding on Yoshi.
SMW Bonusblock.png Bonus Block Blocks that give out a 1-Up Mushroom if the player has thirty coins. If the player has less than 30 coins, the block gives out one coin.
SMW Cheep Cheep in Bubble.png SMW Galoomba in Bubble.png SMW Mushroom in Bubble.png SMW Bob-omb in Bubble.png Bubble Bubbles float around and can contain power-ups or various enemies.
SMW Count-Lift.png Count-Lift Lifts that move in a straight line to the right that count down. When it reaches zero, they drop off.
DottedLineBlock.png SMW Yellow Dotted Line Block.png SMW Blue Dotted Line Block.png SMW Red Dotted Line Block.png Dotted-Line Block Permeable blocks that indicate the presence of a ! Block. They turn solid once the ! Switch of the corresponding Switch Palace is activated.
SMW FlyingBlock.png Flying ? Block ? Blocks with wings that move about. Once hit, they turn into static, Empty Blocks.
GiantGate.png Giant Gate Marks the end of the level. Players who hit the moving bar get awarded Goal Stars depending on the position it is hit in; players who get 100 Goal Stars have the opportunity to play a Bonus Game.
Grab Block.png Grab Block A dark blue block that can be picked up and carried. Once grabbed, it can be kicked away to defeat enemies.
SMW Jump Block.png Jump Block Blocks that cause the players to automatically jump. When timed right, players can jump even higher, acting similar to a Jumping Board. Some Jump Blocks contain power-ups within them, which can be activated by hitting them as normal blocks or by touching them.
SMW Messblock.png Message Block Blocks that give out Tourist Tips which are designed to help players learn the game.
MidwayGate.png Midway Gate Striped gates that serve as the level's checkpoints when touched. When players lose a life, they spawn near the checkpoint rather than at the beginning of the level. If Small Mario or Luigi touches the Midway Gate, he powers up to Super Mario or Luigi.
On Off Switch SMW.pngSMW on-off switch-off.png ON/OFF Switch A block that can change the path a Pulley Lift travels on or toggling the direction of a falling ceiling in #4 Ludwig's Castle.
SMW-PWarpDoor.png P Warp Door Warp Doors that are visible only if a P Switch is active.
SMW ScaleLift.png Piston Lift Lifts that act as balancing scales: landing on one causes it to sink while another lift rises. They are shaped as mushrooms.
SMW PulleyLift.png Pulley Lift A lift that travels along a track.
SMW SemisolidPlatform.png Semisolid Platform A variety of platforms that can be jumped through.
SkullRaft.png Skull Raft Platforms composed of four, segmented skulls that appear on lava. When they are landed on, they automatically move.
SMW StretchBlock.png Stretch Block A platform composed of five blocks that stretch or compress in a set pattern, either vertically or horizontally, sometimes alternating between the two.
SMW Rope.png Rope Objects players can climb on, similar to Beanstalks and fences. Ropes are used to travel through a level. Players cannot climb them while riding on Yoshi.
SMW RotatingBlock.png Rotating Block Blocks that flip when they are hit from below or by Cape Mario, causing them to be unable to be landed on. Super Mario can destroy Rotating Blocks by Spin Jumping on them. Chargin' Chucks can destroy them, and some enemies are hidden in them.
SMW RotatingLift.png Rotating Lift When stood on, the platform rotates around its pivot point.
SMW Rouletteblock.gif Roulette Block Blocks that contain power-ups that swap between the available types. Items that are released from the blocks still change form when they are out.
SMW TriangularBlock.png Triangular Block Blocks that allow Mario or Luigi to run up walls. Yoshi cannot run up walls, though he can bounce off of them.
SMW TripleSwingLift.png Triple Swing Lift A set of three platforms that perpetually spin around their pivot point.
DoorSMW.png Warp Door Doors found in Ghost Houses, fortresses, and castles. They take the player to another portion of the level. Large Warp Doors serve as entry points to a boss.
Warp Pipe SMW.png Warp Pipe Pipes that can lead players to other areas of the level if they either duck or jump into one. Some contain varieties of Piranha Plants or Lakitus. Some large, diagonal Warp Pipes launch players.

Level features[edit]

Image Name Description
BonusGame.png Bonus Game At the end of levels that are not castles nor fortresses, if players receive 100 Goal Stars at the Giant Gates, they play a minigame that gives them the opportunity to earn bonus lives.
SMW CoinHeaven.png Coin Heaven A bonus, sky-themed area accessed by using pipes, beanstalks, and Yoshi's Wings, where players are typically awarded many coins. Unlike other areas of the level, if the player falls, they do not lose a life and resume the main level. The variant that requires Yoshi's Wings autoscrolls and contains five Dragon Coins; if players drop down, they finish the level.
Coin Snake.png Control Coin When hit from certain ? Blocks, these are coins players can control the direction of with +Control Pad.
Iggy's Castle Gate.png Fence Located in a variety of castle or fortress levels, fences can be climbed on by players. Players can also hit the fence to activate flip panels and to defeat Climbing Koopas on the other side.
SMW Yoshi's Island 1 Pipe Cannon.png Pipe Cannon Diagonal facing Warp Pipes that shoot Mario or Luigi out of the cannon. They are exit points, usually from an underground area.
Abyss.png Pit Falling into them causes the player to lose a life regardless of the form Mario or Luigi has.
YellowSwitchPalace.png Switch Palace Bonus levels that contain a ! Switch that turn the respective colored Dotted-Line Blocks into solid ! Blocks. Once completed, they cannot be accessed again. There are four Switch Palaces in the game, and all except the Yellow Switch Palace require players to take secret exits to access them.

Soundtrack[edit]

Album art for the Super Mario World compilaiton album.

Super Mario World is a compilation soundtrack that additionally contains music from Super Mario Bros. and Super Mario Bros. 3. It is a two disc soundtrack released exclusively in Japan in February 25, 1991. The first disc contains original jazz arrangements by Soichi Noriki and performed by the Mario Club Band while the second contains the original music.

Nintendo Super Famicom Game Music contains music from various games released for the SNES, one of them being Super Mario World music, released in 1992 only in Japan.

Super Mario Compact Disco is a compilation soundtrack released originally in Japan on August 1, 1993, which contains pieces that remixes and rearranges music sampling sound effects from the game into a funk and hip-hop-oriented genre with lyrics.

Super Mario World music has been featured in several of the Nintendo Sound Selection series, namely Nintendo Sound Selection Vol.2: Loud Music and Nintendo Sound Selection: Endings & Credits.

Several of Mario anniversaries contain soundtracks that have Super Mario World music in them, such as Happy! Mario 20th - Super Mario Sound Collection and The 30th Anniversary Super Mario Bros. Music.

Media[edit]

For a complete list of media for this subject, see List of Super Mario World media.
Video.svg Super Mario World - Speedrun of Yoshi's Island 2.
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Audio.svg Title Screen - The theme played on the title screen.
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File infoMedia:SMW Title Screen.oga
Audio.svg Valley of Bowser - BGM
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File infoMedia:SMW Valley of Bowser.oga
Help:MediaHaving trouble playing?

Adaptations[edit]

4koma Manga Kingdom[edit]

Book one of the Super Mario portion of the 4koma Manga Kingdom series.

The Japanese manga series 4koma Manga Kingdom has a series called Super Mario, in which its seven entries have stories and gags based off Super Mario World.

Super Mario 4koma Manga Theater[edit]

The Super Mario 4koma Manga Theater is another Japanese 4koma series that features many 4-panel visual gags based off Super Mario World. For example, one comic has Mario running out of time just as he was about to face Iggy Koopa, as Iggy Koopa dives into Mario: the mometum causes Iggy Koopa to fall into the lava and get defeated as well.

Super Mario-Kun[edit]

The first volume of the Super Mario-Kun.

The Super Mario-Kun's first six volumes are all based off Super Mario World, kick-starting the series and being the game with the most arcs associated with it. While the first four arcs follow the games closely, with each arc having the characters travel through the game's locations, the fifth and sixth arcs have their own storylines which feature content from other Mario titles released at the time such as Yoshi and Super Mario Kart.

Super Mario World television series[edit]

Title card for the Super Mario World television series.

Super Mario World has an animated television series produced by DIC, being the last of the Mario cartoons DIC has produced. It has aired from September 14, 1991 to December 7, 1991, featuring 13 episodes, the least amount of the Mario cartoons. While it has faithful elements to the original series, the cartoon has a focus on common prehistoric stereotypes and themes such as the Mario characters living with cavepeople and relying on anachronistic themes to introduce to the cavepeople such as cars, television, and telephones.

Staff[edit]

Main article: List of Super Mario World staff

23 people were listed in the credits of Super Mario World, including notable Nintendo composer Koji Kondo for the sound programming and Shigeru Miyamoto as the producer. Takashi Tezuka was the overall director of the game, listed as the "Total Director" in the original Japanese version of the credits.[8]

Development[edit]

The game was produced by Shigeru Miyamoto, featuring music composed by Koji Kondo and graphics designed by Shigefumi Hino, and it was the first game designed for the SNES. As an experiment, the team ported Super Mario Bros. 3 to the console, and it felt like the same game to them despite the enhanced graphics, so they wanted to create something new for the console. Miyamoto has stated that ever since they finished Super Mario Bros., the design staff wanted to have Mario ride a horse. It was believed to be impossible technically until the Super NES was developed, and it was changed to a dinosaur due to the team working with a dinosaur land.[9] They first came up with a crocodile, which the team felt did not fit in Mario's world, so the design was altered to eventually evolve into Yoshi. According to Miyamoto, sixteen people were involved in the creation of the game, and it took about three years to make.[10]

As for composing the soundtrack of the game, while Koji Kondo composed many different melodies for Super Mario Bros. 3, he decided to create variations of the same melody in Super Mario World so that the melody would stick to the game's listeners.[11] The increased technological capability which allowed eight instruments to be used at once was taken advantage of, especially in the title song where they are used one after another. The jumping sound effect is a pan flute instrument that was reapprorpriated.

At some point during the game's development, it was meant to be released in North America and Europe under the full Super Mario Bros. 4 title, but it was later shortened to simply Super Mario World.[12][13] Miyamoto has stated that this is his favorite Mario game.[14][15]

Reception[edit]

Critical reception[edit]

Super Mario World received universal critical acclaim, and it is held as among Nintendo's best games with a strong legacy. The game ranks with an average of 94.44% aggregate score in GameRankings before it was merged with Metacritic. Although Metacritic does not have an official aggregate score on the game, due to it being released before Metacritic's inception, the user review is shown to be mostly positive.[16] Much of the game's general praise is directed to the game's visuals, gameplay, level design, secrets, and music, while modern reviews often opine that the game is still very playable today and that new players should play it.

Alex Navarro of GameSpot scored the game an 8.5 out of 10 in his review for the Virtual Console version of the game on the Wii, recommended players to play the game if they have not already.[17] He has praised the game as a "well-crafted adventure", stating that nothing in the game feels "superfluous", and that while he pointed out that it was rather short for modern game standards, the secrets are easy to overlook on a first playthrough of the game. He has praised the graphics, describing them as "colorful" and "cute" and stands out as one of the best-looking games of the system, saying that the visuals still hold to the modern era; he has praised that the game's music is some of the best the Mario series has ever seen, calling the tunes "supercatchy". The only bad listed in the review of the game is the distinct lack of Kuribo's Shoe. Lucas M. Thomas of IGN also scored the game an 8.5 out of 10 for the Virtual Console version of the game,[18] noting the game's successful history and how the game still feels good to play today despite the age. However, Thomas felt that Super Mario World does feel lacking, and he pointed out how Miyamoto felt he could have done more to the game to distinguish it from being a graphically-upgraded continuation of Super Mario Bros. 3 and that during the time, Nintendo's competitor, Sega, took advantage of it and introduced Sonic the Hedgehog.

Jamie O' Neill of Nintendo Life gave the game a 10/10, writing about the game's legacy and history when it was first released and that the game is still playable today; he has written that while many games can be considered "classics", only a few can be considered "masterpieces" which O' Neill has referred to as.[19] He has stated that while the game isn't the flashiest showcase of the SNES's graphical effects, but has praised the game's bright and colorful aesthetics. He has praised Koji Kondo's efforts on the soundtrack, where the themes are diverse and they carry on various moods, such as the atmospheric Ghost Houses and the energized credits tune that settles into a "beautiful melancholy" when the characters reach Yoshi's House to conclude their adventure. He has called the game's controls "perfect" and that the game's meticulous secrets lend it a long-lasting appeal. O' Neill has then mentioned that the game scored number 2 on Nintendo Life's 20 debut SNES games from the Nintendo Switch Online.

Dan Whitehead of Eurogamer gave the game a 10/10 on his brief overview of various Virtual Console games, stating that the column nearly missed its deadline because he "ended up losing the best part of an afternoon to rediscovering its impeccable design."[20]

The game was placed 16th in the 100th issue of Nintendo Power's "100 best Nintendo games of all time" in 1997.[21] The game placed 47th in the 200th issue of GameInformer's "Top 200 Games of All Time."

Reviews
Release Reviewer, Publication Score Comment
Wii Lucas M. Thomas, IGN 8.5/10 "Super Mario World could be argued to take the crown for greatest 2D Mario platformer, and as such earns almost immediate recommendation for download to your Wii. The recommendation is tentatively withheld, however, pending examination of your history of ownership with the game, its ported Game Boy Advance iteration, Super Mario Advance 2: Super Mario World, has become one of the best-selling games of all time on Nintendo's handheld systems since its release five years ago. The portable package is perfectly playable, meaning you should save your Points if you're one of the millions of gamers to own it there, in cartridge form. Otherwise, download away. Especially you, stalwart Sonic supporters; the white flag is waving, the war now at an end. Come experience Mario's adventures, and the debut of his dinosaur friend."
Wii Alex Navarro, GameSpot 8.5/10 "Of course, odds are that many have experienced this game in one way or another over the years, be it with a copy of the original SNES release, or with 2002's fabulous GBA remake. If you own either of those and still have the required systems to play them, this VC version becomes significantly less necessary. However, if you're too young to have played the original game back in the day (or just spent most of the '90s in the era's equivalent of a disco haze) and never got around to picking up the GBA version, there's no excuse not to give Super Mario World a try now."
Wii Dan Whitehead, Eurogamer 10/10 "SMW pretty much invented the platform game as we know it today. It may have been one small step for Nintendo, but it was an evolutionary leap for gaming."
Wii U Jamie O'Neill, Nintendo Life 10/10 "While many retro games can claim to be a classic, not many are a solid gold masterpiece. Super Mario World is a masterclass in side-scrolling platforming design, to the point that modern 2D game developers should be encouraged to study it as a pre-requisite of mastering their craft. The artistry on display here is not just the way Koji Kondo's tunes fit perfectly with Dinosaur Land's locations in its creative world map – with courses that were presented with subtle 16-bit graphical flair for the November 1990 launch of the Super Famicom – but its success as an outstanding video game is predominantly due to stellar course design and its tantalising 96 level exits. It's the hidden gameplay surprises that keep you playing and returning for more, so it's the secrets that are ultimately Super Mario World's 'special' sauce."
Aggregators
Compiler Platform / Score
GameRankings 94.44%

Sales[edit]

Super Mario World was bundled with the Super Nintendo Entertainment System, making it the most sold game for the SNES, selling 20 million copies.[22]

Pre-release and unused content[edit]

Main article: List of Super Mario World pre-release and unused content
An early version of a level, likely Yoshi's Island 1.

Dinosaur Land was drastically different from the final version, possessing an appearance similar to the various kingdoms of Super Mario Bros. 3. Specifically, it was to feature things such as Toad Houses (which could possibly mean that Toads were once considered to populate Dinosaur Land) and more Super Mario Bros. 3-style fortresses. In addition to this, the game originally had the subtitle "Super Mario Bros. 4" on the Title Screen.

Glitches[edit]

Main article: List of Super Mario World glitches
Image of the miscolored overworl glitch.

Glitchy graphics from defeated enemies[edit]

The balls on Iggy's and Larry's platforms can be destroyed by the sliding attack, as can the Grinders (using a triangular block). This results in glitchy graphics, most likely because the developers did not intend for these enemies to be defeated. The same thing happens if Mario does a nosedive in the second level of the Bowser battle. The Big Steely is defeated as a red sprite of Princess Toadstool's head.

Miscolored Overworld[edit]

In order to do this glitch, the player must go to the end of Chocolate Island 3. Under the goal, the player must jump off Yoshi to the Giant Gate so that the screen does not scroll up. If this is done correctly, Mario is barely seen when he finishes the level, and because Mario is not present on the bottom of the screen, the screen begins to flicker in many colors as the stage begins to fade out. When he comes back to the overworld map, the entire world is glitchy and colored with red and blue. If Mario visits the Forest of Illusion or the Valley of Bowser and comes back to the main overworld, the entire world will be ivory-colored instead. The glitch ends if the player completes a level or visits Star Road.

Regional differences[edit]

See also: tcrf:Super Mario World (SNES)/Version Differences

A number of changes were made to Super Mario World when it was released internationally following its initial Japanese version. This included translating the Japanese names and words and tweaking various levels to make the game easier for international audiences.[8]

Gameplay changes[edit]

Yoshi can eat the Dolphins in the Japanese version.
  • Yoshis can eat the Dolphins as if they were regular enemies in the Japanese version of Super Mario World but not in the international versions of the game, likely due to them not being enemies. However, this change was later reversed in the remake, Super Mario World: Super Mario Advance 2, allowing Yoshis to eat the Dolphins in the non-Japanese versions of the game as well.

Level design changes[edit]

  • Donut Plains 2 has an added ! Block after the three ? Blocks near the beginning of the level. Similarly, Vanilla Dome 1 has an added Cape Feather in one of the Rotating Blocks in the structure found early in the level in the international version.
  • The secret exit to Chocolate Island 3 was made more conspicuous through the use of two additional arrow signs, rather than one sign found in the Japanese version.
  • In Donut Secret House, the walls at the end of the two main rooms were extended a bit to fill the whole screen.
  • In the Sunken Ghost Ship, the three 1-Up Mushrooms at the bottom of the Ghost Ship are absent in the Japanese version.
  • #3 Lemmy's Castle has a time limit of 400 seconds instead of 300 seconds. Funky also provided the players more time in the international versions of the game via the presence of nine green berries instead of the original three in the Japanese version; as having Yoshi eat green berries adds 20 seconds to the timer, this meant the international players could accumulate triple the extra time than in the Japanese version of the game.
  • In the Japanese version, the coins at the end of Funky spell out "YOU ARE SUPER PLAYER!!" while in international versions of the game, more coins were added to correctly say, "YOU ARE A SUPER PLAYER!!"

Graphical changes[edit]

  • Both the file-selection and mode-selection title screens change between the different versions. On the file-selection screen, the Japanese text was changed to English for international releases, and in both cases, "1991" was added to the original's 1990 copyright date to reflect when the North American and PAL versions were released. The logo was also changed to make the shadowing of the letters less pronounced, and the "TM" was rewritten in the same lettering style as the title itself. As shown in the comparison of the file-selection screens below, the PAL version differed from both the Japanese and North American releases in height. Each version also has its own marker to denote whether all 96 exits were found or not.
File-selection screen
Japanese version
File-selection screen
North American version
File-selection screen
PAL version
File-selection screen
Mode-selection screen
Japanese version
Mode-selection screen
North American and PAL versions
Mode-selection screen
The sign at Yoshi's House was originally written in Japanese script.
Japanese
The sign at Yoshi's House was originally written in Japanese script.
International
The sign at Yoshi's House was originally written in Japanese script.
  • All instances of Japanese names occurring in-game were changed to English.
    • The sign at Yoshi's House was changed from katakana (Japanese script) to the English alphabet. Also, the sign has some shade in the international versions.
    • The enemy names were all translated as well, although rather than Japanese script, they were written in romaji (English letters) in the Japanese version itself. This includes the credits, the writing on the Reznor wheel, and the sign on Bowser's Castle.
The signs on the Reznor spinning wheel and on Bowser's Castle were changed from their Japanese names to their English names.
Japanese
The signs on the Reznor spinning wheel and on Bowser's Castle were changed from their Japanese names to their English names.
International
The signs on the Reznor spinning wheel and on Bowser's Castle were changed from their Japanese names to their English names.
Japanese
The signs on the Reznor spinning wheel and on Bowser's Castle were changed from their Japanese names to their English names.
International
The signs on the Reznor spinning wheel and on Bowser's Castle were changed from their Japanese names to their English names.

Textual changes[edit]

  • In addition to being translated, various other changes were made to the level names.[8]
    • While block numbers were used in the original Japanese names, the numbers in the international version match the font style used in the lettering.
    • In the Japanese version, all level names were followed by 「コースx」, "Course X," but in the international version, the names were simply numbered (i.e., 「ヨースターとう コース1」, "Yōsutā tō Cōsu 1," changes to "Yoshi's Island 1" instead of "Yoshi's Island Course 1").
    • Cheese Bridge Area's, Cookie Mountain's, Forest Secret Area's, and Chocolate Secret's Japanese names were all followed by 「コース1」, "Course 1," but as there were no additional levels sharing these names, the numerical designation was dropped for the international versions.
      • However, the Special Zone levels were not numbered. Gnarly and Tubular were both 「おたのしみ コース」 (Fun Course), Way Cool and Awesome were both 「マリオスタッフもビックリ コース」 (Even the Mario Staff is Shocked Course), Groovy and Mondo were both 「スペシャリストのための コース」 (Specialists' Course), and Outrageous and Funky were 「チャンピオンシップの コース」 (Championship Course).[23]
  • The flavor text after defeating a Koopaling and destroying their castle was the same for every Koopaling in the Japanese version and thus more generic. In international versions, each Koopaling is given their own flavor text.
  • While various enemies change designs after the game is changed to the Fall setting, in the credits, the replacements are given new monikers in the SNES version; in the Super Famicom and Game Boy Advance versions, their names remain the same.
  • Like the enemy names, the staff credits were also written in romaji in the Japanese version, but various small changes were still made:[8]
    • The somewhat odd title of "Total Director" was changed to "Main Director," "Back Ground" was corrected to "Background," and all instances of "Programer" were changed to the "Programmer" spelling for the international release. "C.G. Designer" was elaborated upon as "Character Graphic Designer" outside Japan, and various other titles were tweaked, with "Course Director" becoming "Area Director," "Course Editor" changing to "Area Data Input," and "Player and System Programer" becoming "Mario and System Programmer."
    • The spacing of certain words was also tweaked, and a colon was added to "Special Thanks" in the international version.
    • Dayv Brooks was added to the "Special Thanks" list for his translation work on Super Mario World.[24]

Notable mistakes and errors[edit]

Graphical[edit]

  • Several graphical errors are present in the game. Of note is that the Magikoopas' unique palette has their colors ordered incorrectly, resulting in the area that should be occupied by the lightest shade of blue instead having the darkest. This is fixed in the Game Boy Advance version by giving them the normal blue palette.
  • The Koopa bosses are all depicted with three fingers on each hand. This is fixed in the GBA version. Most of the Koopalings' sprites are made to resemble their Super Mario Bros. 3 counterparts (likely to be more easy to recognize), even when the result would be off-model from their artwork, such as with Iggy having only one tooth and Wendy having a white bow with red spots.
  • Morton, Roy, and Ludwig are given green, blue, and yellow palettes, respectively, in gameplay. In the credits, they are given turquoise, gray, and pink palettes, respectively. However, in order to match up with their Super Mario Bros. 3 palettes, they should be given the gray, pink, and turquoise palettes, respectively. The credits also give Ludwig Morton's teeth.
  • Lemmy is depicted as being yellow and has large fangs and spikeless arm cuffs, likely owing to having the same body as Wendy to conserve graphic space.
  • Iggy is accidentally given Larry's hair, leaving Iggy's unused except for in the credits. This error remains in the GBA version.
  • Bowser is depicted as being primarily green. This is fixed in the GBA version to make him primarily orange. In addition, he lacks the spiked cuffs on his arms. This error is kept in the GBA version. Bowser's sprite was redesigned in the Super Mario World theme of Super Mario Maker.
  • Yoshi's arms are orange, as are those of the rest of his species.
  • Due to how Chargin' Chucks' graphics are assembled, their graphics have many errors. Most conspicuously, their heads come off for a frame when they are hit. Other errors include their facemasks going behind the rim of their plastrons in certain poses, and the facemasks also being visible in front of the clapping effect. They are also assigned a green palette in-game despite being colored with blue highlights in their artwork and being given a blue palette in the credits. They also have a star in their artwork, which is absent in their sprites.
  • Despite Dry Bones being skeletal Koopa Troopas, they are depicted as being far larger than their living counterparts. They also have neck and arm bones in their sprites but not their artwork.
  • The two lower tiles on the back-facing Climbing Koopas appear to be switched, as the lower part of the shell moves in the opposite direction as the upper part of it, and the limbs are not oriented as they are in the front-facing sprites.
  • Spike Tops are seemingly depicted with six legs in the game, despite seemingly having four in their artwork.
  • Despite being given green feet in their artwork, Goombas are assigned the yellow palette in-game, with the yellow only affecting their feet anyway.
  • Monty Moles have incompatible designs between their jumping and running sprites, with the former having a split lip and the latter having a smooth curve for a mouth. The GBA remake continues this with Mega Mole's unique defeat sprite seen by having Yoshi eat one while playing as Luigi.
  • Due to how Mechakoopas' tiles are assembled, the sprite of one getting up from being stunned appears to have half of an extra lower jaw under its full jaw and half of an extra foot over its full foot.
  • Big Boos have lower fangs and white eyes in their sprites, but they have the same faces as normal Boos in their artwork.
  • Bony Beetles have the same falling-apart animation as Dry Bones, with Dry Bones' heads being particularly conspicuous.

Miscellaneous[edit]

  • In the Japanese version, the message spelled out with coins in Funky reads "YOU ARE SUPER PLAYER!!" in a typical case of Engrish. The Western versions fix the grammar to "YOU ARE A SUPER PLAYER!!" thus adding more coins to the level.
  • The English localization refers to the enemy known as Kuribon in Japan as "Goomba," either in an accidental mistranslation or a deliberate attempt to group the two creatures together, possibly to seem more familiar to players. This led to confusion in Western depictions as to whether or not the two creatures were the same thing until Super Mario 3D World retranslated them as "Galoombas," though Mario Party Advance seemingly made an earlier attempt with "Goombob."

Remakes and ports[edit]

Box for Super Mario World: Super Mario Advance 2, the Game Boy Advance remake for Super Mario World.

Super Mario All-Stars + Super Mario World[edit]

Main article: Super Mario All-Stars + Super Mario World

The Super Mario All-Stars version of Super Mario World gave Luigi a more distinctive sprite where he is taller and thinner and animates differently, while in the original, he is simply a palette swap of Mario, and his moves are identical to Mario's.

Super Mario World: Super Mario Advance 2[edit]

Main article: Super Mario World: Super Mario Advance 2

Super Mario World was remade for the Game Boy Advance as the second installment in the Super Mario Advance series, Super Mario World: Super Mario Advance 2. Some of the more notable changes include new sprites for Luigi, the maximum number of lives being 999 that can now be saved, and a list of levels showing whether the secret exit and the Dragon Coins have been found.

SNES Classic Edition[edit]

Super Mario World is one of the 21 titles included on the Super NES Classic Edition.

Super Nintendo Entertainment System - Nintendo Switch Online[edit]

Super Mario World is one of the 20 launch titles for Super Nintendo Entertainment System - Nintendo Switch Online, along with Super Mario Kart and Super Mario World 2: Yoshi's Island.

Arcade games[edit]

The game's success led to five games being released for Japanese and North American arcades.

Merchandise[edit]

Due to the game's overwhelming popularity and success, much merchandise has been released using the Super Mario World theme.

References to other games[edit]

References in later games[edit]

  • Mario Roulette – Most sounds, music, and graphics from here appear in this game.
  • Mario Paint – Many sounds and graphics from here appear in this game.
  • Super Mario Kart – Lakitu is nearly identical in appearance in this game, and many tracks in this game are based on levels here. The music that plays in the Ghost Valley and Bowser Castle courses are remixes of the music from the Ghost Houses and the final boss theme, respectively, from Super Mario World.
  • Būbū Mario – Yoshi returns, and Bowser kidnaps Peach in a similar way.
  • Mario Undoukai – The goal of the marathon is to race on Yoshis.
  • Super Mario World (arcade) – The game is named after and themed around Super Mario World.
  • Mario's Time Machine – Many sounds and graphics from Super Mario World appear in this game.
  • Mario is Missing! – Many sounds and graphics from here appear in this game.
  • Super Mario World 2: Yoshi's Island – This game is a prequel to Super Mario World, though the stories are practically unrelated in sharing some settings, and it uses Yoshi as the main character, although there are nine Yoshis (or ten in the Game Boy Advance remake) for each stage for each zone. Also, Yoshi's sound effects from here were reused in this game.
  • Super Mario Attack – The game plays almost exactly like one of the early levels of the game.
  • Super Mario RPG: Legend of the Seven Stars – The Star Road found here is destroyed by Exor, and it is revealed that Geno is from here. Yoshi's Island also returns as Yo'ster Isle, and a rendition of the overworld theme from this game plays upon first meeting Gaz. Also, the overworld theme can be heard while singing a character to sleep.
  • Super Mario 64 – The idea of Switch Palaces is, in a way, carried over into this game. Also, Yoshi references this game when he says, "It has been so long since our last adventure!" when speaking to Mario at the end of the game.
  • Super Mario Bros. Deluxe – The first part of the background music heard in the Special Zone was arranged as the "Mystery Room" theme. In addition, if the player beats World 8-4 as small Mario, Princess Toadstool will kneel down and kiss Mario in a similar manner to her actions in the ending of Super Mario World.
  • Super Smash Bros. – Mario's and Luigi's down specials, Mario Tornado and Luigi Cyclone, are similar and could be based on the Spin Jump that originated in Super Mario World.
  • Paper Mario – The first few notes of the Super Mario World overworld theme can be heard in this game's title screen music. Also, one of the tracks played by the radio in Koopa Village is the ending theme of the same game. The switch theme from this game can be heard in the music during the battle with Bowser???
  • Luigi's Mansion – One of Melody Pianissima's musical quizzes names this game as an optional response.
  • Super Smash Bros. Melee – There is a Super Mario World-themed level called Yoshi's Island. Banzai Bill also returns, and Mario can use his Cape as his side special move. Trophies of the Koopa Clown Car and Mario riding Yoshi are collectible.
  • Mario & Luigi: Superstar Saga – In a room in Woohoo Hooniversity, four question blocks from the previous games (the names of which are even stated in their descriptions) can be seen; one of them is the question block from Super Mario World. A cover of the overworld theme from Super Mario World is used for some of the minigames. The Koopalings are also fought in the same order as in Super Mario World.
  • Super Mario Sunshine – When F.L.U.D.D. scans Mario, a video of Mario battling Iggy in this game can be seen.
  • Paper Mario: The Thousand-Year Door – Riding Yoshi came from this game. Also, if Mario gets an email from the RDM, a tone that is a cover of the music that plays when Mario destroys a castle in this game plays. If Mario gets an email from Peach, the Title Screen music from this game plays.
  • Mario Party Advance – The results-screen music after the player runs out of Mushrooms in this game is a cover of the overworld theme from Super Mario World. Goombas also appeared in the form they appeared in the game as well.
  • Super Smash Bros. Brawl – A short demo of Super Mario World is playable, and the Yoshi's Island stage returns. Mario's Cape move returns from Melee as well. Also, Bowser uses his Koopa Clown Car in The Subspace Emissary. Finally, the title theme and ending theme are covers and play on the Delfino Plaza stage, as well as the castle theme on the Luigi's Mansion stage. Yoshi's Final Smash, Super Dragon, is based on the powers he can obtain from a Koopa shell, specifically the powers from a Red Koopa Troopa and Blue Koopa Troopa. Hot Head makes an appearance as an item in Super Smash Bros. Brawl, as well as a trophy. Blargg appears as a sticker in this game.
  • New Super Mario Bros. Wii – Yoshi reappears in this game, behaving exactly as he did in Super Mario World. The Spin Jump also makes a return. Part of the music that plays in the castles/fortresses in this game is used for the castle levels in New Super Mario Bros. Wii.
  • Super Mario Galaxy 2 – A cover of the music from the Ghost House levels is used for Haunty Halls Galaxy and Boo Moon Galaxy. A cover of the Athletic Theme is used for Hightail Falls Galaxy (and also the music that plays during the mission for Starshine Beach Galaxy, "Purple Coin Beach Dash"). Sound effects from Super Mario World are reused, such as the sound when Yoshi is mounted, when a door is opened, and when the P Switch time limit (the Teleporter time limit in this game) is about to run out. Yoshi reappears in the game. Yoshi's House also returns in the Sky Station Galaxy. The Bonus Game theme from this game is used as the music that plays when touching the notes in the Puzzle Plank Galaxy.
  • Mario Sports Mix – A remix of the athletic theme from this game is available as one of the songs in Harmony Hustle.
  • Super Mario 3D Land – The sound heard when Mario exits a level after beating it in Super Mario World is present in this game after Luigi's letter is seen. Certain note sets play the Bonus Game theme.
  • New Super Mario Bros. 2Reznors return in this game, as well as the cover of the battle theme. Also, the chime that can be heard while the game loads sometimes plays a small part of the Super Mario World overworld theme, and in World 4, Super Mario World's snow level background is reused.
  • New Super Mario Bros. U – This game seems to be based on Super Mario World, with similar backgrounds and level styles. A Sumo Bro returns as the boss for the level Screwtop Tower. Baby Yoshis reappear as well. This game also uses a single, continuous world map, similar to Super Mario World.
  • Super Mario 3D World – Along with having a similar name, this game features Chargin' Chucks and Goombas (renamed Galoombas), both of which have not been seen in a Super Mario platform game since Super Mario World. At the beginning of The Great Tower of Bowser Land is the Koopa Chase Lv2 that, upon hitting, occasionally causes Super Mario World sound effects to play. The artwork of Beach Koopa for this game is reused as a stamp.
  • Super Smash Bros. for Wii U – Like in Super Smash Bros. Brawl, a demo of Super Mario World can be found under Masterpieces. Two new songs based on ones from Super Mario World's music, namely "Fortress Boss" and "Super Mario World Medley" (Overworld Theme, portions of the bonus game theme, Star World, and Super Star) appear as the selectable songs in the "My Music" section. Yoshi's Island (Melee) returns as a playable stage in Super Smash Bros. for Wii U.
  • Super Mario Maker / Super Mario Maker for Nintendo 3DS / Super Mario Maker 2 – One of the level styles is Super Mario World, and part of the ending theme is used in the credits. A cover of the music that plays in the Donut Plains, Twin Bridges, and Chocolate Island parts of the world map can be heard on the map screen for 10 Mario Challenge (Super Mario Challenge in the 3DS port).
  • Mario Sports Superstars - The blue and yellow Koopa Troopas return as teammates in Baseball. The yellow Paratroopa also returns as a teammate.
  • Super Mario Odyssey – A piano remix of the overworld and underwater themes from Super Mario World can be heard on radios in New Donk City. When controlled by Mario, Moe-Eyes sometimes hum the ending theme of Super Mario World while walking around with their sunglasses on. A remix of the final boss theme from this game plays when Mario captures Bowser. The music that plays in the bonus areas and Bonus Game was remixed as the music that plays during some of the challenge areas in this game.
  • WarioWare Gold – This game contains a microgame that is based on Super Mario World, which involves Cape Mario collecting a certain number of coins.
  • Super Mario Party - Luigi's, Boo's, Koopa Troopa's, Monty Mole's, Dry Bones', Kamek's, Sumo Bro.'s, Chargin' Chuck's, Mario with Baby Yoshi, and Cape Mario's sprites appear in Puzzle Hustle.
  • Super Smash Bros. Ultimate – The Yoshi's Island stage returns in this game. Chargin' Chuck appears as a spirit using his artwork from Super Mario World.

Gallery[edit]

For this subject's image gallery, see Gallery:Super Mario World.

Names in other languages[edit]

Language Name Meaning
Japanese スーパーマリオワールド
Sūpā Mario Wārudo
Super Mario World
Korean 슈퍼 마리오 월드
Syupeo Mario Weoldeu
Super Mario World
Chinese (Traditional) 超級瑪利歐世界
Chāojí Mǎlìōu Shìjiè
Super Mario World

References[edit]

Super Mario World coverage on other NIWA wikis:
  1. ^ Super Smash Bros. for Wii U Masterpieces
  2. ^ Date info of Super Mario World (SNES) from TMK, retrieved 4/1/2008
  3. ^ Nintendo (September 4, 2019). Nintendo Direct 9.4.2019. YouTube. Retrieved September 4, 2019.
  4. ^ Nintendo (September 4, 2019). Nintendo Direct 2019.9.5. YouTube. Retrieved September 4, 2019.
  5. ^ Tweet by Nintendo of Europe (Super Nintendo Entertainment System - Nintendo Switch Online release date). Twitter. Retrieved September 4, 2019.
  6. ^ Tweet by Nintendo AU NZ (Super Nintendo Entertainment System - Nintendo Switch Online release date). Twitter. Retrieved September 4, 2019.
  7. ^ Japanese boxart
  8. ^ a b c d The Cutting Room Floor, Super Mario World article. (Retrieved July 8, 2013)
  9. ^ Takashi Tezuka, Shigefumi Hino and Hisashi Nogami. Super Mario World and Super Mario World 2: Yoshi's Island. Nintendo. Retrieved September 19, 2020.
  10. ^ Interview with Shigeru Miyamoto in Mario Mania Player's Guide, p. 32.
  11. ^ Iwata Asks: Music Commentary by Koji Kondo. Nitnendo. Retrieved September 19, 2020.
  12. ^ This local news segment displays the Super Mario World title screen with the typo'd "Super Mario Bros." subtitle., retrieved 8/11/2011
  13. ^ This local news segment displays the Super Mario World title screen with the "Super Mario Bros. 4" subtitle., retrieved 8/11/2011
  14. ^ Super Mario World is Miyamoto's favorite Mario game, retrieved 6/22/2018
  15. ^ This is Shigeru Miyamoto's Favorite Mario Game, retrieved 6/22/2018
  16. ^ [https://www.metacritic.com/game/wii/super-mario-world Metacritic page for Super Mario World. Retrieved September 19, 2020.
  17. ^ Navarro, Alex. (February 6, 2007). Super Mario World Review. GameSpot. Retrieved September 19, 2020.
  18. ^ Thomas, Lucas M. (February 5, 2007). Super Mario World VC Review. IGN. Retrieved September 19, 2020.
  19. ^ O' Neill. (September 21, 2019). Super Mario World Review. Nintendo Life. Retrieved September 19, 2020.
  20. ^ Whitehead, Dan. (June 9, 2007). Virtual Console Roundup. Eurogamer. Retrieved September 19, 2020.
  21. ^ http://www.gamekult.com/communaute/forum/voirmessage.html?foid=13000909, retrieved 6/4/2009
  22. ^ Edge Staff. (June 25, 2007). THE NINTENDO YEARS. Edge.com (archive). Retrieved September 19, 2020.
  23. ^ [1] "SUPER MARIO WORLD’S RADICAL SPECIAL COURSES… IN JAPANESE!" Article.
  24. ^ As explained by Dayvv Brooks, formerly credited as "Dayv Brooks", on July 18, 2012.
  25. ^ [2] [IRL]|Using the Super Mario Twin Cooker (DISCORD REQUEST) (YouTube channel Cabbusses's Retro Obscurities) Retrieved October 7th, 2019.
  26. ^ X-Entertainment: Super Mario Ice Cream?, dated 7/28/03; retrieved 7/1/10
  27. ^ User:smbcollector, YouTube: Super Mario Bros Cookie Boxes, posted 9/24/09; retrieved 4/24/10
  28. ^ [3]