Super Mario World

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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 3D World.
Super Mario World
Super Mario World Box.png
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Platform(s) Super Famicom/Super Nintendo Entertainment System, Virtual Console (Wii, Wii U, New 3DS), Super NES Classic Edition/Super Famicom Mini
Release date SNES
Japan November 21, 1990
USA August 13, 1991
Europe April 11, 1992[1]
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
Genre Platformer, Action-adventure
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) 1-2 players
Media SNES.png Cartridge
Media DL icon.svg Digital download
Wii U:
Media DL icon.svg Digital download
Nintendo 3DS:
Media DL icon.svg Digital download
SNES Classic Edition:
Super Nintendo:
Wii U:
Nintendo 3DS:
SNES Classic Edition:

Super Mario World (known in Japan as Super Mario World: Super Mario Bros. 4[2]) is a main series Mario game and a launch title released for the Super Nintendo Entertainment System on November 21, 1990. As such, it is the sequel to Super Mario Bros. 3. The game was produced by Shigeru Miyamoto, featuring music composed by Koji Kondo, and graphics designed by Shigefumi Hino. An updated version 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 re-released on the Wii and later the Wii U and New Nintendo 3DS Virtual Console. This is the first Mario game in which Yoshi, Wigglers, Monty Moles, Banzai Bills, Swoopers, and Magikoopas appear, as well as a save feature. The game also features 2D graphics with linear transformations. Many of the game's enemies and obstacles are based on the game's dinosaur theme, with such enemies as Rexes and Dino Rhinos making their debuts in this game and affirming themselves as a part of the Mario series, and Yoshi solidifying his role as Mario's sidekick.

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. Yoshi's Island spawned its own series of sequels.

Shigeru Miyamoto has stated that ever since they finished Super Mario Bros., the design staff wanted to have Mario ride a dinosaur. It was believed to be impossible technically until the Super NES was developed. According to Miyamoto, sixteen people were involved in the creation of the game, and it took about three years to make.[3] 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.[4][5] Miyamoto has stated that this is his favorite Mario game.[6][7]

In addition to the game itself, there is a cartoon series that is based on the game which debuted on September 14, 1991, one month after the American release. The series takes place in Dome City, and was produced by DiC Entertainment and Nintendo.


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 freeing the friendly Yoshi, he exclaims that the Koopas have invaded, confirming that Peach's persistent captor has indeed returned and taken the opportunity to claim the princess.

As Mario and friends travel through Dinosaur Land, they uncover the Valley of Bowser. After defeating Larry, the Mario Bros. have access to the front door of Bowser's Castle. 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 Yoshi 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.


The object of the game is to get to the goal tape to advance to the next level. While on Mario's way to the goal, he must encounter many enemies and collect power-ups and use items to help solve puzzles and destroy enemies.

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


  • A Button: Spin jump
  • B Button: Jump
  • X Button/Y Button: Dash/Interact/Special ability
  • L:Scroll camera left (doesn't work in auto-scrolling levels, Yoshi's House, Top Secret Area, or Boss Rooms)
  • R:Scroll camera right (doesn't work in auto-scrolling levels, Yoshi's House, Top Secret Area, or Boss Rooms)
  • Start Button:Pause
  • Select Button:Use item/Return to map from a completed level (when paused)


Image Name Description
MushroomSMW.PNG Super Mushroom Grab this to change into Super Mario/Luigi. 1000 points are awarded.
FlowerSMW.PNG Fire Flower Grab this to change into Fire Mario/Luigi. 1000 points are awarded.
Feather.png Cape Feather Grab this to change into Caped Mario/Luigi. 1000 points are awarded.
P-Balloon SMW.PNG Power Balloon If Mario or Luigi collects one of these, he will swell like a balloon and will be able to float in the air for a short time. No points are awarded upon collecting the item.
SMW Star.png Super Star When this is collected, either Mario or Luigi (depending on who gets it) will become temporarily invincible. If the player collects more stars in blocks when they have it already, they can stay invincible for a bit longer. 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 Yoshi's Wings If a Yoshi grabs these wings, he will enter Coin Heaven. They will also turn any Yoshi blue after completion, making this the only way to get a Blue Yoshi outside Star World.


Image Name Description
SMW 1-up.png 1-Up Mushroom If Mario or Luigi collects one, he will get an extra life. 100 coins are collected. These mushrooms may also come from Eggs if Mario or Luigi is already riding Yoshi as they find them from a block/pass them by.
3upMoonSprite.png 3-Up Moon If Mario or Luigi collects one of these very rare items, they both get three extra lives. 300 coins are collected.
CoinSMW.gif Coin Collect 100 Coins for a 1-Up.
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.
Berry.PNG Berries Eating ten red berries in one stage will cause Yoshi to lay an egg with a power-up. Two pink 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.
YoshiCoin SMW.png Dragon Coin Collect all five or more on one stage for a 1-Up. 1000 points are awarded, then double for each one collected.
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.
P-Switches.png P Switch and Gray P Switch When a blue P Switch is pressed, blocks transform into coins and vice-versa, and some invisible blocks will be revealed. 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.
SMW and SMM SMW style Trampoline.png Jumping Board Jumping on a board will allow Mario or Luigi to jump much higher than normal.
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.
Ball1.PNG Magic Ball An item that ends the current stage when touched. It appears only in the Sunken Ghost Ship.
SMW Baby Yoshi.gif Baby Yoshi If Mario or Luigi passes nearby a lone Yoshi egg, it will hatch into a Baby Yoshi. The player must feed the Baby Yoshi five enemies, grab blocks, or one powerup to grow into an Adult Yoshi. Every time a Baby Yoshi eats an enemy, the player will receive a coin and 200 points.

Secret bonus changes[edit]

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


World Image Information
World 1
Yoshi's Island
Yoshi'sIslandSMW.png Yoshi's Island is mainly a grassy plains-related world that doesn't 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.
World 2
Donut Plains
DonutPlains.png Donut Plains is the second world in the game. It is known for featuring the first Ghost House of the game and for being the first course with multiple exits. The Cape Feather is utilized frequently. The name of this world is a hinting of its unusual shape. It has two Ghost Houses, the Green Switch Palace, and Castle #2.
World 3
Vanilla Dome
VanillaDome.png The 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.
World 4
Twin Bridges
SMW Twin Bridges map.png Twin Bridges is basically semi-sky based, as it has sky and land levels. It contains one underwater level and the third portal to the Star World.
World 5
Forest of Illusion
ForestOfIllusion.png The Forest of Illusion is a maze-like forest, where Mario or Luigi must sometimes 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.
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 known island where Mario or Luigi can find Dino Rhinos and Dino-Torches.
World 7
Valley of Bowser
ValleyOfBowser.png The Valley of Bowser is, as the name implies, Bowser's operation base. The entrance to the Valley of Bowser appears after going through the Sunken Ghost Ship area. It is mostly cave-themed and contains a Fortress, Castle #7, and Bowser's Castle.
World 8
Star World
StarWorld SMW.png The Star World is a mystical road far above the Mushroom World, and is linked to various locations around the world. It consists of five stars, each of which serves as a warp point.
World 9
Special Zone
SpecialZone SMW.png The Special Zone is the final and 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.

If Mario and/or Luigi accumulate(s) 100 stars by touching the flag at the finish, they play a bonus game where they hit blocks. Eight random blocks travel around a block that already has a determined power-up. Power-ups include Super Mushrooms, Fire Flowers, and Stars. Mario/Luigi can hit blocks only while they are at the bottom, and hit blocks continue to travel around the center (while retaining the hit power-up). Once the last block is hit, the blocks stop traveling and 1-Ups are awarded. The number of 3-in-a-row matches determines the number of 1-Ups the player will receive (up to 8).


The various characters and creatures of Super Mario World

Playable characters[edit]

Mario and Luigi are the main playable characters. In 2-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 2-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]

Colored Yoshis[edit]

In addition to Mario and Luigi, Yoshis of four different colors appear in the game, which may be controlled once acquired and help the Mario Bros. in many levels of the game:

  • Green Yoshi, the default Yoshi. Like the other Yoshis, it is able to eat many kinds of enemies and jump on spiked enemies without taking harm as well as walk across Munchers. They can also utilize Shells for special powers but, unlike the other Yoshis, depend on the color of the Shell but not a special Yoshi power to pair with it.
  • Red Yoshi, a Yoshi that spits out any colored Shell in the form of three fireballs.
  • Blue Yoshi, a Yoshi that can fly as long as it has a Koopa Shell of any color in its mouth.
  • Yellow Yoshi, a Yoshi that can create sand clouds with an attack similar to a ground-pound, which is found in later games, by taking a Koopa Shell into its mouth, defeating enemies with its impact.

Green Yoshis hatch out of Yoshi Eggs, usually found in various blocks throughout the game. If a Yoshi Egg is found but the player already has a Yoshi, the egg will instead provide a 1-Up Mushroom. 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 will eat the enemies they touch. When five enemies are eaten, they will transform into adult Yoshis, and can now be used normally. Baby Yoshis of all colors hatch from the Yoshi Eggs rescued from the castles, during the ending credits of the game.

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.

Enemies and obstacles[edit]

Image Name Description
HammerBroSmallAni.gif Amazing Flyin' Hammer Brother This enemy tosses hammers from his swooping platform, attempting to attack Mario.
Ball n chain.PNG Ball 'n' Chain A large mace on a chain. The chain is harmless; it swings behind Mario.
Banzai Bill SMW.png Banzai Bill A giant, slow-moving bullet. The cannons they are fired from are not seen anywhere in the game.
UnshelledKoopaGreenL.gif Beach Koopa 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 Kamikaze Koopa.
BigBoo SMW.png Big Boo A giant Boo Buddy.
BigBubble.gif Big Bubble A slow-moving, green bubble.
BigSteely SMW.png Big Steely A giant metal ball thrown by Bowser.
BlarggL.gif Blargg A lava dinosaur. Only its eyes are visible before it dips back into the lava and lunges at Mario.
BlurpL.gif Blurp A fish wearing goggles. It swims in only one direction.
Bob-omb SMW.gif Bob-omb A walking bomb with a short fuse. They are portable once Mario stomps them. They also appear in bubbles.
BonyBeetleL.gif Bony Beetle A mummified Buzzy Beetle that periodically ducks and bears spikes.
Boo buddy3.gif Boo Buddy A shy ghost that stops moving when Mario looks at it.
Bbblock.gif Boo Buddy Block A shy ghost that turns into a block when Mario looks at it.
BooBuddySnake.png Boo Buddy Snake A chain of Boo Buddies that bounce around the room nonstop.
SMW-Boo Buddy Swarm Portion.png Boo Buddy Swarm They 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.
BulletBill-SMW.png Bullet Bill A slow-moving bullet.
BuzzyBeetleL.gif Buzzy Beetle A fireproof Koopa.
Chainsaw SMW.png Chainsaw A saw blade that follows a designated path.
Mario charginChuck.gif 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-travelling Clappin' Chuck, as well as a whistle-blowing Chuck, exists.
Cheep-CheepL.gif Cheep Cheep A small fish that slowly swims back and forth. They 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.
Greennetkoopa.gif Climbing Koopa The green variety moves slowly while the red variety is as fast as Mario and Luigi.
CeilingStomper1.png Column They move slowly for some seconds, revealing themselves, before suddenly smashing almost anything on their way. After some seconds later, these obstacles move slowly back up.
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 Boo Buddies found in a group that disappear and reappear.
DryBonesL.gif 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.
EerieL.gif Eerie A dinosaur-like ghost that floats in zigzag patterns.
FallingSpikes.png Falling Spike A spiked obstacle that falls from the ceiling.
SMW-JumpingPiranhaFire.png Fire P-Pakkun These rare Jumping Piranha Plants spit fireballs.
Fire Snake (SMW).png Fire Snake A jumping ball of fire that leaves fire behind as it jumps.
FishBoneL.gif Fish Bone A darting fish skeleton.
Fishing Boo SMW sprite.png Fishin' Boo A Lakitu-like Boo in a cloud, fishing with a blue flame.
Fishin' lakitu.PNG Fishin' Lakitu A Lakitu fishing with a 1-Up Mushroom. If Mario takes the bait, the enemy will turn into a normal Lakitu.
FloatingMine.gif Floating Mine A floating, spiked mine.
FlyingGoombaL.gif Flying Goomba A hopping, winged Goomba.
Fuzzy.gif Fuzzy A black fur ball that follows a set path.
Gold Bowser Statue.PNG Gold Bowser Statue A hopping statue of Bowser.
GoombaL.gif Goomba A round creature. After stomping them, Mario can carry them for a short distance. Some Goombas come floating in bubbles.
Grey Bowser Statue.PNG Gray Bowser Statue A fire-spitting statue of Bowser.
Grinder SMW sprite.png Grinder A spinning saw blade.
Hothead SMW.png Hothead A fireball that slowly circles platforms.
JumpingPiranhaPlant.gif Jumping Piranha Plant A carnivorous plant that jumps out of a pipe.
Rainbowshell.gif Kamikaze Koopa After its transformation, the Kamikaze Koopa attempts to hit Mario or Luigi by spinning around in its shell and dashing towards them.
Para-KoopaGreenL.gif 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 him.
KoopaGreenL.gif Koopa Troopa
  • Green Koopa Troopa: A turtle that will walk off edges.
  • Red Koopa Troopa: A turtle that paces steadily back and forth on platforms.
  • Blue Koopa Troopa: This turtle slowly walks back and forth on its platform. When not in a shell, they kick empty shells at Mario.
  • Yellow Koopa Troopa: This turtle walks towards Mario and drops a Coin if stomped.
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 Li'l Sparky An electrical spark that circles platforms.
Kamekwand.gif Magikoopa A Koopa sorcerer in a blue robe. He changes Rotating Blocks into various enemies and items.
Mechakoopa.PNG Mechakoopa A mechanical version of Bowser. After stomping them, Mario can pick them up and use them as weapons.
Mega Mole SMW sprite.png Mega Mole A giant Monty Mole that lives underground.
MontyMoleL.gif Monty Mole A mole that pops out of mountains and the ground.
Muncher.gif Muncher Invincible, black plants.
Ninji SMB2 Sprite.png Ninji A black, star-like creature that jumps up and down.
Para-Bomb.gif Para-bomb A parachuting Bob-omb.
Para-Goomba.gif Para-Goomba A parachuting Goomba.
PiranhaPlantU.gif Piranha Plant A carnivorous plant that lives in a pipe.
Pokey SMW.gif Pokey A mobile cactus with a spiked head. If Mario is riding Yoshi, Pokey will have five sections instead of three.
Porcu-PufferL.gif Porcupuffer A fat, spiny fish that swims in the water.
RexL.gif Rex A blue dinosaur that squashes down when stomped.
RipVanFishSwimmingR.gif Rip Van Fish A sleeping fish that will chase after Mario if it is awakened.
SpikePillar-SMW.png Spike These obstacles move up and down, blocking the path.
Pointy Pillars.png Spike They come down from the ceiling or up from the floor. Most don't retract all the way, leaving their point exposed.
SpiketopSMW.gif Spike Top A single-spiked red beetle that climbs around walls and platforms.
SpinyL.gif Spiny A spiked turtle.
Spiny egg.png Spiny Egg Lakitus throw these. When they hit the ground, they hatch into Spinies.
Sumo brother.png Sumo Brother A fat turtle that stomps the ground and sets fire to everything below him.
SuperKoopaSMW.gif Super Koopa A shell-less, flying Koopa Troopa. Some blue ones have flashing capes, and drop a Cape Feather when stomped.
SwooperL.gif 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.
TorpTed.gif Torpedo Ted A slow-moving torpedo.
TorpTed.gif Torpedo Hasshadai They fire Torpedo Teds that are invincible to all available forms of attack.
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.
VolcanoPlant.gif Volcano Lotus A fire-spitting lotus plant.
WigglerSMW.gif Wiggler A happy yellow caterpillar. When Mario jumps on its head, it turns red and moves faster.
Ziggy Podoboo.gif 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.


Image Name Description
Reznor SMW sprite.png Reznor Four fire-spitting triceratopses. They guard the exit of all Fortresses.
BigBoo SMW.png The Big Boo The boss of Donut Secret House. He moves around the room, invisible, then suddenly re-appears.
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.
Ani 4morton.gif Morton Koopa Jr. Boss of castle #2, located in Donut Plains. He runs up the walls of his room, trying to drop onto Mario.
LemmyKoopaL.gif 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. 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. 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. 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.

Regional differences[edit]

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]

Yoshi can eat the dolphins in the Japanese version.

Gameplay changes[edit]

  • 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 select and mode select title screens change between the different versions. In the file select 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 select 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.
The file select screen.
Japanese version
The file select screen.
North American version
The file select screen.
PAL version
The file select screen.
Mode select screen
Japanese version
Mode select screen
North American and PAL versions
Mode select screen
The sign at Yoshi's house was originally written in Japanese script.
The sign at Yoshi's house was originally written in Japanese script.
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 Reznor's wheel, and the sign on Bowser's castle.
The signs on Reznor's spinning wheel and on Bowser's castle were changed from their Japanese names to their English names.
The signs on Reznor's spinning wheel and on Bowser's castle were changed from their Japanese names to their English names.
The signs on Reznor's spinning wheel and on Bowser's castle were changed from their Japanese names to their English names.
The signs on Reznor's spinning wheel and on Bowser's castle were changed from their Japanese names to their English names.
The signs on Reznor's 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, Cookie Mountain, Forest Secret Area, 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).[9]
  • 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 name remains 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 of 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.[10]


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.
Play file
File infoMedia:SMW YI2.ogv
Audio.svg Title Screen - The theme played on the title screen.
File infoMedia:SMW.oga
Audio.svg Valley of Bowser - BGM
SMW Valley of Bowser.oga
File infoMedia:SMW Valley of Bowser.oga
Help:MediaHaving trouble playing?

Remakes and ports[edit]

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

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

The Super Mario All-Stars remake of Super Mario World gave Luigi a more distinctive sprite where he is taller, 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 ported to the Game Boy Advance handheld system as the second installation in the Super Mario Advance series, Super Mario World: Super Mario Advance 2. Some of the more notable changes are new Luigi's sprite, the new amount of 999 lives that can now be saved, and the list of levels showing whether the secret exit and the Yoshi Coins have been found.

SNES Classic Edition[edit]

Super Mario World is one of the 21 titles included on the Super NES Classic Edition. Nothing was changed in this port from the original game.

References to other games[edit]

References in later games[edit]

  • Mario Roulette - Many sounds 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 near 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.
  • 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 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 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!"
  • Super Mario Bros. Deluxe - The first part of the background music heard in the Special Zone was arranged as the "Mystery Room" theme.
  • Super Smash Bros. - Mario and Luigi's down special, 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.
  • 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 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 plays 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 castle/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 Switch Block 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 Rainbow 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 Rainbow Note sets play the Bonus Game theme.
  • New Super Mario Bros. 2 - Reznors returns 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 off of 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. It also uses a single, continuous world map, similar to this game.
  • Super Mario 3D World - Along with having a similar name, this game features Chargin' Chucks and Goombas (renamed Galoombas), both of which haven't been seen in a Super Mario platform game since Super Mario World. At the beginning of The Great Tower of Bowser Land is a Bowser Mobile, which, hitting it 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 - 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).
  • 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 its 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 off of Super Mario World, which involves Cape Mario collecting a certain amount of coins.

Notable mistakes and errors[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 only having 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 on the GBA version.
  • 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 aren't 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 effecting 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 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.


  • 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.
  • In the manual description for Reznor, Bowser is referred to simply by his Japanese name and surname of "Koopa," when all other instances in the manual refers to him by his first name.
  • The English localization refers to as 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 or not until Super Mario 3D World retranslated them as "Galoombas," though Mario Party Advance seemingly made an earlier attempt with "Goombob."

Critical reception[edit]

It has been requested that this section be rewritten and expanded to include more information.

Super Mario World received universal critical acclaim. The game was placed 16th in the 100th issue of Nintendo Power's "100 best Nintendo games of all time" in 1997.[11] The game placed 47th in the 200th Issue of GameInformer's "Top 200 Games of All Time".

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

IGN rated the Game Boy Advance remake a 9.3/10 and the Wii Virtual Console version an 8.5/10. Allgame rated it 5 stars.

Pre-release and unused content[edit]

Main article: List of Super Mario World pre-release and unused content

Dinosaur Land was drastically different than 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"


Main article: List of Super Mario World glitches

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 triangle 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 nose diving 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 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 Forest of Illusion or 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.


Main article: List of Super Mario World staff

Twenty-three 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]


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
Chinese 超级马力欧世界
Chāojí Mǎlìōu Shìjiè
Super Mario World



  1. ^ Date info of Super Mario World (SNES) from TMK, retrieved 4/1/2008
  2. ^ Japanese boxart
  3. ^ Interview with Shigeru Miyamoto in Mario Mania Player's Guide, p. 32.
  4. ^ This local news segment displays the Super Mario World title screen with the typo'd "Super Mario Bros." subtitle., retrieved 8/11/2011
  5. ^ This local news segment displays the Super Mario World title screen with the "Super Mario Bros. 4" subtitle., retrieved 8/11/2011
  6. ^ Super Mario World is Miyamoto's favorite Mario game, retrieved 6/22/2018
  7. ^ This is Shigeru Miyamoto's Favorite Mario Game, retrieved 6/22/2018
  8. ^ a b c d The Cutting Room Floor, Super Mario World article. (Retrieved July 8, 2013)
  10. ^ As explained by Dayvv Brooks, formerly credited as "Dayv Brooks", on July 18, 2012.
  11. ^, retrieved 6/4/2009