Super Mario World: Difference between revisions

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{{FA}}
{{FA}}
{{about|the video game for the [[Super Nintendo Entertainment System]]|other uses|[[Super Mario World (disambiguation)]]}}
{{about|the video game for the [[Super Nintendo Entertainment System]]|other uses|[[Super Mario World (disambiguation)]]}}
{{redirect|SMW|the game known as "Super Mario Wii" in Korean|[[Super Mario Galaxy]]}}
{{redirect|SMW|the game known as "Super Mario Wii" in South Korea|[[Super Mario Galaxy]]}}
{{distinguish|Super Mario Land|Super Mario 3D World}}
{{distinguish|Super Mario Land|Super Mario 3D World}}
{{game infobox
{{game infobox
|image=[[File:Super Mario World Box.png|300px]]
|image=[[File:Super Mario World Box.png|260px]]
|developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]]
|developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]]
|publisher=[[Nintendo]]
|publisher=[[Nintendo]]
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|input={{input|snes=1|classic=1|wiigcn=1|wiiu=1|wiiupro=1|wiiuclassic=1|3ds=1|snesclassic=1|joy-con=1|switchpro=1|switchsnes=1}}
|input={{input|snes=1|classic=1|wiigcn=1|wiiu=1|wiiupro=1|wiiuclassic=1|3ds=1|snesclassic=1|joy-con=1|switchpro=1|switchsnes=1}}
}}
}}
'''''Super Mario World''''' is a 2D ''[[Super Mario (series)|Super Mario]]'' game and a launch title released for the [[Super Nintendo Entertainment System]] in 1990, developed by [[Nintendo Entertainment Analysis and Development|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 [[Koopalings|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 [[Yoshi (species)|his species that shares his name]]), who serves as a playable mount for the Mario Bros. with his own unique abilities and gameplay style. The overall game was meant to be modeled after an action movie franchise, as can be inferred by the Japanese version of the Koopaling defeat scenes as well as the summary on the back of the Japanese box.
'''''Super Mario World''''' is a 2D action-adventure platform game and a launch title released for the [[Super Nintendo Entertainment System]] in 1990, developed by [[Nintendo Entertainment Analysis and Development|Nintendo EAD]]. It is the sixth entry in the [[Super Mario (series)|''Super Mario'' series]]<ref name=encyclopedia>Kazuya Sakai (Ambit), kikai, Akinori Sao, Junko Fukuda, Kunio Takayama, and Ko Nakahara ({{wp|Shogakukan}}) (ed.). ''[[Super Mario Bros. Encyclopedia|Encyclopedia Super Mario Bros.]]'' Milwaulkie: [[Dark Horse Comics|Dark Horse Books]], 2018. ISBN: 978-4-09-106569-8.</ref> and a direct sequel to ''[[Super Mario Bros. 3]]''. In being a sequel, the game retains many of the elements that debuted in ''Super Mario Bros. 3'', such as the [[world]] map and [[Koopalings|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 [[Yoshi (species)|his species that shares his name]]), who serves as a playable mount for the Mario Bros. with his own unique abilities and gameplay style. The overall game was meant to be modeled after an action movie franchise, as can be inferred by the Japanese version of the Koopaling defeat scenes as well as the summary on the back of the Japanese box.


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 time 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 [[Yoshi (franchise)|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 [[Super Mario World (television series)|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.
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 time on various critic listings. Many of the game's introduced characters, game mechanics, and artistic themes influenced later titles in the [[Super Mario (franchise)|''Super Mario'' franchise]], where the character Yoshi was popular enough to receive [[Yoshi (franchise)|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 [[Super Mario World (television series)|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 [[Reissue#Ports|port]] of ''Super Mario World'' was later released on the [[Game Boy Advance]] as part of the ''[[Super Mario Advance (series)|Super Mario Advance]]'' series, titled ''[[Super Mario World: Super Mario Advance 2]]''. The original version was also rereleased on the [[Wii]]'s [[Virtual Console#Wii|Virtual Console]] in 2006, the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in 2013, and the [[Nintendo 3DS#New Nintendo 3DS/New Nintendo 3DS XL|New Nintendo 3DS]]'s [[Virtual Console#Nintendo 3DS|Virtual Console]] in 2016. ''Super Mario World'' is one of the included titles in the [[Classics#Super NES Classic Edition|SNES Classic Edition]] and [[Super Nintendo Entertainment System - Nintendo Switch Online]], the latter of which also includes a version titled ''Super Mario World: Give the world a whole new look!'', which was released on March 31, 2022, and begins in [[Fall]] with 99 lives and a [[Cape Feather]] in the [[item storage|Item Stock]].
''Super Mario World'' is included in the ''[[Super Mario All-Stars + Super Mario World]]'' compilation title released in December 1994. An enhanced [[Reissue#Ports|port]] of ''Super Mario World'' was later released on the [[Game Boy Advance]] as part of the [[Super Mario Advance (series)|''Super Mario Advance'' series]], titled ''[[Super Mario World: Super Mario Advance 2]]''. The original version was also rereleased on the [[Wii]]'s [[Virtual Console#Wii|Virtual Console]] in 2006, the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in 2013, and the [[Nintendo 3DS#New Nintendo 3DS/New Nintendo 3DS XL|New Nintendo 3DS]]'s [[Virtual Console#Nintendo 3DS|Virtual Console]] in 2016. ''Super Mario World'' is one of the included titles in the [[Classics#Super NES Classic Edition|SNES Classic Edition]] and [[Super Nintendo Entertainment System - Nintendo Switch Online]], the latter of which also includes a version titled ''Super Mario World: Give the world a whole new look!'', which was released on March 31, 2022, and begins in [[Fall]] with 99 lives and a [[Cape Feather]] in the [[item storage|Item Stock]].


==Story==
==Story==
'''From the instruction booklet:'''
'''From the instruction booklet:'''
<blockquote>After saving the [[Mushroom Kingdom]] from [[Bowser]] and the rest of the [[Koopa (species)|Koopas]] in [[Super Mario Bros. 3|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.
<blockquote>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.
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.
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With a little luck (and help from a [[Cape Feather|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.</blockquote>
With a little luck (and help from a [[Cape Feather|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.</blockquote>


After [[Bowser]]'s previous defeat, Mario, [[Luigi]], and [[Princess Peach|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 [[Yoshi's Egg|egg]]s, 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.
''Super Mario World'' is the only sequel in the ''Super Mario'' series to take place directly after the events of a previous entry. After [[Bowser]]'s previous defeat, Mario, [[Luigi]], and [[Princess Peach|Princess Toadstool]] decide to recuperate in [[Dinosaur Land]]. Meanwhile, in Dinosaur Land, Bowser and his Koopalings trap Yoshi and his friends in enchanted [[Yoshi's Egg|egg]]s, eliminating the opposition as they secretly rebuild their forces. Shortly upon their arrival, the Mario Bros. realize that Toadstool is missing. While searching, they find the [[Bowser's Minions|Koopa Troop]]. Upon the Mario Bros. freeing the friendly Yoshi, he exclaims that the [[Koopa (species)|Koopas]] have invaded, confirming that Bowser 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 [[Bowser's Castle|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 [[Baby Yoshi|babies]], removing the spell.
As Mario and his friends travel through Dinosaur Land, they uncover the [[Valley of Bowser]], where Bowser is fought on [[Bowser's Castle|his castle roof]] in his [[Koopa Clown Car]], holding Toadstool hostage. Upon his defeat, he gently drops the princess and retreats. 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 the team and three other Yoshis watch the eggs hatch into [[Baby Yoshi|babies]], removing the spell.


==Gameplay==
==Gameplay==
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After the player beats every special level in the [[Special Zone]], a game aesthetic change called [[Fall]] occurs, where the world map obtains a different palette and some enemies get their sprites changed. Once Fall is activated, these changes cannot be reversed unless the save file is deleted and a new game is started.  
After the player beats every special level in the [[Special Zone]], a game aesthetic change called [[Fall]] occurs, where the world map obtains a different palette and some enemies get their sprites changed. Once Fall is activated, these changes cannot be reversed unless the save file is deleted and a new game is started.  
===Controls===
===Controls===
<center>
{|class="wikitable" style="text-align:center"
{|class="wikitable"style="width:85%; text-align:center"
!rowspan=2 width=26%|Action(s)
|-
|-
!width=26%|Action(s)
!width=10%|SNES
!width=10%|SNES
!width=10%|Wii (Classic Controller)
!width=10%|Wii (Classic Controller)
!width=10%|Wii (GameCube Controller)
!width=10%|Wii (GameCube Controller)
!width=10%|Nintendo 3DS
!width=10%|3DS
!width=10%|Wii U
!width=10%|Wii U
!width=14%|Switch (Dual Joy-Con / Pro Controller)
!width=14%|Switch (Dual Joy-Con / Pro Controller)
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|{{button|switch|jc-bottom}}
|{{button|switch|jc-bottom}}
|-
|-
|Dash/Interact/Special ability
|Dash / Interact / Special ability
|{{button|snes|X}} / {{button|snes|Y}}
|{{button|snes|X}} / {{button|snes|Y}}
|{{button|wii|X}} / {{button|wii|Y}}
|{{button|wii|X}} / {{button|wii|Y}}
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|{{button|switch|jc-top}} / {{button|switch|jc-left}}
|{{button|switch|jc-top}} / {{button|switch|jc-left}}
|-
|-
|Screen Scroll Option<ref name=NP>''Nintendo Power'' Volume 28, page 18.</ref> left (does not work in auto-scrolling levels, Yoshi's House, Top Secret Area, or Boss Rooms)
|Screen Scroll Option<ref>''Nintendo Power'' Volume 28, page 18.</ref> left (does not work in auto-scrolling levels, at [[Yoshi's House]], in the [[Top Secret Area]], or in Boss Rooms)
|{{button|snes|L}}
|{{button|snes|L}}
|{{button|wii|L}}
|{{button|wii|L}}
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|{{button|switch|SL}}
|{{button|switch|SL}}
|-
|-
|Screen Scroll Option<ref name=NP/> right (does not work in auto-scrolling levels, Yoshi's House, Top Secret Area, or Boss Rooms)
|Screen Scroll Option right (does not work in auto-scrolling levels, at Yoshi's House, in the Top Secret Area, or in Boss Rooms)
|{{button|snes|R}}
|{{button|snes|R}}
|{{button|wii|R}}
|{{button|wii|R}}
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|{{button|3ds|start}}
|{{button|3ds|start}}
|{{button|wiiu|Plus}}
|{{button|wiiu|Plus}}
|{{button|switch|PLUS}}
|{{button|switch|Plus}}
|{{button|switch|Minus}}{{button|switch|PLUS}} + {{button|switch|SR}}
|{{button|switch|PlusMinus}} + {{button|switch|SR}}
|-
|-
|Use item/Return to map from a completed level (when paused)
|Use item / Return to map from a completed level (when paused)
|{{button|snes|select}}
|{{button|snes|select}}
|{{button|wii|-}}
|{{button|wii|-}}
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|{{button|wiiu|Minus}}
|{{button|wiiu|Minus}}
|{{button|switch|Minus}}
|{{button|switch|Minus}}
|{{button|switch|Minus}}{{button|switch|PLUS}} + {{button|switch|SL}}
|{{button|switch|PlusMinus}} + {{button|switch|SL}}
|}
|}
</center>
{{br}}


==Worlds and levels==
==Worlds and levels==
{{SMW map}}
{{SMW map}}
''Super Mario World'' takes place on [[Dinosaur Land]], an archipelago of themed areas, and players navigate on this world map, which visualizes traveling through the island. Unlike in ''Super Mario Bros. 3'', the levels on the world map are marked directly on Dinosaur Land, creating a seamless, organic appearance between worlds and levels. Players first start out on Yoshi's Island at [[Yoshi's House]], where the path immediately branches off into two levels. The order of the world themes is unique to this title: Players first start in grassy plain-like worlds while eventually venturing into a cave, onto twin bridges, into a forest, onto a rocky island, and finally into the [[Valley of Bowser]], which takes on a subterranean wasteland appearance. Haunted [[Ghost House]]s are introduced in ''Super Mario World'' and populate Dinosaur Land; unlike traditional level layouts, they tend to contain puzzles and traps designed to confuse the player. Cave levels and levels that primarily take place underwater or where water is prevalent are additionally marked such on the map, with most cave levels outside the [[Vanilla Dome]] and the Valley of Bowser featuring rocks around them, while Mario gets submerged in water for the water levels.
''Super Mario World'' takes place on [[Dinosaur Land]], an archipelago of themed areas, and players navigate on this world map, which visualizes traveling through the island. Unlike in ''Super Mario Bros. 3'', the levels on the world map are marked directly on Dinosaur Land, creating a seamless, organic appearance between worlds and levels. Players first start out on Yoshi's Island at [[Yoshi's House]], where the path immediately branches off into two levels. The order of the world themes is unique to this title: Players first start in grassy plain-like worlds while eventually venturing into a cave, onto twin bridges, into a forest, onto a rocky island, and finally into the [[Valley of Bowser]], which takes on a subterranean wasteland appearance. Haunted [[Ghost House]]s are introduced in ''Super Mario World'' and populate Dinosaur Land; unlike traditional level layouts, they tend to contain puzzles and traps designed to confuse the player. Cave levels and levels that primarily take place underwater or where [[water]] is prevalent are additionally marked such on the map, with most cave levels outside the [[Vanilla Dome]] and the Valley of Bowser featuring rocks around them, while Mario gets submerged in water for the water levels.


''Super Mario World'' contains nine worlds and 73 (74 if the [[Back Door]] and [[Front Door]] are counted as separate levels, and 76 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 Palace]]s, [[Warp Pipe]]s, and the [[Star Road (Super Mario World)|star-shaped portals]] to [[Star World]] that are unlocked only when players find the associated secret exit. Switch Palaces activate respectively colored permeable [[Dotted-Line Block|Dotted Line Block]]s and turn them into solid [[! Block|Exclamation Mark Block]]s 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 [[Reznor]]s.
''Super Mario World'' contains nine worlds and 73 (74 if the [[Back Door]] and [[Front Door]] are counted as separate levels, and 76 if the [[Top Secret Area]] and Yoshi's House are counted as levels) levels in total. 24 of these levels have secret exits, so depending on how one counts the levels, this makes for a total of 97 to 100 exits, although only 96 are tracked by the game. 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 Palace]]s, [[Warp Pipe]]s, and the [[Star Road (Super Mario World)|star-shaped portals]] to [[Star World]] that are unlocked only when players find the associated secret exit. Switch Palaces activate respectively colored permeable [[Dotted-Line Block|Dotted Line Block]]s and turn them into solid [[! Block|Exclamation Mark Block]]s 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 [[Reznor]]s.


Star World and the [[Special Zone]] are bonus worlds that are accessed when players find secret exits throughout Dinosaur Land, and are represented by glowing stars, where the player can warp into. The Star World levels require the player to find a [[key]] and [[keyhole]] secret exit to progress through it, while the Special Zone is a linear area that is unlocked when players complete all of Star World's secret exits. The Special Zone levels are much more difficult relative to the levels in this game; none of the levels contain [[Midway Gate]]s, and some can be long while others use level gimmicks.
Star World and the [[Special Zone]] are bonus worlds that are accessed when players find secret exits throughout Dinosaur Land, and are represented by glowing stars, where the player can warp into. The Star World levels require the player to find a [[key]] and [[keyhole]] secret exit to progress through it, while the Special Zone is a linear area that is unlocked when players complete all of Star World's secret exits. The Special Zone levels are much more difficult relative to the levels in this game; none of the levels contain [[Midway Gate]]s, and some can be long while others use level gimmicks.
{{br}}
 
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
{|class="wikitable" width=100%"
|-style="background:#FF2400; color:white;"
|-
!width="100"|World
!width="100"|World
!width="10"|Image
!width="10"|Image
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|rowspan=4|World 2<br>'''[[Donut Plains]]'''
|rowspan=4|World 2<br>'''[[Donut Plains]]'''
|rowspan=4|[[File:DonutPlains.png|200px]]
|rowspan=4|[[File:DonutPlains.png|200px]]
|align=left colspan=4 height=75%|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.
|align=left colspan=4 height=75%|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 unique shape. It has two Ghost Houses, the Green Switch Palace, and Castle #2.
|-
|-
|[[File:SMW MapIcon Level2.gif]] [[Donut Plains 1]]||[[File:SMW MapIcon Cave2.gif]] [[Donut Plains 2]]||[[File:SMW MapIcon Level1.gif]] [[Donut Plains 3]]||[[File:SMW MapIcon Level1.gif]] [[Donut Plains 4]]
|[[File:SMW MapIcon Level2.gif]] [[Donut Plains 1]]||[[File:SMW MapIcon Cave2.gif]] [[Donut Plains 2]]||[[File:SMW MapIcon Level1.gif]] [[Donut Plains 3]]||[[File:SMW MapIcon Level1.gif]] [[Donut Plains 4]]
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|rowspan=3|World 4<br>'''[[Twin Bridges]]'''
|rowspan=3|World 4<br>'''[[Twin Bridges]]'''
|rowspan=3|[[File:SMW Twin Bridges map.png|200px|]]
|rowspan=3|[[File:SMW Twin Bridges map.png|200px|]]
|align=left colspan=4 height=75%|The Twin Bridges are semi-sky-based, as they have sky and land levels. This world contains one underwater level and the third portal to Star World.
|align=left colspan=4 height=75%|The Twin Bridges area is semi-sky-based, as it has sky and land levels. This world contains one underwater level and the third portal to Star World.
|-
|-
|[[File:SMW MapIcon Level1.gif]] [[Butter Bridge 1]]||[[File:SMW MapIcon Level1.gif]] [[Butter Bridge 2]]||[[File:SMW MapIcon Castle.png]] [[4 Ludwig's Castle|#4 Ludwig's Castle]]||
|[[File:SMW MapIcon Level1.gif]] [[Butter Bridge 1]]||[[File:SMW MapIcon Level1.gif]] [[Butter Bridge 2]]||[[File:SMW MapIcon Castle.png]] [[4 Ludwig's Castle|#4 Ludwig's Castle]]||
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|rowspan=4|World 5<br>'''[[Forest of Illusion]]'''
|rowspan=4|World 5<br>'''[[Forest of Illusion]]'''
|rowspan=4|[[File:ForestOfIllusion.png|200px]]
|rowspan=4|[[File:ForestOfIllusion.png|200px]]
|align=left colspan=4 height=75%|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. This world contains the Blue Switch Palace, a fortress, and Castle #5.
|align=left colspan=4 height=75%|The Forest of Illusion is a maze-like forest, where Mario or Luigi may sometimes have to find the secret exit in a level in order to progress, as the normal exits create a circle leading nowhere. This world contains the Blue Switch Palace, a fortress, and Castle #5.
|-
|-
|[[File:SMW MapIcon LevelLarge2.gif]] [[Forest of Illusion 1]]||[[File:SMW MapIcon LevelPond2.gif]] [[Forest of Illusion 2]]||[[File:SMW MapIcon Level2.gif]] [[Forest of Illusion 3]]||[[File:SMW MapIcon Level2.gif]] [[Forest of Illusion 4]]
|[[File:SMW MapIcon LevelLarge2.gif]] [[Forest of Illusion 1]]||[[File:SMW MapIcon LevelPond2.gif]] [[Forest of Illusion 2]]||[[File:SMW MapIcon Level2.gif]] [[Forest of Illusion 3]]||[[File:SMW MapIcon Level2.gif]] [[Forest of Illusion 4]]
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===Supporting characters===
===Supporting characters===
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
{|class="wikitable" width=100%
|-style="background:#FF2400; color:white;"
!Image
!Image
!Name
!Name
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|align="center"|[[File:Dolphin.png]]
|align="center"|[[File:Dolphin.png]]
|align="center"|[[Dolphin]]
|align="center"|[[Dolphin]]
|A sea creature that gives Mario or Luigi a ride in certain water levels. Dolphins move in jumping arcs or can jump up and down. In Japanese versions of the game, they can be eaten by a Yoshi, while they are unable to be eaten in international versions. They appear in Vanilla Secret 3 and a small section at the end of Chocolate Island 1.
|A sea creature that gives Mario or Luigi a ride in certain water levels. Dolphins move in jumping arcs or can jump up and down. In Japanese versions of the game, they can be eaten by a Yoshi, while they cannot be eaten in international versions. They appear in Vanilla Secret 3 and a small section at the end of Chocolate Island 1.
|-
|-
|align="center"|[[File:SMWPrincessPeachSprite.png]]
|align="center"|[[File:SMWPrincessPeachSprite.png]]
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===Yoshis===
===Yoshis===
In addition to Mario and Luigi, [[Yoshi (species)|Yoshi]]s 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 [[Yoshi's Egg|egg]]s, 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. A Yoshi can additionally provide a Yoshi Boost<ref>''[[Mario Mania]]'' Nintendo Player's Guide, page 43.</ref> (or Double Jump)<ref>Super NES Nintendo Player's Guide, pages 13 and 15.</ref> to Mario or Luigi if he jumps off the Yoshi. Some levels contain [[Fruit (Yoshi food)|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.
In addition to Mario and Luigi, [[Yoshi (species)|Yoshi]]s of four different colors appear in the game, and they can be controlled once acquired and help the Mario Bros. in many levels of the game. Green Yoshis hatch out of [[Yoshi's Egg|egg]]s, 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. A Yoshi can additionally provide a Yoshi Boost<ref>''[[Mario Mania]]'' Nintendo Player's Guide, page 43.</ref> (or Double Jump)<ref>Super NES Nintendo Player's Guide, pages 13 and 15.</ref> to Mario or Luigi if he jumps off the Yoshi. Some levels contain [[Fruit (Yoshi food)|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 [[Star World]], which is accessible by using the five [[Star Road (Super Mario World)|Star Road]]s found throughout the game. Red, Blue, and Yellow Yoshis are found as [[Baby Yoshi|Mini-Yoshi]]s, small and unable to be ridden. However, through carrying them, the Mini-Yoshis eat the enemies and items they touch. When they eat five enemies, shells, [[coin]]s, or active [[Grab Block]]s, they transform into adult Yoshis and can be used normally. If a Mini-Yoshi eats a single power-up, it grows up instantly. Mini-Yoshis of all colors hatch from the eggs rescued from the castles during the end credits of the game.


Red, Blue, and Yellow Yoshis are uncommon in ''Super Mario World''. They are first encountered in [[Star World]], which is accessible by using the five [[Star Road (Super Mario World)|Star Road]]s found throughout the game. Red, Blue, and Yellow Yoshis are found as [[Baby Yoshi|Mini-Yoshi]]s, small and unable to be ridden. However, through carrying them, the Mini-Yoshis eat the enemies and items they touch. When they eat either five enemies, shells, [[coin]]s, or active [[Grab Block]]s, or a single power-up, they transform into adult Yoshis and can be used normally. Mini-Yoshis of all colors hatch from the eggs rescued from the castles during the end credits of the game.
{|class="wikitable" width=100%
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
|-style="background:#FF2400; color:white;"
!Image
!Image
!Name
!Name
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|align="center"|[[File:Green Yoshi.png]]
|align="center"|[[File:Green Yoshi.png]]
|align="center"|[[Yoshi]]
|align="center"|[[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 [[Muncher]]s. They can use a [[shell|Koopa Shell]]'s power depending on the color of the shell.
|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 [[Muncher]]s. They can use a [[Koopa Shell]]'s power depending on the color of the shell.
|-
|-
|align="center"|[[File:Red Yoshi.png]]
|align="center"|[[File:Red Yoshi.png]]
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|align="center"|[[File:Blue Yoshi.png]]
|align="center"|[[File:Blue Yoshi.png]]
|align="center"|[[Yoshi (species)|Blue Yoshi]]
|align="center"|[[Yoshi (species)|Blue Yoshi]]
|Blue Yoshis can [[Winged Yoshi|fly]] regardless of what color the Koopa Shell is in their mouths. Additionally, a Yoshi can become a Blue Yoshi if he touches [[Yoshi's Wings]], which appear in some levels and act as shortcuts to the end of the stage. Blue Yoshis are found as Mini-Yoshis in [[Star World 2]].
|Blue Yoshis can [[Winged Yoshi|fly]] regardless of what color the Koopa Shell is in their mouths. Additionally, Yoshi can become a Blue Yoshi if he touches [[Yoshi's Wings]], which appear in some levels and act as shortcuts to the end of the stage. Blue Yoshis are found as Mini-Yoshis in [[Star World 2]].
|-
|-
|align="center"|[[File:Yellow Yoshi.png]]
|align="center"|[[File:Yellow Yoshi.png]]
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==Enemies and obstacles==
==Enemies and obstacles==
<!--NOTE TO EDITORS: Please do not change every instance of "Goomba" into "Galoomba." They are not typos. They were mislocalized as such at the time. Also, please take a look at MarioWiki:Proposals/Archive_47#The_Usage_of_Old_Names_in_Articles and MarioWiki:Naming#Name changes -->
<!--NOTE TO EDITORS: Please do not change every instance of "Goomba" into "Galoomba." They are not typos. They were mislocalized as such at the time. Also, please take a look at MarioWiki:Proposals/Archive_47#The_Usage_of_Old_Names_in_Articles and MarioWiki:Naming#Name changes -->
''Super Mario World'' retains some of the enemies from ''Super Mario Bros. 3'', such as the common [[Koopa Troopa]]s and their varieties, Ghost House-dwelling [[Boo]]s, [[Buzzy Beetle]]s in a cave environment, and [[Cheep Cheep]]s underwater, while introducing more species that would regularly appear in later entries in the ''Super Mario'' series, such as [[Magikoopa]]s, [[Fish Bone|Fishbone]]s, [[Swoop]]ers, and [[Wiggler]]s. Goombas are featured less prominently in this title and function differently than in prior ''Super Mario'' titles; they are later localized as [[Galoomba]]s. Some of the new enemies introduced are variants of other species, such as the cape-wielding and flying [[Super Koopa (enemy)|Super Koopa]]s, the large [[Banzai Bill]]s that are encountered before regular [[Bullet Bill]]s, the spike-donning [[Spike Top]]s, and the [[Lakitu in a Pipe|pipe-inhabiting Lakitus]]. Included with the introduced enemies are various new obstacles, most of which populate the castle and fortress levels in the game, and several of these obstacles would make later appearances in the ''Super Mario'' series, namely [[Grinder]]s and [[Skewer]]s.
''Super Mario World'' retains some of the enemies from ''Super Mario Bros. 3'', such as the common [[Koopa Troopa]]s and their varieties, Ghost House-dwelling [[Boo]]s, [[Buzzy Beetle]]s in a cave environment, and [[Cheep Cheep]]s underwater, while introducing more species that would regularly appear in later entries in the ''Super Mario'' series, such as [[Magikoopa]]s, [[Fish Bone|Fishbone]]s, [[Swoop]]ers, and [[Wiggler]]s. Goombas are featured less prominently in this title and function differently than in prior ''Super Mario'' titles; they are later localized as [[Galoomba]]s. Some of the new enemies introduced are variants of other species, such as the cape-wielding and flying [[Super Koopa (enemy)|Super Koopa]]s, the large [[Banzai Bill]]s that are encountered before regular [[Bullet Bill]]s, the spike-donning [[Spike Top]]s, and the pipe-inhabiting [[Lakitu]]s. Included with the introduced enemies are various new obstacles, most of which populate the castle and fortress levels in the game, and several of these obstacles would make later appearances in the ''Super Mario'' series, namely [[Grinder]]s and [[Skewer]]s.
 
When [[Fall]] is unlocked, some of these enemies have their graphics changed; however, their behaviors are unaltered.


When [[Fall]] is unlocked, some of these enemies have their graphics changed; however, they do not have their behaviors altered.
{|class="wikitable" width=100%
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|-style="background:#FF2400; color:white;"
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!width=10%|Image
!width=10%|Name
!width=10%|Name
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|align="center"|[[File:SMWAmazingFlyinHammerBro.png]]
|align="center"|[[File:SMWAmazingFlyinHammerBro.png]]
|align="center"|[[Amazing Flyin' Hammer Brother]]
|align="center"|[[Amazing Flyin' Hammer Brother]]
|This enemy tosses hammers from its swooping platform, attempting to attack Mario or Luigi. It can be defeated by hitting the platform it sits on.
|This enemy tosses hammers from its swooping platform, attempting to attack Mario or Luigi. It can be defeated by hitting the bottom of the platform it sits on.
|align=center|[[Donut Plains 4]]
|align=center|[[Donut Plains 4]]
|align=center|[[Outrageous]]
|align=center|[[Outrageous]]
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|-
|-
|align="center"|[[File:BigSteely SMW.png]]
|align="center"|[[File:BigSteely SMW.png]]
|align="center"|[[Big Steely]]
|align="center"|[[metal ball|Big Steely]]
|A giant metal ball thrown by Bowser. It cannot be stomped on, but it can be bounced off with a Spin Jump.
|A giant metal ball thrown by Bowser. It cannot be stomped on, but it can be bounced off with a Spin Jump.
|colspan="2"align=center|[[Front Door|Bowser's Castle]]
|colspan="2"align=center|[[Front Door|Bowser's Castle]]
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|align="center"|[[File:SMW-Boo Buddy Swarm Portion.png]]
|align="center"|[[File:SMW-Boo Buddy Swarm Portion.png]]
|align="center"|[[Boo Crew]]
|align="center"|[[Boo Crew]]
|Boo Buddies in a cloud 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.
|Boo Buddies in a cloud are usually transparent, which is when they are harmless, but periodically turn opaque, which is when they are dangerous, to dive at Mario or Luigi.
|align=center|[[Donut Ghost House]]
|align=center|[[Donut Ghost House]]
|align=center|[[Forest Ghost House]]
|align=center|[[Forest Ghost House]]
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|align="center"|[[File:Chainsaw SMW.png]]
|align="center"|[[File:Chainsaw SMW.png]]
|align="center"|[[Chainsaw]]
|align="center"|[[Chainsaw]]
|An invincible saw blade that follows a designated path. It cannot be stomped on, but it can be bounced off with a Spin Jump.
|An invincible saw blade that follows a designated path. It cannot be stomped on, but it can be bounced off with a Spin Jump and with Yoshi.
|align=center|[[Cheese Bridge Area]]
|align=center|[[Cheese Bridge Area]]
|align=center|[[Way Cool]]
|align=center|[[Way Cool]]
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|align="center"|[[File:SMW Lemmy decoy.png]] [[File:SMW Wendy decoy.png]]
|align="center"|[[File:SMW Lemmy decoy.png]] [[File:SMW Wendy decoy.png]]
|align="center"|Decoy<ref>''Nintendo Power Advance'' v.4, pages 43 and 69.</ref>
|align="center"|Decoy<ref>''Nintendo Power Advance'' v.4, pages 43 and 69.</ref>
|This harmful impostor pops out of pipes used by [[Lemmy Koopa|Lemmy]] and [[Wendy O. Koopa]]. Decoys always come in pairs and can be stomped on.
|This harmful impostor pops out of pipes used by [[Lemmy Koopa|Lemmy]] and [[Wendy O. Koopa|Wendy]]. Decoys always come in pairs and can be stomped on.
|align=center|[[3 Lemmy's Castle|#3 Lemmy's Castle]]
|align=center|[[3 Lemmy's Castle|#3 Lemmy's Castle]]
|align=center|[[6 Wendy's Castle|#6 Wendy's Castle]]
|align=center|[[6 Wendy's Castle|#6 Wendy's Castle]]
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|align="center"|[[File:SMWDB.png]]
|align="center"|[[File:SMWDB.png]]
|align="center"|[[Dry Bones]]
|align="center"|[[Dry Bones]]
|A [[Koopa Troopa]] skeleton. It falls apart when Mario or Luigi stomps on it, and after a short time, it will reform its body. It can also throw bones at Mario or Luigi. It is impervious to fireballs.
|A [[Koopa Troopa]] skeleton. It falls apart when Mario or Luigi stomps on it, and after a short time, it reforms its body. It can also throw bones at Mario or Luigi. It is impervious to fireballs.
|align=center|[[2 Morton's Castle|#2 Morton's Castle]]
|align=center|[[2 Morton's Castle|#2 Morton's Castle]]
|align=center|[[Front Door|Bowser's Castle]]
|align=center|[[Front Door|Bowser's Castle]]
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|A spiked obstacle that falls from the ceiling.
|A spiked obstacle that falls from the ceiling.
|align=center|[[Vanilla Fortress]]
|align=center|[[Vanilla Fortress]]
|align=center|[[5 Roy's Castle|#5 Roy's Castle]]
|align=center|[[Valley Fortress]]
|-
|-
|align="center"|[[File:Fire Snake (SMW).png]]
|align="center"|[[File:Fire Snake (SMW).png]]
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|-
|-
|align="center"|[[File:Mine SMW.png]]
|align="center"|[[File:Mine SMW.png]]
|align="center"|[[Floating Mine]]
|align="center"|[[Mine|Floating Mine]]
|A floating spiked mine. It cannot be stomped on, but it can be bounced off with a Spin Jump.
|A floating spiked mine. It cannot be stomped on, but it can be bounced off with a Spin Jump.
|align=center|[[Yoshi's Island 4]]
|align=center|[[Yoshi's Island 4]]
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|align="center"|[[Koopa Paratroopa]]
|align="center"|[[Koopa Paratroopa]]
|
|
*'''Green Koopa Paratroopa:''' A green [[Koopa Troopa]] with wings. Jumps around aimlessly.
*'''Green Koopa Paratroopa:''' A green [[Koopa Troopa]] with wings. It jumps around aimlessly.
*'''Red Koopa Paratroopa:''' A red Koopa Troopa with wings. Flies around in a set area.
*'''Red Koopa Paratroopa:''' A red Koopa Troopa with wings. It 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.
*'''Yellow Koopa Paratroopa:''' A yellow Koopa Troopa with wings. It never flies, but it hops over shells that are kicked at it.
|align=center|[[Yoshi's Island 3]]<br>(green)<br>[[Donut Secret 2]]<br>(red)<br>[[Awesome]]<br>(yellow)
|align=center|[[Yoshi's Island 3]]<br>(green)<br>[[Donut Secret 2]]<br>(red)<br>[[Awesome]]<br>(yellow)
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|-
|-
|align="center"|[[File:SMW KoopaTroopaNoShell Green.png]] [[File:SMW KoopaTroopaNoShell Red.png]] [[File:SMW KoopaTroopaNoShell Yellow.png]] [[File:SMW KoopaTroopaNoShell Blue.png]]
|align="center"|[[File:SMW KoopaTroopaNoShell Green.png]] [[File:SMW KoopaTroopaNoShell Red.png]] [[File:SMW KoopaTroopaNoShell Yellow.png]] [[File:SMW KoopaTroopaNoShell Blue.png]]
|align="center"|[[Beach Koopa|Koopa without a Shell]]
|align="center"|[[Unshelled Koopa Troopa|Koopa without a Shell]]
|A shell-less Koopa Troopa.  
|A shell-less Koopa Troopa.  
*'''Green Koopa without a Shell:''' A shell-less turtle that walks off edges. Becomes a green Koopa Troopa.
*'''Green Koopa without a Shell:''' A shell-less turtle that walks off edges. It becomes a green Koopa Troopa after entering a shell.
*'''Red Koopa without a Shell:''' A shell-less turtle that avoids edges. Becomes a red Koopa Troopa.
*'''Red Koopa without a Shell:''' A shell-less turtle that avoids edges. It becomes a red Koopa Troopa after entering a shell.
*'''Blue Koopa without a Shell:''' This is the slowest shell-less turtle. Unlike the other three shell-less Koopas, blue Koopas without Shells do not enter a shell. They slide on slopes and will kick a shell if they come in contact with one.
*'''Blue Koopa without a Shell:''' This is the slowest shell-less turtle. Unlike the other three shell-less Koopas, blue Koopas without Shells do not enter a shell. They slide on slopes and will kick a shell if they come in contact with one.
*'''Yellow Koopa without a Shell:''' Once it jumps into a [[Yellow Shell]], it becomes a lethal [[Shell (flashing)|flashing Shell]].
*'''Yellow Koopa without a Shell:''' Once it jumps into a [[Yellow Shell]], it becomes a [[Shell (flashing)|flashing Shell]].
|align=center|[[Yoshi's Island 2]]<br>(green)<br>Yoshi's Island 2<br>(red)<br>[[Yoshi's Island 1]]<br>(blue)<br>[[Donut Plains 4]]<br>(yellow)
|align=center|[[Yoshi's Island 2]]<br>(green)<br>Yoshi's Island 2<br>(red)<br>[[Yoshi's Island 1]]<br>(blue)<br>[[Donut Plains 4]]<br>(yellow)
|align=center|[[Funky (level)|Funky]]<br>(green)<br>Funky<br>(red)<br>Funky<br>(blue)<br>Funky<br>(yellow)
|align=center|[[Funky (level)|Funky]]<br>(green)<br>Funky<br>(red)<br>Funky<br>(blue)<br>Funky<br>(yellow)
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|align="center"|[[File:LakituSMW.png]]
|align="center"|[[File:LakituSMW.png]]
|align="center"|[[Lakitu]]
|align="center"|[[Lakitu]]
|A turtle that rides in a [[Lakitu's Cloud|cloud]] and throws Spiny Eggs down at Mario or Luigi. If Mario or Luigi hits him with a throwable object or spinning cape, he can ride in his cloud for a limited time. However, if a Lakitu is stomped on, the cloud will disappear.
|A turtle that rides in a [[Lakitu's Cloud|cloud]] and throws Spiny Eggs down at Mario or Luigi. If Mario or Luigi hits him with a throwable object or spinning cape, he can ride in his cloud for a limited time. However, if a Lakitu is stomped on, the cloud disappears.
|align=center|[[Forest of Illusion 4]]
|align=center|[[Forest of Illusion 4]]
|align=center|[[Gnarly]]
|align=center|[[Gnarly]]
|-
|-
|align="center"|[[File:PipeLakitu.png]]
|align="center"|[[File:PipeLakitu.png]]
|align="center"|[[Lakitu in a Pipe]]
|align="center"|[[Lakitu|Lakitu in a Pipe]]
|A Lakitu that lives in a pipe and throws Spiny Eggs at Mario or Luigi.
|A Lakitu that lives in a pipe and throws Spiny Eggs at Mario or Luigi.
|align=center|[[Vanilla Secret 2]]
|align=center|[[Vanilla Secret 2]]
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|align="center"|[[File:SMW Ninji sprite.png]]
|align="center"|[[File:SMW Ninji sprite.png]]
|align="center"|[[Ninji]]
|align="center"|[[Ninji]]
|A black, star-like devil that jumps up and down.
|A black star-like devil that jumps up and down.
|colspan="2"align=center|[[Front Door|Bowser's Castle]]
|colspan="2"align=center|[[Front Door|Bowser's Castle]]
|-
|-
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|align="center"|[[File:Abyss.png]]
|align="center"|[[File:Abyss.png]]
|align="center"|[[Pit]]
|align="center"|[[Pit]]
|Falling into a pit causes the player to lose a life regardless of the form Mario or Luigi has.
|Falling into a pit causes Mario or Luigi to lose a life regardless of the form he has.
|align="center"|[[Yoshi's Island 1]]
|align="center"|[[Yoshi's Island 1]]
|align="center"|[[Funky (level)|Funky]]
|align="center"|[[Funky (level)|Funky]]
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|-
|-
|align="center"|[[File:Donut Plains 2.png]]
|align="center"|[[File:Donut Plains 2.png]]
|align="center"|Sand tide<ref>Stratton, Bryan. ''Super Mario World: Super Mario Advance 2–Prima’s Official Strategy Guide''. Page 83.</ref>
|align="center"|[[Sand tide]]
|A yellow sandy platform. It usually moves up and down to crush Mario or Luigi, though some sand tides simply sink upon him landing on one.
|A sandy yellow platform. It usually moves up and down to crush Mario or Luigi, though some sand tides simply sink upon him landing on one.
|align=center|[[Donut Plains 2]]
|align=center|[[Donut Plains 2]]
|align=center|[[Valley of Bowser 2]]
|align=center|[[Valley of Bowser 2]]
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|A large stone that drops as Mario or Luigi approaches. It cannot be stomped on, but it can be bounced off with a Spin Jump.
|A large stone that drops as Mario or Luigi approaches. It cannot be stomped on, but it can be bounced off with a Spin Jump.
|align=center|[[Front Door|Bowser's Castle]]
|align=center|[[Front Door|Bowser's Castle]]
|-
|align="center"|[[File:Mondo Screenshot.png]]
|align="center"|Tide<ref>M. Arakawa. Nintendo ''Mario Mania'' Player's Guide. Pages 164 and 165.</ref>
|Appears in some non-underwater levels, forcing Mario or Luigi to [[swim]] while also pushing him back.
|align=center|[[Yoshi's Island 4]]
|align=center|[[Mondo]]
|-
|-
|align="center"|[[File:SMW Torpedo Hasshadai.png]]
|align="center"|[[File:SMW Torpedo Hasshadai.png]]
|align="center"|[[Torpedo Base]]
|align="center"|[[Torpedo tube]]
|It fires [[Torpedo Ted]]s that are invincible to all available forms of attack.
|It fires [[Torpedo Ted]]s that are invincible to all available forms of attack.
|colspan="2"rowspan="2"align=center|[[Soda Lake]]
|colspan="2"rowspan="2"align=center|[[Soda Lake]]
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|align=center|[[Donut Plains 1]]
|align=center|[[Donut Plains 1]]
|align=center|[[Groovy]]
|align=center|[[Groovy]]
|-
|align="center"|[[File:Mondo Screenshot.png]]
|align="center"|[[Water tide]]
|Constantly rises and lowers, forcing Mario or Luigi to [[swim]] while also pushing him back.
|colspan="2"align=center|[[Mondo]]
|-
|-
|align="center"|[[File:SMW Wiggler.png]] [[File:SMW-Wiggler-angry.gif]]
|align="center"|[[File:SMW Wiggler.png]] [[File:SMW-Wiggler-angry.gif]]
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===Bosses===
===Bosses===
The bosses of the game are comprised of Bowser's seven children, the [[Koopalings]], all who guard a castle at the end of every world, and [[Reznor]]s, the guardians of the fortresses. The Koopalings share the same boss patterns with another Koopaling pair, with the exception of Ludwig, though the later-encountered Koopaling of the shared boss fight has a more difficult variant of the fight. Reznor boss fights are all the same, regardless of which fortress is played on. Once the Koopalings are beaten, a small cutscene plays, where Mario rescues a trapped Yoshi inside an egg and destroys the Koopalings' fortifications through various means, unique for each Koopaling. For example, Iggy's Castle crumbles in a typical fashion when Mario hits a TNT switch; Ludwig's Castle rockets off and crashes into a nearby hill, causing a bandage to appear where it impacted; and Roy's Castle causes an accidental explosion to Mario instead. The levels cannot be normally played again once cleared, though in international versions, they can be replayed if the player holds {{button|snes|L}} and {{button|snes|R}} on the castle's remains. Bowser, the primary antagonist of the game, can be fought at both the [[Front Door]] and [[Back Door]], though the Back Door is a far shorter level that provides almost direct access to the boss.
The bosses of the game are comprised of Bowser's seven children, the [[Koopalings]], all who guard a castle at the end of every world, and [[Reznor]]s, the guardians of the fortresses. The Koopalings share the same boss patterns with another Koopaling pair, with the exception of Ludwig, though the later-encountered Koopaling of the shared boss fight has a more difficult variant of the fight. Reznor boss fights are all the same, regardless of which fortress level is played. Once a Koopaling is beaten, a small cutscene plays, where Mario rescues a trapped Yoshi inside an egg and destroys the Koopaling's fortifications through one of various means, unique for each Koopaling. For example, Iggy's Castle crumbles in a typical fashion when Mario hits a TNT switch; Ludwig's Castle rockets off and crashes into a nearby hill, causing a bandage to appear where it impacted; and Roy's Castle causes an accidental explosion to Mario instead. The levels normally cannot be played again once cleared, though in international versions, they can be replayed if the player holds {{button|snes|L}} and {{button|snes|R}} on a castle's remains. Bowser, the primary antagonist of the game, can be fought at both the [[Front Door]] and [[Back Door]], though the Back Door is a far shorter level that provides almost direct access to the boss.


The Big Boo is the game's sole secret boss, encountered in the Donut Secret House, and the only boss not encountered in a castle or fortress. He can also be fought again in all versions of the game by accessing the level normally.
The Big Boo is the game's sole secret boss, encountered in the Donut Secret House, and the only boss not encountered in a castle or fortress. He can also be fought again in all versions of the game by accessing the level normally.
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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 Mushroom]]s granting them [[extra life|extra lives]] or [[key]]s and [[keyhole]]s granting them access to secret levels.
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 Mushroom]]s granting them [[extra life|extra lives]] or [[key]]s and [[keyhole]]s granting them access to secret levels.
{{br}}
{{br}}
===Power-ups and transformations===
===Power-ups and transformations===
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!Image  
!Image  
!Transformation
!Transformation
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===Items===
===Items===
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!Image  
!Image  
!Name
!Name
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|align="center"|[[File:Baby Yoshi SMW green.png]] [[File:Baby Yoshi SMW red.png]] [[File:Baby Yoshi SMW blue.png]] [[File:Baby Yoshi SMW yellow.png]]
|align="center"|[[File:Baby Yoshi SMW green.png]] [[File:Baby Yoshi SMW red.png]] [[File:Baby Yoshi SMW blue.png]] [[File:Baby Yoshi SMW yellow.png]]
|align="center"|[[Baby Yoshi|Mini-Yoshi]]
|align="center"|[[Baby Yoshi|Mini-Yoshi]]
|If Mario or Luigi passes nearby a lone egg, it hatches into a Mini-Yoshi. The player must feed the Mini-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 Mini-Yoshi eats something other than a power-up, the player receives a coin and '''200''' points.
|If Mario or Luigi passes nearby a lone egg, it hatches into a Mini-Yoshi. The player must feed the Mini-Yoshi five enemies, shells, coins, or active Grab Blocks for it to grow into an adult Yoshi. Feeding the Mini-Yoshi a single power-up causes it to grow up instantly. Every time a Mini-Yoshi eats something other than a power-up, the player receives a coin and '''200''' points.
|-
|-
|align="center"|[[File:SMW P Switch sprite.png]][[File:SMW Gray P Switch sprite.png]]
|align="center"|[[File:SMW P Switch sprite.png]][[File:SMW Gray P Switch sprite.png]]
|align="center"|[[P Switch|Switch Block]] and [[Gray P Switch]]
|align="center"|[[P Switch|Switch Block]] and [[Gray P Switch]]
|When the blue Switch Block is pressed, [[Empty Block|block]]s transform into coins and vice versa. If a Gray P Switch is pressed, most basic enemies, such as [[Spiny|Spinies]], transform into Gray Coins. After a short period of time, the changes made by either switch revert to normal.
|When a blue Switch Block is pressed, [[Empty Block|block]]s transform into coins and vice versa. If a Gray P Switch is pressed, most basic enemies, such as [[Spiny|Spinies]], transform into Gray Coins. After a short period of time, the changes made by either switch revert to normal.
|}
|}


===Blocks and other objects===
===Blocks and other objects===
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
{|class="wikitable" width=100%
|-style="background:#FF2400; color:white;"
!Image  
!Image  
!Name
!Name
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|align="center"|[[File:SMW WaterLift.png]]
|align="center"|[[File:SMW WaterLift.png]]
|align="center"|Floating island platform<ref>Stratton, Bryan. ''Super Mario World: Super Mario Advance 2–Prima’s Official Strategy Guide''. Page 26.</ref>
|align="center"|Floating island platform<ref>Stratton, Bryan. ''Super Mario World: Super Mario Advance 2–Prima’s Official Strategy Guide''. Page 26.</ref>
|A platform that floats on water. The platform will sink if Mario or Luigi steps on it, and it will rise back up.
|A grassy platform that floats on [[water]]. The platform will sink if Mario or Luigi steps on it, and it will rise back up.
|-
|-
|align="center"|[[File:SMW Flying Platform.png]]
|align="center"|[[File:SMW Flying Platform.png]]
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|align="center"|[[Flying ? Block|Flying Prize Block]]
|align="center"|[[Flying ? Block|Flying Prize Block]]
|A Prize Block with wings that moves about. Once hit, it turns into a static Brown Block.
|A Prize Block with wings that moves about. Once hit, it turns into a static Brown Block.
|-
|align="center"|[[File:Fossil float.png]]
|align="center"|Fossil float{{ref needed}}
|A fossil-like platform that floats on lava. The platform will sink if Mario or Luigi steps on it, and it will never rise back up.
|-
|-
|align="center"|[[File:GiantGate.png]]
|align="center"|[[File:GiantGate.png]]
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|align="center"|[[Midway Gate]]
|align="center"|[[Midway Gate]]
|A striped gate that serves as the level's [[checkpoint]] when touched. When players lose a life, they spawn near the checkpoint rather than at the beginning of the level. If Small Mario/Luigi touches the Midway Gate, he powers up to Super Mario/Luigi.
|A striped gate that serves as the level's [[checkpoint]] when touched. When players lose a life, they spawn near the checkpoint rather than at the beginning of the level. If Small Mario/Luigi touches the Midway Gate, he powers up to Super Mario/Luigi.
|-
|align="center"|[[File:SMW SemisolidPlatform.png]]
|align="center"|[[Mushroom Platform]]
|A mushroom that serves as a platform.
|-
|-
|align="center"|[[File:On Off Switch SMW.png]] [[File:SMW on-off switch-off.png]]
|align="center"|[[File:On Off Switch SMW.png]] [[File:SMW on-off switch-off.png]]
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|A block that contains power-ups that swap between the available types. Items that are released from the blocks still change form when they are out.
|A block that contains power-ups that swap between the available types. Items that are released from the blocks still change form when they are out.
|-
|-
|align="center"|[[File:SMW SemisolidPlatform.png]]
|align="center"|[[File:Semisolid platform SMW.png]]
|align="center"|[[Semisolid Platform]]
|align="center"|[[Semisolid Platform]]
|A variety of platforms that can be jumped through.
|A variety of platforms that can be jumped through.
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|align="center"|[[Warp Pipe]]
|align="center"|[[Warp Pipe]]
|A pipe that can lead players to another area of the level if they either duck or jump into one. Some Warp Pipes contain varieties of Piranha Plants or Lakitus, some extend and retract (found only in [[Forest of Illusion 4]]), and some large, diagonal Warp Pipes launch players.
|A pipe that can lead players to another area of the level if they either duck or jump into one. Some Warp Pipes contain varieties of Piranha Plants or Lakitus, some extend and retract (found only in [[Forest of Illusion 4]]), and some large, diagonal Warp Pipes launch players.
|-
|align="center"|[[File:Water_lift.png]]
|align="center"|Water lift{{ref needed}}
|A brown platform that floats on water. The platform will sink if Mario or Luigi steps on it, and it will rise back up.
|-
|-
|align="center"|[[File:DoorSMW.png]]
|align="center"|[[File:DoorSMW.png]]
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==Level features==
==Level features==
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
{|class="wikitable" width=100%
|-style="background:#FF2400; color:white;"
!Image  
!Image  
!Name
!Name
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==Soundtrack==
==Soundtrack==
[[File:SMW-Japanese Artwork.jpg|thumb|Album art for the ''Super Mario World'' compilation album]]
[[File:SMW-Japanese Artwork.jpg|thumb|Album art for the ''Super Mario World'' compilation album]]
While composer [[Koji Kondo]] had created many different melodies for ''[[Super Mario Bros. 3]]'', he decided to use the [[Ground Theme (Super Mario World)|same melody]] in ''Super Mario World'', albeit in an {{wp|arrangement|arranged}} form, assuming that the player would be able to recognize the melody while being exposed to new variations of music throughout the game.<ref name="iwata asks kondo">[https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Super-Mario-All-Stars/Vol-1-Super-Mario-History-Soundtrack-CD/5-Music-Commentary-by-Koji-Kondo-2-/5-Music-Commentary-by-Koji-Kondo-2--220040.html Iwata Asks: Music Commentary by Koji Kondo]. ''Nintendo''. Retrieved September 19, 2020.</ref> The melody was believed to be inspired by "{{wp|Green, Green (song)|Green, Green}}," a folk song recorded in the 1960s that was very popular in Japan.<ref>Thomas Game Docs (June 15, 2021). [https://www.youtube.com/watch?v=B8SNbCDXgaQ The pop song that Nintendo copied]. ''YouTube''. Retrieved July 1, 2021.</ref> This being the first game developed for the SNES, Kondo felt "overjoyed" about being able to take advantage of the increased technological capability, which allowed eight instruments to be used at once. To express the technological novelty of the new console, he used samples of several different instruments (as named below), implementing them all, one after the other, in the game's title song.<ref name="iwata asks kondo"/> As development progressed, Kondo grew concerned over how people would react to his unusual combinations of instruments as he noted the use of the NES's traditional {{wp|square wave}}s and {{wp|triangle wave}}s had "gained acceptance" with consumers. For the game's sound effects, Kondo decided to use a variety of musical instruments to emphasize that the game used traditional technology with a hybrid of new materials;<ref name="iwata asks kondo"/> for example, Mario's jumping sound is a reappropriation of a pan flute sample. The music took around a year and a half for Kondo to compose.<ref>Kawasaki, Hondai (January 1991). "1990 Developer Interview". ''Nintendo Official Guidebook for Super Mario World: Super Mario Bros. 4'' (Japanese). Tokyo: Shogakkan: 167.</ref>
While composer [[Koji Kondo]] had created many different melodies for ''[[Super Mario Bros. 3]]'', he decided to use the [[Ground Theme (Super Mario World)|same melody]] in ''Super Mario World'', albeit in an {{wp|arrangement|arranged}} form, assuming that the player would be able to recognize the melody while being exposed to new variations of music throughout the game.<ref name="iwata asks kondo">[https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Super-Mario-All-Stars/Vol-1-Super-Mario-History-Soundtrack-CD/5-Music-Commentary-by-Koji-Kondo-2-/5-Music-Commentary-by-Koji-Kondo-2--220040.html Iwata Asks: Music Commentary by Koji Kondo]. ''Nintendo''. Retrieved September 19, 2020.</ref> The melody was believed to be inspired by "{{wp|Green, Green (song)|Green, Green}}," a folk song recorded in the 1960s that was very popular in Japan.<ref>Thomas Game Docs (June 15, 2021). [https://www.youtube.com/watch?v=B8SNbCDXgaQ The pop song that Nintendo copied]. ''YouTube''. Retrieved July 1, 2021.</ref> This being the first game developed for the SNES, Kondo felt "overjoyed" about being able to take advantage of the increased technological capability, which allowed eight instruments to be used at once. To express the technological novelty of the new console, he used samples of several different instruments (as named below), implementing them all, one after the other, in the game's title song.<ref name="iwata asks kondo"/> As development progressed, Kondo grew concerned over how people would react to his unusual combinations of instruments as he noted the use of the NES's traditional {{wp|square wave}}s and {{wp|triangle wave}}s had "gained acceptance" with consumers. For the game's sound effects, Kondo decided to use a variety of musical instruments to emphasize that the game used traditional technology with a hybrid of new materials.<ref name="iwata asks kondo"/> For example, Mario's jumping sound is a {{wp|reappropriation}} of a pan flute sample. The music took around a year and a half for Kondo to compose.<ref>Kawasaki, Hondai (January 1991). "1990 Developer Interview". ''Nintendo Official Guidebook for Super Mario World: Super Mario Bros. 4'' (Japanese). Tokyo: Shogakkan: 167.</ref>


A [[Super Mario World (album)|compilation soundtrack]] for ''Super Mario World'' was released in Japan on February 25, 1991, and it contains original jazz arrangements composed by musician Soichi Noriki and performed by the "Mario Club Band"; the album additionally contains music from ''[[Super Mario Bros.]]'' and ''Super Mario Bros. 3''. The arrangements are recorded on the album's first disc, while the second disc contains the original compositions. The music was also included on ''[[Nintendo Super Famicom Game Music]]'', another Japan-only album released in 1992 that contains music from various games released for the SNES. ''[[Super Mario Compact Disco]]'', a compilation soundtrack released originally in Japan on August 1, 1993, 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]]'', and in several ''Mario'' anniversary soundtracks, such as ''[[Happy! Mario 20th - Super Mario Sound Collection]]'' and ''[[The 30th Anniversary Super Mario Bros. Music]]''.
A [[Super Mario World (album)|compilation soundtrack for ''Super Mario World'']] was released in Japan on February 25, 1991, and it contains original jazz arrangements composed by musician Soichi Noriki and performed by the Mario Club Band; the album additionally contains music from ''[[Super Mario Bros.]]'' and ''Super Mario Bros. 3''. The arrangements are recorded on the album's first disc, while the second disc contains the original compositions. The music was also included on ''[[Nintendo Super Famicom Game Music]]'', another Japan-only album released in 1992 that contains music from various games released for the SNES. ''[[Super Mario Compact Disco]]'', a compilation soundtrack released originally in Japan on August 1, 1993, contains pieces that remix and rearrange 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]]'', and in several ''Super Mario'' anniversary soundtracks, such as ''[[Happy! Mario 20th - Super Mario Sound Collection]]'' and ''[[The 30th Anniversary Super Mario Bros. Music]]''.


The soundfont used for the ''Super Mario World'' soundtrack consists of the following instrument samples: the fretless bass, piano, pan flute, brass, and clarinet from the {{wp|Kawai K1R}} module; the fantasia synth, arco strings, bass marimba, and slap bass from the {{wp|Roland D-550}} synthesizer; the honky-tonk, steel drum, and oud from the {{wp|Roland L-CD1}}; and the dry kick, impact snare, reverb snare, closed hi-hat, and open low conga from the {{wp|Roland R-8}} drum machine. An orchestra hit sample from unknown equipment by {{wp|E-mu Systems}} is also present, and it was used to construct Yoshi's record-scratching voice effect. The cannon sound used for the thunder effects is of unknown origin, but is currently part of the Soundstorm Sound Effects Library; it is the first professional film sound effect to be sampled in a Nintendo game. The origin of the heavy guitar used in the final boss theme is currently unknown.<ref>https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203</ref>
The soundfont used for the ''Super Mario World'' soundtrack consists of the following instrument samples: the fretless bass, piano, pan flute, brass, and clarinet from the {{wp|Kawai K1}} module; the fantasia synth, arco strings, bass marimba, and slap bass from the {{wp|Roland D-50}} synthesizer; the honky-tonk, steel drum, and oud from the Roland L-CD1 (a sample library built for the {{wp|Roland S-50|S-50}} synthesizer); and the dry kick, impact snare, reverb snare, closed hi-hat, and open low conga from the {{wp|Roland R-8}} drum machine. An orchestra hit sample from unknown equipment by {{wp|E-mu Systems}} is also present, and it was used to construct Yoshi's record-scratching voice effect. The cannon sound used for the thunder effects is of unknown origin, but it is currently part of the Soundstorm Sound Effects Library; it is the first professional film sound effect to be sampled in a Nintendo game. The origin of the heavy guitar used in the final boss theme is currently unknown.<ref>https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203</ref>


===Media===
===Media===
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==Staff==
==Staff==
{{main|List of Super Mario World staff}}
{{main|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.<ref name="TCRF"/>
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.<ref name="TCRF"/>


==Development==
==Development==
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 (though ''Mario 3'' itself would later be ported and remade for SNES as one of the featured games in ''[[Super Mario All-Stars]]''). 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 SNES was developed, and it was changed to a dinosaur due to the team working with a dinosaur land.<ref>Takashi Tezuka, Shigefumi Hino and Hisashi Nogami. [https://web.archive.org/web/20171003014426/https://www.nintendo.com/super-nes-classic/interview-super-mario-world ''Super Mario World'' and ''Super Mario World 2: Yoshi's Island''.] ''Nintendo''. Retrieved September 19, 2020.</ref> 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.<ref>Interview with Shigeru Miyamoto in ''Mario Mania'' Player's Guide, p. 32.</ref>
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 teammates ported ''Super Mario Bros. 3'' to the console, and it felt like the same game to them despite the enhanced graphics, so the teammates wanted to create something new for the console (though ''Super Mario Bros. 3'' itself would later be ported and remade for the SNES as one of the featured games in ''[[Super Mario All-Stars]]''). 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 SNES was developed, and it was changed to a dinosaur due to the team working with a dinosaur land.<ref>Takashi Tezuka, Shigefumi Hino and Hisashi Nogami. [https://web.archive.org/web/20171003014426/https://www.nintendo.com/super-nes-classic/interview-super-mario-world ''Super Mario World'' and ''Super Mario World 2: Yoshi's Island''.] ''Nintendo''. Retrieved September 19, 2020.</ref> The team 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.<ref>Interview with Shigeru Miyamoto in ''Mario Mania'' Player's Guide, p. 32.</ref>


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''.<ref>[http://www.youtube.com/watch?v=W0MbGdkbeEU This local news segment displays the ''Super Mario World'' title screen with the typo'd "Super Mario Bros." subtitle.], retrieved 8/11/2011</ref><ref>[http://www.youtube.com/watch?v=MTzyz2TgGls This local news segment displays the ''Super Mario World'' title screen with the "''Super Mario Bros. 4''" subtitle.], retrieved 8/11/2011</ref> Miyamoto has stated that this is his favorite ''Mario'' game.<ref>[https://www.engadget.com/2010/11/09/super-mario-world-is-miyamotos-favorite-mario-game ''Super Mario World'' is Miyamoto's favorite ''Mario'' game], retrieved 6/22/2018</ref><ref>[http://www.ign.com/articles/2012/06/15/this-is-shigeru-miyamotos-favorite-mario-game This is Shigeru Miyamoto's Favorite ''Mario'' Game], retrieved 6/22/2018</ref>
At one 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''.<ref>[http://www.youtube.com/watch?v=W0MbGdkbeEU This local news segment displays the ''Super Mario World'' title screen with the typo'd "Super Mario Bros." subtitle.], retrieved 8/11/2011</ref><ref>[http://www.youtube.com/watch?v=MTzyz2TgGls This local news segment displays the ''Super Mario World'' title screen with the "''Super Mario Bros. 4''" subtitle.], retrieved 8/11/2011</ref> Miyamoto has stated that this is his favorite game of the ''Super Mario'' franchise.<ref>[https://www.engadget.com/2010/11/09/super-mario-world-is-miyamotos-favorite-mario-game ''Super Mario World'' is Miyamoto's favorite ''Super Mario'' game], retrieved 6/22/2018</ref><ref>[http://www.ign.com/articles/2012/06/15/this-is-shigeru-miyamotos-favorite-mario-game This is Shigeru Miyamoto's Favorite ''Super Mario'' Game], retrieved 6/22/2018</ref>


==Pre-release and unused content==
==Pre-release and unused content==
{{main|List of Super Mario World pre-release and unused content}}
{{main|List of Super Mario World pre-release and unused content}}
[[File:Beta Super Mario World Level.jpg|thumb|An early version of a level, likely Yoshi's Island 1.]]
[[File:Beta Super Mario World Level.jpg|thumb|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 House]]s (which could possibly mean that [[Toad (species)|Toad]]s were once considered to populate Dinosaur Land) and more ''Super Mario Bros. 3''-style [[fortress]]es. In addition to this, the game originally had the subtitle "''Super Mario Bros. 4''" on the Title Screen.
[[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 House]]s (which could possibly mean that [[Toad (species)|Toad]]s were once considered to populate Dinosaur Land) and more ''Super Mario Bros. 3''-style [[fortress]]es. In addition to this, the game originally had the subtitle "''Super Mario Bros. 4''" on the title screen.
{{br}}
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==Glitches==
==Glitches==
{{main|List of Super Mario World glitches}}
{{main|List of Super Mario World glitches}}
[[File:Sorbetislandbug.png|thumb|Image of the miscolored overworld glitch.]]
[[File:Fireball kill.png|thumb|Glitchy graphic from destroying Iggy's fireball]]
[[File:Sorbetislandbug.png|thumb|right|The miscolored overworld glitch]]
 
===Glitchy graphics from defeated enemies===
===Glitchy graphics from defeated enemies===
The balls on [[Iggy]]'s and [[Larry]]'s platforms can be destroyed by the sliding attack, as can the [[Grinder]]s (using a triangular block). This results in glitchy graphics, most likely because the developers did not intend for these enemies to be defeated.
The balls on [[Iggy Koopa|Iggy]]'s and [[Larry Koopa|Larry]]'s platforms can be destroyed by the sliding attack, as can the [[Grinder]]s (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 happens if [[Mario]] does a nosedive in the second level of the [[Bowser]] battle. The [[Metal ball|Big Steely]] is defeated as a red sprite of [[Princess Peach|Princess Toadstool]]'s head.
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 Peach|Princess Toadstool]]'s head.


===Miscolored Overworld===
===Miscolored overworld===
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 (Super Mario World)|Star Road]].
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 is ivory-colored instead. The glitch ends if the player completes a level or visits a [[Star Road (Super Mario World)|Star Road]].
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*[[Monty Mole]]s 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.
*[[Monty Mole]]s 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 [[Mechakoopa]]s' 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.
*Due to how [[Mechakoopa]]s' 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 Boo]]s have lower fangs and white eyes in their sprites, but they have the same faces as normal [[Boo]]s in their artwork.
*[[Big Boo]]s have lower fangs, white eyes, and a bluish coloration in their sprites, but they appear identical to normal [[Boo]]s in their artwork. In many future games, the two remain identical in appearance outside of size.


===Miscellaneous===
===Miscellaneous===
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''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.<ref>[https://www.metacritic.com/game/wii/super-mario-world Metacritic page for ''Super Mario World''.] Retrieved September 19, 2020.</ref> Much of the game's general praise is directed to the game's visuals, gameplay, level design, secrets, and music, while retrospective reviews often opine that the game is still very playable today and that new players should play it.
''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.<ref>[https://www.metacritic.com/game/wii/super-mario-world Metacritic page for ''Super Mario World''.] Retrieved September 19, 2020.</ref> Much of the game's general praise is directed to the game's visuals, gameplay, level design, secrets, and music, while retrospective 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#Wii|Virtual Console]] version of the game on the [[Wii]], recommended players to play the game if they have not already.<ref>Navarro, Alex. (February 6, 2007). [https://www.gamespot.com/reviews/super-mario-world-review/1900-6165471/ ''Super Mario World'' Review]. ''GameSpot''. Retrieved September 19, 2020.</ref> 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 (franchise)|Mario]]'' series has ever seen, calling the tunes "supercatchy." The only bad listed in the review of the game is the distinct lack of [[Goomba's Shoe|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,<ref>Thomas, Lucas M. (February 5, 2007). [https://www.ign.com/articles/2007/02/06/super-mario-world-vc-review ''Super Mario World'' VC Review.] ''IGN''. Retrieved September 19, 2020.</ref> 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 ''[[sonicretro:Sonic the Hedgehog (16-bit)|Sonic the Hedgehog]]''.
Alex Navarro of GameSpot scored the game an 8.5 out of 10 in his review for the [[Virtual Console#Wii|Virtual Console]] version of the game on the [[Wii]], recommended players to play the game if they have not already.<ref>Navarro, Alex. (February 6, 2007). [https://www.gamespot.com/reviews/super-mario-world-review/1900-6165471/ ''Super Mario World'' Review]. ''GameSpot''. Retrieved September 19, 2020.</ref> 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 ''[[Super Mario (franchise)|Super Mario]]'' franchise has ever seen, calling the tunes "supercatchy." The only bad listed in the review of the game is the distinct lack of [[Goomba's Shoe|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,<ref>Thomas, Lucas M. (February 5, 2007). [https://www.ign.com/articles/2007/02/06/super-mario-world-vc-review ''Super Mario World'' VC Review.] ''IGN''. Retrieved September 19, 2020.</ref> 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 ''[[sonicretro:Sonic the Hedgehog (16-bit)|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 them as.<ref>O' Neill. (September 21, 2019). [https://www.nintendolife.com/reviews/snes/super_mario_world ''Super Mario World'' Review.] ''Nintendo Life''. Retrieved September 19, 2020.</ref> He has stated that the game is not the flashiest showcase of the SNES's graphical effects, but he 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 said 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]].
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 them as.<ref>O' Neill. (September 21, 2019). [https://www.nintendolife.com/reviews/snes/super_mario_world ''Super Mario World'' Review.] ''Nintendo Life''. Retrieved September 19, 2020.</ref> He has stated that the game is not the flashiest showcase of the SNES's graphical effects, but he 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 said 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]].
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The game was placed 16th in the 100th issue of ''[[Nintendo Power]]''{{'}}s "100 best Nintendo games of all time" in 1997.<ref>http://www.gamekult.com/communaute/forum/voirmessage.html?foid=13000909, retrieved 6/4/2009</ref> The game placed 47th in the 200th issue of GameInformer's "Top 200 Games of All Time."
The game was placed 16th in the 100th issue of ''[[Nintendo Power]]''{{'}}s "100 best Nintendo games of all time" in 1997.<ref>http://www.gamekult.com/communaute/forum/voirmessage.html?foid=13000909, retrieved 6/4/2009</ref> The game placed 47th in the 200th issue of GameInformer's "Top 200 Games of All Time."
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==Remakes and ports==
==Remakes and ports==
[[File:Box NA - Super Mario World Super Mario Advance 2.png|thumb|Box for ''Super Mario World: Super Mario Advance 2'', the Game Boy Advance remake for ''Super Mario World''.]]
[[File:Box Art NA - Super Mario World Super Mario Advance 2.jpg|thumb|Box for ''Super Mario World: Super Mario Advance 2'', the Game Boy Advance reissue for ''Super Mario World'']]
 
===Nintendo Super System===
===Nintendo Super System===
The game was ported to the Nintendo Super System, an arcade machine, in 1991. It is the only ''Mario'' title released on this system. There are a few differences such as a message on the title screen letting the player know what version it is. Players can choose one of seven zones to start in. There is no way to save progress and a timer counts down on the bottom right corner when play begins, which reappears when time is almost up. Afterwards, a screen will appear asking if the player wants to continue by inserting coins.
The game was ported to the Nintendo Super System, an arcade machine, in 1991. It is the only ''Super Mario'' title released on this system. There are a few differences such as a message on the title screen letting the player know what version it is. Players can choose one of seven zones to start in. There is no way to save progress, and a timer counts down on the bottom right corner when play begins, reappearing when time is almost up. Afterwards, a screen appears, asking if the player wants to continue by inserting coins.


===''Super Mario All-Stars + Super Mario World''===
===''Super Mario All-Stars + Super Mario World''===
{{main|Super Mario All-Stars + Super Mario World}}
The ''[[Super Mario All-Stars + Super Mario World]]'' version gives [[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.
The ''[[Super Mario All-Stars + Super Mario World]]'' version gives [[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''===
===''Super Mario World: Super Mario Advance 2''===
{{main|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 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 Coin]]s have been found.
''Super Mario World'' was remade for the [[Game Boy Advance]] as the second installment in the ''[[Super Mario Advance (series)|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 Coin]]s have been found.


===SNES Classic Edition===
===Super NES Classic Edition===
''Super Mario World'' is one of the 21 titles included on the [[Super Nintendo Entertainment System#Super NES Classic Edition|Super NES Classic Edition]].
''Super Mario World'' is one of the 21 titles included on the [[Super Nintendo Entertainment System#Super NES Classic Edition|Super NES Classic Edition]].


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===''Super Mario-kun''===
===''Super Mario-kun''===
[[File:SMKun 1.jpg|thumb|150px|The first volume of ''Super Mario-kun'']]
[[File:SMKun 1.jpg|thumb|150px|The first volume of ''Super Mario-kun'']]
''[[Super Mario-kun]]''{{'}}s first six volumes are all based on ''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 that feature content from other ''Mario'' titles released at the time such as ''[[Yoshi (game)|Yoshi]]'' and ''[[Super Mario Kart]]''.
''[[Super Mario-kun]]''{{'}}s first six volumes are all based on ''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 that feature content from other ''Super Mario'' titles released at the time such as ''[[Yoshi (game)|Yoshi]]'' and ''[[Super Mario Kart]]''.


===''Super Mario'' Kodansha manga===
===''Super Mario'' Kodansha manga===
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===''Super Mario World'' television series===
===''Super Mario World'' television series===
[[File:SMW title card.png|thumb|left|Title card for the ''Super Mario World'' television series.]]
[[File:SMW title card.png|thumb|left|Title card for the ''Super Mario World'' television series.]]
''Super Mario World'' has [[Super Mario World (television series)|an animated television series]] produced by [[DIC Entertainment|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.
''Super Mario World'' has [[Super Mario World (television series)|an animated television series]] produced by [[DIC Entertainment|DIC]], being the last of the ''Super Mario'' cartoons DIC has produced. It has aired from September 14, 1991 to December 7, 1991, featuring 13 episodes, the least amount of the ''Super 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.
{{br}}
{{br}}


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The game's success led to five games being released for Japanese and North American arcades.
The game's success led to five games being released for Japanese and North American arcades.
*''[[Mario Roulette]]'': A Japanese gambling game made in 1991 by {{wp|Konami}}.
*''[[Mario Roulette]]'': A Japanese gambling game made in 1991 by {{wp|Konami}}.
*''[[Būbū Mario]]'': A Japanese video game-ride hybrid made in 1993 by {{wp|Banpresto}}.
*''[[Būbū Mario]]'': A Japanese video game-ride hybrid made in 1993 by [[Banpresto]].
*''[[Mario Undōkai]]'': A Japanese marathon game with a dance pad made in 1993 by Banpresto.
*''[[Mario Undōkai]]'': A Japanese marathon game with a dance pad made in 1993 by Banpresto.
*[[Super Mario World (arcade)|''Super Mario World'' (arcade)]]: A vertical North American Skee-ball-styled game made in 1993 by {{wp|Fabtek}}.
*[[Super Mario World (arcade)|''Super Mario World'' (arcade)]]: A vertical North American Skee-ball-styled game made in 1993 by {{wp|Fabtek}}.
*''[[Koopa Taiji]]'': A Japanese ball-throwing game made by Banpresto in 1993.
*''[[Super Mario Attack]]'': A Japanese side-scrolling gambling game made in 1996 by Banpresto.
*''[[Super Mario Attack]]'': A Japanese side-scrolling gambling game made in 1996 by Banpresto.


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mariopinball.jpg|''[[Super Mario Bros. (pinball)|Super Mario Bros.]]'', a ''Super Mario World''-themed pinball game manufactured by {{wp|Gottlieb}}. Even though the board game is mostly modeled after ''Super Mario World'', artwork of [[Wart]] from ''[[Yume Kōjō: Doki Doki Panic]]'' can be seen in the background.
mariopinball.jpg|''[[Super Mario Bros. (pinball)|Super Mario Bros.]]'', a ''Super Mario World''-themed pinball game manufactured by {{wp|Gottlieb}}. Even though the board game is mostly modeled after ''Super Mario World'', artwork of [[Wart]] from ''[[Yume Kōjō: Doki Doki Panic]]'' can be seen in the background.
luckycoins.jpg|A set of metallic [[coin]]s sold in Japan with artwork from ''Super Mario World''. The box includes the metal coins, a crane, and a magnet. The objective of the game is to grab coins by using the small crane and magnet.
luckycoins.jpg|A set of metallic [[coin]]s sold in Japan with artwork from ''Super Mario World''. The box includes the metal coins, a crane, and a magnet. The objective of the game is to grab coins by using the small crane and magnet.
mariomaze.jpg|A ''Mario''-themed Screwball Scramble game sold in Japan. It features ''Super Mario World'' artwork and was manufactured by Tomy. The objective of the game is to guide the ball through a course full of ''Mario''-themed obstacles and enemies.
mariomaze.jpg|A ''Super Mario''-themed Screwball Scramble game sold in Japan. It features ''Super Mario World'' artwork and was manufactured by Tomy. The objective of the game is to guide the ball through a course full of ''Super Mario''-themed obstacles and enemies.
SMWWatch.jpg|''[[Super Mario World (Nelsonic Game Watch)|Super Mario World]]'', a [[Nelsonic Game Watch]] that was a highly simplified version of ''Super Mario World''. Compared to the original, it had shorter levels, simplified gameplay, and inferior graphics.<ref>[https://youtube.com/watch?v=-NsjBFVHsCQ]</ref>
SMWWatch.jpg|''[[Super Mario World (Nelsonic Game Watch)|Super Mario World]]'', a [[Nelsonic Game Watch]] that was a highly simplified version of ''Super Mario World''. Compared to the original, it had shorter levels, simplified gameplay, and inferior graphics.<ref>[https://youtube.com/watch?v=-NsjBFVHsCQ]</ref>
SMW Water Toy.jpg|Another version of the water squirter toy
SMW Water Toy.jpg|Another version of the water squirter toy
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pullbackjeep.jpg|A toy jeep with ''Super Mario World'' artwork manufactured in Japan
pullbackjeep.jpg|A toy jeep with ''Super Mario World'' artwork manufactured in Japan
rcyoshi.jpg|A toy in which Mario rides [[Yoshi]] with wheels
rcyoshi.jpg|A toy in which Mario rides [[Yoshi]] with wheels
SMWMusicCan.jpg|An animated music box featuring Mario and Yoshi, which plays the [[Ground Theme (Super Mario World)|overworld theme]] from ''Super Mario World''
</gallery>
</gallery>


==References to other games==
==References to other games==
*''[[Mario Bros. (game)|Mario Bros.]]'' – Fire Luigi's color scheme is taken from Luigi's coloration in the [[Nintendo Entertainment System|NES]] version of this game.
*''[[Mario Bros. (game)|Mario Bros.]]'' – Fire Luigi's color scheme is taken from Luigi's coloration in the [[Nintendo Entertainment System|NES]] version of this game.
*''{{wp|Devil World}}'' - The egg-hatching sound effect originated from this game.
*''{{wp|Devil World}}'' The egg-hatching sound effect originated from this game.
*''[[Super Mario Bros.]]'' – If the player waits on the [[Special Zone]] map for one minute and 57 seconds, a cover version of the [[Ground Theme (Super Mario Bros.)|overworld theme]] will start playing.
*''[[Super Mario Bros.]]'' – If the player waits on the [[Special Zone]] map for one minute and 57 seconds, a cover version of the [[Ground Theme (Super Mario Bros.)|overworld theme]] will start playing. The 3/4 waltz time signature returns in the "[[Ground Theme (Super Mario World)#Super Mario World|Underwater BGM]]" after being absent in the "Underwater BGM" of ''[[Super Mario Bros. 3]]'', a feature that would become a staple of underwater themes in the ''[[Super Mario (series)|Super Mario]]'' series.
*''[[Super Mario Bros. 2]]'' – Unaltered [[Ninji]]s reappear, and Bullet Bills resembling [[Pidgit]]s appear in the [[Fall]]. [[Pokey]]s also return.
*''[[Super Mario Bros. 2]]'' – Unaltered [[Ninji]]s reappear, and Bullet Bills resembling [[Pidgit]]s appear in the [[Fall]]. [[Pokey]]s also return.
*''[[Super Mario Bros. 3]]'' – The [[Sunken Ghost Ship]] was once an [[airship]] from this game. Also, all of the Koopalings return here. [[Bob-omb]]s reuse their keyless artillery graphics here. The intro of the final boss theme is an arrangement of the [[Dark Land]] music from this game.
*''[[Super Mario Bros. 3]]'' – The [[Sunken Ghost Ship]] was once an [[airship]] from this game. Also, all of the Koopalings return here. [[Bob-omb]]s reuse their keyless artillery graphics here. The intro of the final boss theme is an arrangement of the [[Dark Land]] music from this game.
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*''[[Mario Roulette]]'' – Most sounds, music, and graphics from here appear in this game.
*''[[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.
*''[[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's Castle (disambiguation)|Bowser Castle]] courses are remixes of the music from the [[Ghost House]]s and the final boss theme, respectively, from ''Super Mario World''.
*''[[Super Mario Kart]]'' – Lakitu is nearly identical in appearance in this game. Many tracks in this game are based on levels here. The music that plays in the [[Ghost Valley]] and [[Bowser's Castle (disambiguation)|Bowser Castle]] courses are remixes of the music from the [[Ghost House]]s and the final boss theme, respectively, from ''Super Mario World''.
*''[[Būbū Mario]]'' – Yoshi returns, and Bowser kidnaps Peach in a similar way.
*''[[Būbū Mario]]'' – Yoshi returns, and Bowser kidnaps Peach in a similar way.
*''[[Mario Undōkai]]'' – The goal of the marathon is to race on Yoshis.
*''[[Mario Undōkai]]'' – The goal of the marathon is to race on Yoshis.
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*''[[Super Smash Bros. Melee]]'' – There is a ''Super Mario World''-themed level called [[Yoshi's Island (Super Smash Bros. Melee)|Yoshi's Island]]. Banzai Bill also returns, and Mario uses his [[Cape]] as his side special move. Trophies of the [[Koopa Clown Car]] and Mario riding Yoshi are collectible.
*''[[Super Smash Bros. Melee]]'' – There is a ''Super Mario World''-themed level called [[Yoshi's Island (Super Smash Bros. Melee)|Yoshi's Island]]. Banzai Bill also returns, and Mario uses 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''.
*''[[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 Koopa|Iggy]] in this game can be seen.
*''[[Super Mario Sunshine]]'' – When [[F.L.U.D.D.|FLUDD]] scans Mario, a video of Mario battling [[Iggy Koopa|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 [[Rogueport Direct Mail Service|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.
*''[[Paper Mario: The Thousand-Year Door]]'' – Riding Yoshi came from this game. Also, if Mario gets an email from the [[Rogueport Direct Mail Service|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.
*''[[Super Mario 64 DS]]'' - [[Winged Yoshi]] returns in [[Super Mario 64 DS#VS Mode|the multiplayer mode]] of this game.
*''[[Super Mario 64 DS]]'' [[Winged Yoshi]] returns in the [[Super Mario 64 DS#VS Mode|multiplayer mode]] of this game.
*''[[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.
*''[[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)|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.
*''[[Super Mario Galaxy]]'' – Many enemies return, such as [[Magikoopa]]s, [[Torpedo Ted]]s, and [[Urchin]]s. Collecting the [[note]]s in [[Deep Dark Galaxy]] plays the [[Bonus game (Super Mario World)|bonus game]] theme.
*''Mario & Sonic at the Olympic Winter Games'' In the Wii [[Mario & Sonic at the Olympic Winter Games (Wii)|version]], an arrangement of the ending theme is used as the music for the third segment of the Mario World routine in [[Dream Figure Skating]]. In the [[Nintendo DS]] [[Mario & Sonic at the Olympic Winter Games (Nintendo DS)|version]], an arrangement of the Ground Theme is used as the first part of the Mario Medley in [[Ultimate Figure Skating]].
*''[[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 [[smashwiki:Adventure Mode: The Subspace Emissary|The Subspace Emissary]]. Finally, the title theme and ending theme are covers and play on the [[Delfino Plaza (stage)|Delfino Plaza]] stage, as well as the castle theme on the [[Luigi's Mansion (stage)|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.
*''Mario & Sonic at the Olympic Winter Games'' In the Wii [[Mario & Sonic at the Olympic Winter Games (Wii)|version]], an arrangement of the ending theme is used as the music for the third segment of the Mario World routine in [[Dream Figure Skating]]. In the [[Nintendo DS]] [[Mario & Sonic at the Olympic Winter Games (Nintendo DS)|version]], an arrangement of the Ground Theme is used as the first part of the Mario Medley in [[Ultimate Figure Skating]].
*''[[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''.
*''[[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 (Super Mario Galaxy 2)|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 (Super Mario World)|bonus game]] theme from this game is used as the music that plays when touching the [[note]]s in the [[Puzzle Plank Galaxy]].
*''[[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 (Super Mario Galaxy 2)|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 (Super Mario World)|bonus game]] theme from this game is used as the music that plays when touching the [[note]]s 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]].
*''[[Mario Sports Mix]]'' – An arrangement 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.
*''[[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. 2]]'' – [[Reznor]]s 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. 2]]'' – [[Reznor]]s 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 Yoshi]]s reappear as well. This game also uses a single, continuous world map, similar to ''Super Mario World''.
*''[[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 Yoshi]]s reappear as well. This game also uses a single, continuous world map, similar to ''Super Mario World''.
*''[[Mario & Sonic at the Sochi 2014 Olympic Winter Games]]'' – A remix of the main theme appears as one of the selectable songs for [[Figure Skating Singles]].
*''[[Mario & Sonic at the Sochi 2014 Olympic Winter Games]]'' – An arrangement of the main theme appears as one of the selectable songs for [[Figure Skating Singles]].
*''[[Super Mario 3D World]]'' – Along with having a similar name, this game features [[Chargin' Chuck]]s and [[Galoomba|Goomba]]s (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|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 Mario 3D World]]'' – Along with having a similar name, this game features [[Chargin' Chuck]]s and [[Galoomba|Goomba]]s (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 [[Bowser's Muscle Car]] 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 Mario 3D World + Bowser's Fury]]'' – The music that plays when Bowser emerges from the Fury Sun is an arrangement of Bowser's intro in the final battle in ''Super Mario World''. [[Plessie Medal]]s resemble [[Dragon Coin]]s.
**''[[Super Mario 3D World + Bowser's Fury]]'' – The music that plays when Bowser emerges from the Fury Sun is an arrangement of Bowser's intro in the final battle in ''Super Mario World''. [[Plessie Medal]]s resemble [[Dragon Coin]]s.
*''[[Super Smash Bros. for Wii U]]'' – Like in ''Super Smash Bros. Brawl'', a demo of ''Super Mario World'' can be found under [[Masterpiece]]s. 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 Smash Bros. for Wii U]]'' – Like in ''Super Smash Bros. Brawl'', a demo of ''Super Mario World'' can be found under [[Masterpiece]]s. 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).
*''[[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.
*''[[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]] and the [[Wooded Kingdom]]. When controlled by Mario, [[Moe-Eye]]s sometimes hum the ending theme of ''Super Mario World'' while walking around with their sunglasses on. A clip of Mario’s fight with Bowser in this game is shown when Mario captures Bowser. The music that plays in the bonus areas and bonus game was remixed as the music that plays in some of the challenge areas in this game.
*''[[Super Mario Odyssey]]'' – A piano arrangement of the overworld and underwater themes from ''Super Mario World'' can be heard on radios in [[New Donk City]] and the [[Wooded Kingdom]]. When controlled by Mario, [[Moe-Eye]]s sometimes hum the ending theme of ''Super Mario World'' while walking around with their sunglasses on. A clip of Mario’s fight with Bowser in this game is shown when Mario captures Bowser. The music that plays in the bonus areas and bonus game was arranged as the music that plays in some of the challenge areas in this game.
*''[[WarioWare Gold]]'' – This game contains [[Super Mario World (WarioWare Gold)|a microgame]] that is based on ''Super Mario World'', which involves [[Cape Mario]] collecting a certain number of coins.
*''[[WarioWare Gold]]'' – This game contains [[Super Mario World (WarioWare Gold)|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 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''.
*''[[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''.
*''[[Paper Mario: The Origami King]]'' - The fireball and spin jump sounds are reused.
*''[[Paper Mario: The Origami King]]'' The fireball and Spin Jump sounds are reused.
*''[[Super Mario 3D All-Stars]]'' - Selecting any track in the main menu plays the [[coin]] sound effect.
*''[[Super Mario 3D All-Stars]]'' Selecting any track in the main menu plays the [[coin]] sound effect.
*''[[Game & Watch: Super Mario Bros.]]'' - Yoshis appear in the time counter using their ''Super Mario World'' sprites.
*''[[Game & Watch: Super Mario Bros.]]'' Yoshis appear in the time counter using their ''Super Mario World'' sprites.
*''[[WarioWare: Get It Together!]]'' – [[Super Mario World (WarioWare: Get It Together!)|A microgame]] based on ''Super Mario World'' appears in this game, which involves traversing to the end of a level.
*''[[WarioWare: Get It Together!]]'' – [[Super Mario World (WarioWare: Get It Together!)|A microgame]] based on ''Super Mario World'' appears in this game, which involves traversing to the end of a level.
*''[[Super Mario Bros. Wonder]]'' – In the course [[Break Time! Wonder Token Tunes]], the bonus game theme from ''Super Mario World'' plays. [[Serpont]]s also look and function similarly to Rexes.


==Gallery==
==Gallery==
Line 1,581: Line 1,585:
|ChiTM=Super Mario World
|ChiTM=Super Mario World
}}
}}
===''Give the world a whole new look!''===
===''Give the world a whole new look!''===
{{foreign names
{{foreign names
|Jap=スーパーマリオワールド:気分一新! イメチェンバージョン
|Jap=スーパーマリオワールド 気分一新! イメチェンバージョン
|JapR=Sūpā Mario Wārudo: Kibun isshin! Imechen Bājon
|JapR=Sūpā Mario Wārudo Kibun isshin! Imechen Bājon
|JapM=Super Mario World: Complete Mood Change! Makeover Version
|JapM=Super Mario World Complete Mood Change! Makeover Version
|ChiT=超級瑪利歐世界: 別有不同的形象改變版本
|ChiT=超級瑪利歐世界: 別有不同的形象改變版本
|ChiTR=Chāojí Mǎlìōu Shìjiè: Bié yǒu bùtóng de xíngxiàng gǎibiàn bǎnběn
|ChiTR=Chāojí Mǎlìōu Shìjiè: Bié yǒu bùtóng de xíngxiàng gǎibiàn bǎnběn
Line 1,593: Line 1,596:
|Dut=Super Mario World: Geef de wereld een nieuw uiterlijk!
|Dut=Super Mario World: Geef de wereld een nieuw uiterlijk!
|Ger=Super Mario World: Wie sieht es denn hier plötzlich aus?
|Ger=Super Mario World: Wie sieht es denn hier plötzlich aus?
|GerM=
|GerM=Super Mario World: What is it like here all of a sudden?
|Fra=Super Mario World: Donnez de nouvelles couleurs au monde!
|Fre=Super Mario World: Donnez de nouvelles couleurs au monde!
|FraM=Super Mario World: Give new colors to the world!
|FreM=Super Mario World: Give new colors to the world!
|Ita=Super Mario World: Il gioco ha un nuovo look!
|Ita=Super Mario World: Il gioco ha un nuovo look!
|ItaM=Super Mario World: The game has a new look!
|ItaM=Super Mario World: The game has a new look!
Line 1,604: Line 1,607:
|RusR=Super Mario World: Pust' mir bygliadit sovsem po-drugomu!
|RusR=Super Mario World: Pust' mir bygliadit sovsem po-drugomu!
|Spa=Super Mario World: ¡Un mundo de apariencia diferente!
|Spa=Super Mario World: ¡Un mundo de apariencia diferente!
|SpaM=
|SpaM=Super Mario World: a different-looking world!
}}
}}


==References==
==References==
{{NIWA|SmashWiki=1|StrategyWiki=1}}
<references/>
<references/>


==External links==
==External links==
*[https://www.nintendo.co.jp/clvs/manuals/common/pdf/CLV-P-SAAAE.pdf Instruction booklet]
{{NIWA|NWiki=1|SmashWiki=1|StrategyWiki=1}}
*[https://www.nintendo.co.jp/clvs/manuals/ja/pdf/CLV-P-VAAAJ.pdf Japanese Super Famicom manual]
*[https://www.nintendo.co.jp/clvs/manuals/common/pdf/CLV-P-SAAAE.pdf North American SNES manual]


{{SMW}}
{{SMW}}
{{Mario games}}
{{Super Mario games}}
{{SNES}}
{{SNES}}
{{Virtual Console}}
{{Virtual Console}}
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