Super Mario World: Difference between revisions

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{{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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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>


''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 [[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.
''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 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.
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.
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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)
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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|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==
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''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}}
 
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!width="100"|World
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===Supporting characters===
===Supporting characters===
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!Image
!Image
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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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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 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.
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
 
|-style="background:#FF2400; color:white;"
{|class="wikitable" width=100%
!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, their behaviors are unaltered.
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|-
|align="center"|[[File:BigSteely SMW.png]]
|align="center"|[[File:BigSteely SMW.png]]
|align="center"|[[iron ball|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 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. It becomes a green Koopa Troopa after entering a shell.
*'''Green Koopa without a Shell:''' A shell-less turtle that walks off edges. It becomes a green Koopa Troopa after entering a shell.
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|-
|-
|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 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|[[Outrageous]]
|align=center|[[Outrageous]]
|}
|}
===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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{{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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===Blocks and other objects===
===Blocks and other objects===
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!Image  
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!Name
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==Level features==
==Level features==
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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>
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 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>
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.
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===Glitchy graphics from defeated enemies===
===Glitchy graphics from defeated enemies===
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 [[iron ball|Big Steely]] is defeated as a red sprite of [[Princess Peach|Princess Toadstool]]'s head.
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.


===Miscolored overworld===
===Miscolored overworld===
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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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*''[[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 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.
*''[[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.
*''[[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)|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 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]].
*''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==
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|Ger=Super Mario World: Wie sieht es denn hier plötzlich aus?
|Ger=Super Mario World: Wie sieht es denn hier plötzlich aus?
|GerM=Super Mario World: What is it like here all of a sudden?
|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!
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==External links==
==External links==
{{NIWA|SmashWiki=1|StrategyWiki=1}}
{{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/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]
*[https://www.nintendo.co.jp/clvs/manuals/common/pdf/CLV-P-SAAAE.pdf North American SNES manual]
{{SMW}}
{{SMW}}
{{Super Mario games}}
{{Super Mario games}}
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