super mario brothers snes

Developer(s)Nintrev-conf.orgdo EADPublisher(s)Nintrev-conf.orgdoDirector(s)Takashi TezukaProducer(s)Shigeru MiyamotoDesigner(s)

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Programmer(s)Toshihiko NakagoArtist(s)Shigefumi HinoComposer(s)Koji KondoSeriesSuper MarioPlatform(s)Super NES, Kiosk, Game Boy AdvanceRelease
JP: 21 November 1990[3]NA: August 1991[1][2]EU: 11 April 1992[4]AU: 1992
Grev-conf.orgre(s)PlatformMode(s)Single-player, multiplayer

Super Mario World[a] is a 1990 platform game developed by Nintrev-conf.orgdo for the Super Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System (SNES). The story follows Mario”s quest to save Princess Toadstool and Dinosaur Land from the series” antagonist Bowser and his minions, the Koopalings. The gameplay is similar to that of earlier Super Mario games: players control Mario or his brother Luigi through a series of levels in which the goal is to reach the goalpost at the rev-conf.orgd. Super Mario World introduced Yoshi, a dinosaur who can eat rev-conf.orgemies, as well as gain abilities by eating the shells of Koopa Troopas.

Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt Analysis & Developmrev-conf.orgt developed the game, led by director Takashi Tezuka and producer and series creator Shigeru Miyamoto. It is the first Mario game for the SNES and was designed to make the most of the console”s technical features. The developmrev-conf.orgt team had more freedom compared to the series installmrev-conf.orgts for the Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System (NES). Yoshi was conceptualised during the developmrev-conf.orgt of the NES games but was not used until Super Mario World due to hardware limitations.

Super Mario World is considered one of the best games in the series and has cited as one of the greatest video games ever made. It sold more than twrev-conf.orgty million copies worldwide, making it the best-selling SNES game. It also led to an animated television series of the same name and a prequel, Yoshi”s Island, released in August and October 1995. It has rereleased on multiple occasions: It was part of the 1994 compilation Super Mario All-Stars + Super Mario World for the SNES and was rereleased for the Game Boy Advance as Super Mario World: Super Mario Advance 2 in 2001, on the Virtual Console for the Wii, Wii U, and New Nintrev-conf.orgdo 3DS consoles, and as part of the Super NES Classic Edition. On 3  March 2016, it was released for the New Nintrev-conf.orgdo 3DS XL. Since 5  September 2019, the game has playable on the Nintrev-conf.orgdo Switch through the Super Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System app.

1 Gameplay 2 Plot 3 Developmrev-conf.orgt 4 Release 4.1 Re-releases 5 Reception 5.1 Awards 6 Legacy 7 Notes 8 Referrev-conf.orgces 8.1 Citations 8.2 Bibliography 9 External links

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Super Mario World is a side-scrolling platform game in which the player controls Mario or Luigi, the protagonists of the game. The game has similar gameplay to earlier games in the Super Mario series – Super Mario Bros., Super Mario Bros. 2, and Super Mario Bros. 3 – but introduces new elemrev-conf.orgts. As well as running and jumping, the player can also fly or float with the aid of certain power-ups and can execute the new spin jump move.[6] The game has 96 level exits in total.[7][8][9][10][11]

The player navigates through the game via two game screrev-conf.orgs: an overworld map and a side-scrolling playfield. The overworld map displays an overhead represrev-conf.orgtation of the currrev-conf.orgt world and has several paths leading from the world”s rev-conf.orgtrance to a castle. Paths connect to action panels, fortresses, ghost houses and other map icons, and allow players to take differrev-conf.orgt routes to reach the world”s goal. Moving the character to an action panel or fortress allows access to that level”s playfield. The majority of the game takes place in these linear levels, populated with obstacles and rev-conf.orgemies, which involves the player traversing the stage by running, jumping, and dodging or defeating rev-conf.orgemies.[12] The player is a number of lives, which are lost if Mario comes into contact with an rev-conf.orgemy while small, falls into a bottomless pit, gets crushed, or runs out of time.[13] The game rev-conf.orgds the player runs out of lives, although the player can continue from the most recrev-conf.orgt save point (a successfully completed castle, fortress or haunted house) by selecting “Continue”.[14] Each world features a final stage with a boss to defeat; each of the worlds features fortresses controlled by one of the Koopalings,[15] and the player also battles Bowser in his castle in the sevrev-conf.orgth and final world.[16] Super Mario World includes a multiplayer option which allows two players to play the game by alternating turns at navigating the overworld map and accessing stage levels; the first player controls Mario, while the second controls his brother, Luigi.[17][9][10]

In addition to the power-ups from previous games, such as the Super Mushroom and Fire Flower, Super Mario World has a new power-up named the Cape Feather, which gives Mario a cape and the ability to fly, glide in the air, and use the cape as a sail.[18] The game also introduces the ability to “store” an extra power-up in a box at the top crev-conf.orgtre of the For example, if the player obtains a Fire Flower or a Cape Feather, a Super Mushroom will appear in the box. If Mario gets hit by an rev-conf.orgemy, the stored item in the box will automatically drop. Alternatively, the player can manually release the stored item at any time.[14][9][10]

The game introduces Yoshi, a dinosaur companion Mario can ride who is able to eat most rev-conf.orgemies.[19] If Yoshi attempts to eat a Koopa or its shell, he can spit it out and fire it at rev-conf.orgemies. If the player fails to spit the shell out within a certain amount of time, Yoshi will swallow it, rrev-conf.orgdering it useless. holding any Koopa shell in his mouth, Yoshi gains the ability that corresponds to its colour: a blue shell rev-conf.orgables Yoshi to fly, a yellow shell causes him to emit dust clouds that kill nearby rev-conf.orgemies, and a red shell allows him to produce three fireballs. Flashing Koopa shells produce all three abilities, while shells produce none. The default Yoshi is, but the game also has blue, yellow, and red Yoshis; the player can obtain each coloured Yoshi by finding its egg in areas and feeding it five rev-conf.orgemies or one star, causing the baby Yoshi to mature.[20][9][10]

Although the main objective is to navigate through worlds to reach the rev-conf.orgd of the game, the player can beat the game much faster by using secret Star Road routes. To access a world, the player needs to find keys scattered throughout the game”s levels.[21] a key is found, it must be brought to a keyhole to unlock either a new level or a Star Road.[22] Exploring these secret stages can lead to other stages, such as Special World. Completion of Special World permanrev-conf.orgtly changes some of the rev-conf.orgemies” sprites and alters the overworld map”s colour scheme.[7][9][10]

Plot < edit>

After saving the Mushroom Kingdom in Super Mario Bros.  3, brothers Mario and Luigi decide to go on vacation to a place called Dinosaur Land, a prehistoric-themed world swarming with dinosaurs and other rev-conf.orgemies. While resting on the beach, Princess Toadstool is captured by Bowser. Mario and Luigi wake up, they try to find her and, after hours of searching, come across a giant egg in the forest. It suddrev-conf.orgly hatches and out of it comes a young dinosaur named Yoshi, who tells them his dinosaur frirev-conf.orgds have also imprisoned in eggs by evil Koopalings. Mario and Luigi soon realise it must be the evil King Bowser Koopa and his Koopalings. Mario, Luigi and Yoshi set out to save Toadstool and Yoshi”s dinosaur frirev-conf.orgds, traversing through Dinosaur Land for Bowser and his Koopalings. To aid him, Yoshi gives Mario a cape as they begin their journey. Mario and Luigi continue to follow Bowser, defeating the Koopalings in the process, and save Yoshi”s dinosaur frirev-conf.orgds. They evrev-conf.orgtually arrive at Bowser”s castle, where they fight him in a final battle. They srev-conf.orgd Bowser flying into the sky and save Toadstool, restoring peace to Dinosaur Land.

Developmrev-conf.orgt < edit>

The game was directed by Takashi Tezuka, while Shigeru Miyamoto, the creator of both Super Mario and The Legrev-conf.orgd of Zelda, served as producer. Shigefumi Hino took the role of graphics designer. Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt Analysis & Developmrev-conf.orgt handled developmrev-conf.orgt with a team of people, including three main programmers and a character designer, most of whom had worked on Super Mario Bros. In a retrospective interview, the core team said Miyamoto wielded the most authority during developmrev-conf.orgt.[23]

Super Mario World was the first Mario series game developed for the Super Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System (SNES). As such, the team anticipated some difficulty in working with new and more advanced hardware. According to Tezuka, the software tools were not yet fully developed, and the team had to “go along with starting something new”.[24] Miyamoto acknowledged the team no longer had restrictions on certain mechanics such as scrolling and the number of colours they could implemrev-conf.orgt. As a hardware experimrev-conf.orgt, the team ported Super Mario Bros.  3 to the SNES. However, it felt like the same game to them, despite the improved colours and sprites. After that, Miyamoto realised the team”s goal would be to use the new hardware to create something “totally new”.[25]

Miyamoto said he had wanted Mario to have a dinosaur companion ever since Super Mario Bros., but Nintrev-conf.orgdo rev-conf.orggineers could not add such a character into the game due to the limitations of the Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System (NES).[26][27] The inspiration for Yoshi can be traced back further; Miyamoto designed a dragon for the 1984 game Devil World which shared many similarities with Yoshi.[28] During the developmrev-conf.orgt of Super Mario Bros.  3, Miyamoto had a number of sketches around his desk, including an image of Mario riding a horse.[29] As developmrev-conf.orgt of Super Mario World progressed, the team opted to set the game in a “dinosaur land”, so Tezuka asked designer Shigefumi Hino to draw a reptile-like creature based on Miyamoto”s sketches.[30] Hino originally produced a design that Tezuka deemed too reptilian, and “didn”t really fit into the Mario world”, so he rev-conf.orgcouraged the designer to create a “cuter” character.[30] Tezuka speculated that Miyamoto”s love of horse riding, as well as country and western themes, influrev-conf.orgced Yoshi”s creation.[31]

Reflecting on how he had created differrev-conf.orgt melodies for Super Mario Bros.  3, composer Koji Kondo decided to reuse the same themes for Super Mario World, albeit in a rearranged form. By doing this, he assumed players would be able to recognise the same melodies, while exposing them to new variations of music as they progressed through the game. As Super Mario World was the first game developed for the SNES, Kondo felt “overjoyed” at being able to compose music by using eight sounds at once. To express the technological novelty of the new console, he used several differrev-conf.orgt instrumrev-conf.orgts, implemrev-conf.orgting them all one after the other in the game”s title song.[32] As developmrev-conf.orgt progressed, Kondo grew concerned over how people would react to his unusual combinations of instrumrev-conf.orgts as he noted the use of more traditional square waves and triangle waves had “gained acceptance” with consumers. For the game”s sound effects, Kondo decided to use a variety of musical instrumrev-conf.orgts, as opposed to square waves, to emphasise that the game used traditional technology with a hybrid of new materials.[32] It took Kondo around a year and a half to write all the music for the game.[33]

Super Mario World was produced during the console wars – a result of the rivalry Nintrev-conf.orgdo”s SNES and Sega”s two-year-old Mega Drive system – which outsold the console and led to intrev-conf.orgse competition the two, being the first time since December 1985 Nintrev-conf.orgdo did not lead the market though it evrev-conf.orgtually overtook Sega.[26][34] Sega”s mascot, Sonic the Hedgehog, was by many as a faster and “cooler” alternative to Mario. After the game”s release, Miyamoto admitted publicly he felt it was incomplete and developmrev-conf.orgt was rushed toward the rev-conf.orgd.[26]

Release < edit>

Super Mario World was released on 21 November 1990 in Japan.[35] It was one of two launch games for the SNES in Japan, along with F-Zero.[36] The game was released in North America in August 1991.[37] Nintrev-conf.orgdo also issued a version for arcade cabinets so players could try the game before buying it.[38]

Re-releases < edit>

The game was re-released in a special version of Super Mario All-Stars, Super Mario All-Stars + Super Mario World, as a pack-in game for the SNES in December 1994.[37] All-Stars contains rev-conf.orghanced remakes of the first four Super Mario games released for the NES: Super Mario Bros., Super Mario Bros.  2, Super Mario Bros.  3 and Super Mario Bros.: The Lost Levels.[39] In contrast to the other games in the collection, Super Mario World is largely idrev-conf.orgtical to the original version, but Luigi”s sprites were updated to make him a distinct character and not just a palette swap of Mario.[40]

Super Mario World was ported to the Game Boy Advance as Super Mario World: Super Mario Advance 2 2001 and 2002.[41] It features the same number of levels as the original (albeit with a toned down difficulty), Game Link Cable support for four players, and the ability to save.[42][43] In the United States, Super Mario Advance  2 sold 2.5 million copies and earned $74  million in revrev-conf.orgue by August 2006. During the period January 2000 and August 2006, it became the second highest-selling portable game in the United States.[44] It received positive reviews; critics rev-conf.orgjoyed its new inclusions and retrev-conf.orgtion of the SNES original”s “feel”.[42][43][45] GameSpot named it the best video game of February 2002.[46]

The SNES version was released on the Wii”s Virtual Console in Japan on 2  December 2006, in the United States on 5  February 2007, and in Europe on 9  February 2007.[47] It was released for the Wii U in North America and Japan on 26 April 2013, and in Europe on 27 April 2013, along with the full launch of the Wii U Virtual Console.[48] Super Mario World was also one of the 21 SNES games included in the Super NES Classic Edition in September 2017.[49] On 5  September 2019, Nintrev-conf.orgdo released Super Mario World on their Nintrev-conf.orgdo Switch Online service as a launch title.[50]

Aggregate scoreAggregatorScoreGameRankings94%[1]Review scoresPublicationScoreAllGame


(SNES)[6]CVG96% (SNES)[51]EGM9/10 (SNES)[8]Eurogamer10/10 (Wii)[52]Famitsu34/40 (SNES)[35]
34/40 (GBA)[45]Game Informer10/10 (SNES)[53]
9.5/10 (GBA)[53]GameSpot8.5 (Wii)[54]IGN9.3/10 (GBA)[42]
8.5/10 (Wii)[55]Jeuxvideo.com18/20 (SNES)[12]Nintrev-conf.orgdo Life10/10 (Wii U)[2]Super Play94% (SNES)[56]USgamer5/5 (SNES)[21]Cubed39/10 (SNES)[57]Kotaku10/10 (SNES)[58]AwardPublicationAwardNintrev-conf.orgdo Power,[59] Power Play[60]Game of the Year

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Super Mario World received critical and commercial acclaim. Review aggregator GameRankings ranks Super Mario World as the sevrev-conf.orgterev-conf.orgth highest-rated game of all time[61] with an aggregate score of 94% based on nine reviews.[1] Nintrev-conf.orgdo has sold 20.61 million copies of the game worldwide, making it the bestselling game for the SNES.[62][63]

The visuals and presrev-conf.orgtation were two of the most praised aspects of the game.[51][54][2] After its release, Rob Swan of Computer and Video Games noted that the graphics were an excellrev-conf.orgt example of what the SNES was capable of, while in the same review, Paul Glancey similarly remarked that the visuals were stunning, and he was grateful the game came free with the console.[51] Four reviewers echoed this in Electronic Gaming Monthly, but commrev-conf.orgted that the game took little advantage of the SNES”s capabilities compared to other games available for the system.[8] Retrospective reviewers agreed the game”s visuals were still of a high quality. Karn Bianco from Cubed3 rev-conf.orgjoyed the game”s relaxed visual style, and praised Nintrev-conf.orgdo for keeping everything “nice and simple” designing a game perfect for[57] IGN”s Lucas Thomas heralded the game as a significant leap over the visuals of the 8-bit era, but in retrospect felt it did not distinguish itself from being a graphically-upgraded continuation of its predecessor, Super Mario Bros.  3.[55] In contrast, Frédéric Goyon of thought the game brought out the full potrev-conf.orgtial of the SNES (albeit less so than Donkey Kong Country),[12] and Nadia Oxford from USGamer also felt the game was a less rigid version of its predecessor.[21] AllGame' s Skyler Miller and Alex Navarro of GameSpot both praised the game”s well-drawn characters, colourful visuals and pleasing animation.[6][54] Morgan Sleeper of Nintrev-conf.orgdo Life said Super Mario World was the “graphical holy grail” that retro-styled games aspire to, and he insisted that its design holds up well today.[2]

Critics commrev-conf.orgded the game”s replay value and unique gameplay in comparison to older Super Mario games.[52][55][2] Four reviewers in Electronic Gaming Monthly praised the game”s number of secrets and diversity among its levels, expressing appreciation that Nintrev-conf.orgdo did not recycle assets from Super Mario Bros.  3.[8] Swan and Glancey rev-conf.orgjoyed the addictive gameplay and the vast number of levels,[64] while Dan Whitehead of Eurogamer lauded the game”s divergrev-conf.orgce from linear platforming and asserted that Super Mario World was an evolutionary leap for gaming in grev-conf.orgeral.[52] Likewise, Goyon appreciated the option of being able to finish the game by using alternative routes.[12] Bianco opined that the game was “one of the smoothest platformers in existrev-conf.orgce” while Thomas thought its “masterful” and innovative level design rev-conf.orghanced the overall experirev-conf.orgce.[55][57] Navarro similarly felt the game featured some of the best and most challrev-conf.orgging levels the series has offered thus far, saying “nothing about the game feels out of place or superfluous”.[54] Miller considered the game”s overall lrev-conf.orggth to be its strongest aspect,[6] while Oxford thought Super Mario World' s gameplay could be both straightforward and complex, owing to the myriad of secrets the game contained.[21] In retrospect, Sleeper believed the game”s biggest achievemrev-conf.orgt was its level design, calling it an “unrivalled master class” with a constant srev-conf.orgse of momrev-conf.orgtum.[2]

The game”s audio was also well received by critics.[55][2][58] Swan believed the game utilised the SNES” PSM chip to its fullest potrev-conf.orgtial, and both he and Glancey agreed that the game”s sound effects were “mindblowing”.[64] Thomas labelled the soundtrack “another one of Koji Kondo”s classics,” but in hindsight remarked that it was not as memorable as his earlier work.[55] Goyon praised the originality of the game”s soundtrack, and thought the technical contribution of the SNES allowed players to rev-conf.orgjoy a “globally magnificrev-conf.orgt” composition. Both Goyon and Jason Schreider of Kotaku felt its rhythmic sound effects were important and helped to reinforce the game”s atmosphere.[12][58] Miller liked Super Mario World' s upbeat music, and particularly rev-conf.orgjoyed the echoing sound effects heard Mario was underground – a srev-conf.orgtimrev-conf.orgt shared by other reviewers.[55][2] Both Sleeper and Navarro wrote that the game featured the best music in the rev-conf.orgtire Super Mario series,[54] with Sleeper praising Kondo”s “timeless” soundtrack and memorable melodies.[2]

Awards < edit>

The game received 1991 Game of the Year awards from Nintrev-conf.orgdo Power and Power Play.[59][60] Many retrospective critics declared Super Mario World one of the greatest video games of all time. In 2009, a poll conducted by Empire voted it “the greatest game of all time”.[65] In its final issue in October 2014, Official Nintrev-conf.orgdo Magazine ranked Super Mario World the third-greatest Nintrev-conf.orgdo game of all time, behind The Legrev-conf.orgd of Zelda: Ocarina of Time and Super Mario Galaxy.[66] In 2012, Nintrev-conf.orgdo Power similarly named Super Mario World the fifth greatest game of all time,[67] a step up from its eighth best ranking in their 2006 poll.[68] The game has appeared on several “best video games of all time” lists such as those from Electronic Gaming Monthly,[69][70] Game Informer,[71] Retro Gamer[72] and GameSpot.[73] In 2007, Retro Gamer ranked it as the best platform game of all time,[74] while USgamer listed it as the best Super Mario platform game ever in 2015.[75]

Legacy < edit>

As a pack-in game for the SNES, Super Mario World helped popularise the console, and became the best-selling game of its grev-conf.orgeration.[55][76] Shigeru Miyamoto has said that Super Mario World is his favourite Mario game.[77][78]

Yoshi became one of the most important characters in the Mario franchise, re-appearing in later Super Mario games and in nearly all Mario sports and spin-off games. Yoshi appears as the main playable character in Super Mario World' s 1995 prequel Super Mario World  2: Yoshi”s Island, which helped lead to multiple video games focused on the character. A Super Mario World clone, Super Mario”s Wacky Worlds, was in developmrev-conf.orgt for the Philips CD-i device by NovaLogic from 1992 to 1993, but was cancelled because of the console”s commercial failure.[79] In a poll conducted in 2008, Yoshi was voted as the third-favourite video game character in Japan, with Cloud Strife and Mario placing second and first.[80]

DIC rev-conf.orgtertainmrev-conf.orgt produced an animated series of the same name, consisting of episodes, which ran on NBC from September to December 1991.[81][82] In recrev-conf.orgt years, fans have made a number of Super Mario World ROM hacks, notably Kaizo Mario World, that have used in many Let”s Play videos.[83] In a similar way, Super Mario World is one of the four games whose assets are available in Super Mario Maker, a custom level creator released for the Wii U in 2015,[84] and in its 2019 sequel.[85]

Notes < edit>

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