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Super Mario World by
Andrew Bolton.
You can purchase
Super Mario World
in our Super Nintendo Games
section.
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Let me
set the scene: Way, way back in the day, (1992 to be precise) I walked into
my local games retailer to have a look around. There were rumours that, in
our tiny town, they had somehow managed to get hold of Nintendo’s new
console, the successor to the mighty NES. Not only that but it was on
display to the public and was playable. A few friends and me decided to
check out the rumours. On the way various bits of info that we’d all heard
were spouted out. “ I heard Mario gets to ride on a dinosaur!” “I heard its
even bigger then Mario 3 with wicked graphics!” “I heard it’s so powerful it
costs a small fortune”. You have to understand we were fairly young. We
arrived to a surprisingly empty shop and optimistically walked in. What
happened next I’ll never forget for it was the first time I ever got to play
Super Mario World and I’ve been playing it ever since.
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Back in 1990,
Sega’s Mega Drive was making fairly big strides in terms of the market
against Nintendo’s NES, because it was more powerful, it had better graphics
and it had a game you might have heard of called Sonic the Hedgehog. This
cheeky blue spike ball appeared to be beating Mario at his own game and
Nintendo needed to get their 16bit console out with a killer launch title
that would put Mario firmly back on the platform throne. Legendary designer
Shigeru Miyamoto was put in charge of making Mario 16bit but what he
achieved no one could have imagined. Super Mario World was as close as
gaming perfection could get.
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Bowser had once
again stolen the Princess, this time whilst Mario and Luigi were soaking up
the sun in Dinosaur land. Of course plot was never a Mario games major
concern. Rescuing the princess meant traipsing through 96 levels, from
creepy forests to chocolate mountains, to reach a final confrontation with
the dastardly Bowser. The game was one or two player and was bundled with
the SNES when it was first launched.
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The first thing
that would strike you was the graphics. They were bright, bold and clearer
then anything the Megadrive had to offer. It didn’t move as fast as Sonic
but each world had its own style and the game as a whole was incredibly
individual and yet familiar if you had played Mario before. It also featured
some fairly technical (for the time) transparency effects and made full use
of the SNES’s sprite rotating and resizing abilities, with the final Bowser
battle being the best example of this. It didn’t quite match Nintendo’s
other 16-bit big launch title, F-Zero, but the graphics did an admiral job
of creating a fun and vibrant atmosphere. It’s a testament to the game that
the graphics were hardly touched in the recent Gameboy Advance remake.
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The sound was
fantastic, with the SNES instantly making a mockery of anything Sega had to
offer. It featured crystal clear instruments and noises and unforgettable
jingles that would be whistled for days after hearing just once. However,
the most impressive thing I found about the sound was the way it added to
the atmosphere. When you are in a cave the music is backed by dripping and
eerie echoes. In the ghost houses you have to put up with creepy single
strings fading in and out. And who can forget the first time you jumped on
Yoshi and a whole bongo drum beat seamlessly joins the music.
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The core of the
game, the reason it is loved so much is how it plays. Mario controls exactly
like you would expect and when he has the cape he flies like a dream. Also,
when upon Yoshi’s back, eating up monsters is so simple it becomes second
nature in no time. The levels are all widely varied, with each one being
different from the last, and there is an intelligent difficulty curve that
makes the game feel difficult but never unfair. However, it’s really the
depth of the game that makes it stand out. There is so much to see and do on
each level that you never really feel finished. Most levels have more then
one exit and some are incredibly fiendish to find. You can complete the game
straight through, and the game shows the number of exits you have found next
to your save game, but you will never feel satisfied until you have the full
96 next to your game. And that’s the beauty of the game. You’re always left
wanting more and not once do you ever feel bored. |
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Looking at the game in 2004, it’s still hard to find fault. It was such a
perfect piece of platforming in its day that its still fantastic fun to play
now. Since nearly all platform games are 3d now there has not been much of a
revolution in 2D platforming so it’s safe to assume that Super Mario World
was and is the peak of the genre. Now that Nintendo saw fit to release it on
the GBA hopefully it will open up whole new audiences who missed out the
first time, and maybe, just maybe, they’ll release and new 2D Mario. After
all, that’s where Mario is most at home. |
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