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Super Mario World for Super Nintendo SNES
Super Mario World for Super Nintendo SNES lets you explore Dinosaur Land with Mario, Luigi and their new companion Yoshi. Bowser has kidnapped the princess, and his followers guard the way through grasslands, caves, ghost houses and castles. You run, jump on enemies and look for items that give you new moves. With a Cape Feather, you can take off after a run-up and glide using your cape. A Fire Flower lets you throw fireballs.
Yoshi swallows enemies and can use certain shells to gain extra powers. You can take him through many areas, but he waits outside places such as ghost houses and castles. New paths appear on the world map when you complete a level. Some levels have a secret exit that opens another route. This makes it worth returning, looking for a key or using the cape to investigate a passage you could not previously reach.
You play alone or take turns as Mario and Luigi with two players; you do not move through the same level simultaneously. You can pass one controller between you or each use your own SNES controller. After a castle, fortress or ghost house, for example, you can save your route on the cartridge. There are three save slots. Extra lives you have collected are not saved.
Region and language
Our Super Nintendo SNES games are PAL editions, unless stated otherwise. This product contains a loose cartridge for the European market. A box is only included if explicitly stated in the product details. We note any different region in the product details. In almost all cases, the game is playable at least in English, and often in the other five common European languages too.
Manual
With Super Mario World for Super Nintendo SNES, you receive a loose cartridge. A box and manual are not included unless we explicitly state otherwise in the product details. This is the standard way we supply this copy.
The history of Super Mario World
Nintendo released Super Mario World in Japan in November 1990 alongside the launch of the Super Famicom. The European Super Nintendo release followed in 1992. Takashi Tezuka directed development, Shigeru Miyamoto was the producer and Shigefumi Hino worked on the visuals. The game built on the side-scrolling platform action of Super Mario Bros. 3, but linked its areas through a continuous world map with branching paths and hidden connections.
Yoshi made his debut here. In Nintendo's developer interview, Tezuka explains that Miyamoto had long wanted Mario to ride an animal. Because the new adventure took place in Dinosaur Land, Hino worked on a reptile. An initially large, crocodile-like design became the smaller Yoshi after discussions. His tongue, the different shells and the ability to ride on his back added actions to Mario's existing jumps and attacks.
The cape also changed the layout of the levels: given enough room for a run-up, Mario could reach higher routes. Ghost houses instead used doors, repeating rooms and secret exits to encourage you to investigate your surroundings. Koji Kondo composed the music. The original cartridge uses its own storage for the route you have discovered. The instant save points later added to digital rereleases and the altered Luigi from the Game Boy Advance adaptation are not part of this SNES version.
Similar games for Super Nintendo SNES
Super Mario All-Stars contains updated versions of earlier Mario platform games on SNES. There too, you jump on enemies, collect coins and use items for extra powers. Super Mario World adds Yoshi, the cape and a continuous world map with secret connections. All-Stars instead lets you choose between several older adventures, each with its own rules and level layouts. It offers several separate journeys rather than one connected Dinosaur Land.
Yoshi's Island has you jump through colourful areas on SNES again, but now you control Yoshi as he carries Baby Mario. Throwing eggs and flutter jumps replace many of Mario's item-based powers. Both games hide rewards away from the main path. Yoshi's Island also assesses stars, red coins and flowers in each level; Super Mario World builds its longer search mainly around secret exits and new paths on the world map.
Donkey Kong Country likewise combines platform action, secret bonus rooms and rideable animals on SNES. Donkey and Diddy take over from one another, with their attacks and barrel throwing playing important roles. Mario instead uses flowers, the cape and Yoshi to overcome obstacles. The world map in Super Mario World offers more alternative links between levels. With mine carts and moving barrels, Donkey Kong Country more often imposes a set pace on a section.
Kirby's Dream Land 3 also gives you animal helpers on SNES that change how you cross an area. Kirby copies enemies' abilities and combines them with his companions. Mario sticks to a smaller selection of fixed items and Yoshi's shell powers. Both reward exploration, but Kirby links additional objectives to the inhabitants of each level. In Super Mario World, you mainly seek exits that open the world map further or reveal a detour.
Disney's Aladdin uses precise jumps, enemies and hidden items in a side-scrolling adventure on SNES. Aladdin can pull himself onto ledges, swing from bars and slow his fall with a cloth. Mario gains his gliding abilities through the cape and can also ride Yoshi. Aladdin follows the film's locations in a largely fixed order; Super Mario World lets you discover several routes through its world using secret exits.