Super Mario World - Just 15 Minutes

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Super Mario World
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Duration: 15:25
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Gameplay Performed by: TrevorDFox.

Super Mario World is a 1990 platform video game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). Development was handled by Nintendo's Entertainment Analysis and Development division, led by producer Shigeru Miyamoto, and was released as a pack-in launch title for the console. It also features 2D graphics with linear transformations.

Super Mario World centres on the quest of Mario and Luigi to save Dinosaur Land from Bowser, the series' antagonist. The two brothers must travel across seven worlds to restore order to Dinosaur Land. It built on the gameplay of previous Mario games, introducing new power-ups that augment character abilities, and established conventions that were carried over to future games in the series. The game also marked the first appearance of Yoshi, Mario's dinosaur sidekick.

Super Mario World was a critical and commercial success, selling over 20 million copies worldwide, and is considered by many critics to be one of the best games ever made. It has been re-released multiple times, first as part of the 1994 compilation release Super Mario All-Stars + Super Mario World on the Super NES, and on the Game Boy Advance as Super Mario Advance 2 in 2001 and outside Japan as Super Mario World: Super Mario Advance 2 in 2002 with modified gameplay. It was later re-released as a Virtual Console title for the Wii, Wii U and New Nintendo 3DS consoles. Nintendo re-released Super Mario World in the United States in September 2017 as part of the company's Super NES Classic Edition.

The game was directed by Takashi Tezuka and produced by Shigeru Miyamoto, the creator of both Super Mario and The Legend of Zelda, with Shigefumi Hino serving as the graphics designer. Development was handled by Nintendo EAD and consisted of ten people including three main programmers and one character designer, most of whom had worked on Super Mario Bros. In a retrospective interview the core team stated that Miyamoto wielded the most authority during development.

Super Mario World was the first title in the series to be developed for the upcoming Super Nintendo Entertainment System (known as the Super Famicom in Japan). As such, the team anticipated some difficulty in working with new and more advanced hardware. Tezuka recalled that the software tools were not yet fully developed and thus the team had to "go along with starting something new". Miyamoto, on the other hand, expressed optimism as he acknowledged that the team no longer had restrictions on certain mechanics such as scrolling and the number of colours which they could implement. As a hardware experiment, the team ported Super Mario 3 to the Super Famicom and discovered that it "felt like the same game" despite the improved colours and sprites. From that point on Miyamoto realised the team's ultimate goal would be make the most out of the new hardware in order to create something "totally new".

Miyamoto stated that he felt that the game was incomplete and that development was rushed toward the end, voicing hope that with time the games for the system would allow for more emotion and story. Miyamoto stated that he had wanted Mario to have a dinosaur companion ever since Super Mario Bros.; however, Nintendo engineers could not fit the companion into the limitations of the Nintendo Entertainment System. He said that "we were finally able to get Yoshi off the drawing boards with the SNES". Yoshi came in one size and four colours, with different powers and huge appetites. Super Mario World arrived in 1991 alongside the Super NES in North America.

Koji Kondo composed the music used in Super Mario World, using only an electronic keyboard. The entirety of the music heard in the game, with the exception of the music played in the title screen, credits, maps, and fighting Bowser, is a variation on the same melody. The melody, played in F major is heard normally on the standard overworld levels. It is slowed down and made to echo in caverns, whereas it moves in a slow, wave-like fashion, a slow (in 3/4 or waltz time) in underwater levels (a recurring musical tradition in underwater levels played in Super Mario games); in the athletic theme, it is played quickly and energetically to suit the more risky and lively nature of a level taking place in the air. When riding on Yoshi, the soundtrack of any level is accompanied by bongo drums, a sound design element that was carried over into later Super Mario games.

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Nintendo
Mario
Super Mario World
Super Mario
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SNES
Super Nintendo
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Shigeru Miyamoto
Just 15 Minutes
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