Video Game / Super Mario World

http://static.tvtropes.org/pmwiki/pub/images/250px-Super_mario_world_box.jpg

It's a bit more exciting! A bit more challenging! A bit more perfect! A bit more colorful! A bit more realistic! A bit more levels! A bit more secrets! A bit more enemies! A bit more friends! A bit more sound! A bit hotter! A bit cooler! A bit weirder! A bit more revolutionary! A bit more Mario! A bit more of what you want! It's 16-Bit, and it's yours only if you get Super Nintendo!
Commercial for Super Mario World

Super Mario World (which has the subtitle Super Mario Bros. 4 in Japan) is a 1990 video game produced by Nintendo as a launch title for their 16-bit console, the Super NES. It features their iconic mascot, Mario, taking a vacation alongside his brother Luigi and Princess Peach (then still referred to in America as Princess Toadstool) to the faraway Dinosaur Land. There, as is prone to happen, Princess Toadstool is captured by Bowser and kept in his castle, this time located in the deep underground. Of course, Mario must journey through the entire continent to get to her, beating down Bowser's loyal lackies / children, the seven Koopalings, along the way.

This game is most notable for having introduced the world to Yoshi, Mario's now-famous dinosaur friend and his ability to eat the baddies. The game was followed-up in 1995 with Super Mario World 2: Yoshi's Island, a prequel starring Yoshi as the player character and featuring Mario as an infant.

A comic adaptation, titled Super Mario Adventures, was published by Nintendo Power in the nineties, though the storyline is mostly original.

The game was later remade for the Game Boy Advance as Super Mario Advance 2.

The game features its own unique elements, some of which were not caught on by the rest of the series. New Super Mario Bros. U is basically credited for being a remake of the game for Wii U, getting about as close to the original game as any other. It's also been nicknamed New Super Mario World.

Also, this game is also notable for being the first game (along with Pilotwings) on crediting Shigeru Miyamoto's as the creator of Super Mario Bros. for non-Japanese players, rather than using a pseudonym as previous games did.note 

Super Mario Maker includes this game as one of the game styles the player can use to build levels.

Please note that Super Mario 3D World is a separate game, not a re-release or a follow-up.

Provides Examples Of:

  • All Your Powers Combined: Eating a Kamikaze Koopa (the rainbow shell) will let Yoshi fly, create powerful dust when he stomps, and he can spit it out as a fireball spread.
  • And the Adventure Continues: The GBA version starts with an intro that ends with a Last Note Nightmare, as seen here; however, if you beat the game, the result makes up for it.
  • Animated Adaptation: Super Mario World by DiC, as well as an interactive VHS tape called ''Mario to Yoshi no Bouken Land'' in Japan only.
  • Anti-Frustration Features: The original SNES version disables the time limit upon reaching the Final Boss as the status bar cannot be displayed during the battle due to technical restraints involving Mode 7, and the boss itself has multiple phases that can last a while. This is averted in the GBA remake, but gives you 800 seconds in the final stage as opposed to the original's 400 to make up for it.
  • Ascended Glitch: Climbing a vine, kicking a shell/P-Switch upwards, and climbing with it is considered a glitch in Super Mario World. However, hacks have done wonders with this, especially when incorporating puzzles.
  • Ash Face: Happens to Mario when he destroys Castle 5.
  • Attract Mode: Featuring Mario running through the "Groovy" course.
  • Autobots, Rock Out!: The final boss music, especially noticeable in its Itadaki Street DS incarnation.
  • Ax-Crazy: Iggy is implied to be this in the English post-defeat narrative.
  • Balloon Belly: Literally, with the balloon power-up.
  • Berserk Button: Knocking the flower off Wiggler's head makes him turn red and more actively chase Mario.
  • Big Bad: Bowser, who captured Princess Peach and sent the Koopalings to conquer the different regions of Dinosaur Land.
  • Big Boo's Haunt: Starting with Donut Plains (World 2), there's at least one ghost house per stage except the twin bridges that connect the Vanilla Dome to the Forest of Illusion.
  • Big Eater: Yoshi can swallow virtually any enemy whole, instantly defeating them.
  • Blackout Basement: The last area of Bowser's castle before the boss has very dim lighting — you can still see enough to navigate, and there's a switch that turns a spotlight on and off.
  • Breath Weapon: What results if Yoshi eats a red Koopa, if the player doesn't wait so long that Yoshi swallows the mook entirely.
  • Brutal Bonus Level: The Special World, its second stage (Tubular) in particular.
  • Bubbly Clouds: Downplayed with the levels in the Bridges' world. The levels are sky-themed, but there are no clouds you can step in.
  • Cat Smile: The Monty Moles have this.
  • Catching Some Z's: Rip Van Fish likes sleeping that way.
  • Chain Reaction Destruction: One of the castles goes down with that spectacle subtrope.
  • Chekhov's Skill: Early in the game, you are taught how to throw objects upwards. For most of the game, except to hit a few out-of-reach item blocks, this ability goes largely unused. However, the ability is necessary in order to defeat Bowser.
  • Chuck Cunningham Syndrome: Toad is, for some never-explained reason, not in this game at all, even though he resurfaces in every major Mario game hereafter. This resulted in him being dropped in the Animated Adaptation as well. According to surviving screenshots of the beta, SMW was supposed to have Toad Houses like in Super Mario Bros. 3. These (and Toad, as a result) were dropped from the final game.
  • Color-Coded Multiplayer: The last of the series to make Mario and Luigi look identical save for the Palette Swap. Even its own remakes (Super Mario All-Stars + Super Mario World and Super Mario Advance 2) gave Luigi a unique sprite from Mario.
  • Colour-Coded for Your Convenience
    • There are 4 Koopas in this game, green, red, blue, and yellow. Green Koopas will walk off ledges like normal, Red Koopas turn around at a ledge, Blue Koopas act like slightly faster Reds, and Yellow Koopas are even faster and drop a coin when they get knocked out of their shells.
    • After a Koopa is knocked out of its shell, it becomes a Beach Koopa, and these also behave differently. Green Koopas will still walk off ledges and will jump into a shell to turn back into a normal Koopa. Red ones will still not walk off ledges and will jump back into a shell. Blue Koopas are still like Reds, but they will kick shells away, as well as other things like Throw Blocks; they also are the only Koopas with muscle-toned legs when out of their shell. Yellow Koopas will still behave like they do in the shell, but if they come across a shell, they will hop into it and turn it into a Kamikaze Koopa a.k.a the spinning Rainbow Shell Koopa.
    • The shells are this for what powers they give Yoshi. Green Shells will simply be spit out, Red Shells give Yoshi a fireball to shoot, Blue Shells let Yoshi fly, and Yellow Shells makes dust of some sort appear when he lands from a jump, which will hurt enemies.
    • Last but not least, Yoshis themselves are this, and the color they are will indicate what other effect that they can get from any shell, in addition to the usual powers. Green Yoshis are normal, Red will let them shoot fire from any shell, Blue can fly with any shell, and Yellow gets the stomp power with any shell.
  • Continuity Nod: The Sunken Ghost Ship level is based on the flying ships present in Super Mario Bros. 3.
  • Cutscene Power to the Max: Mario displays some skills not present in gameplay when he destroys said castles.
  • Damsel in Distress: Princess Toadstool, and the Yoshis.
  • Dem Bones: The Dry Bones, Boney Beetles, and Bonefish.
  • Dinosaurs Are Dragons: Both Yoshi and the Reznors (triceratops) breathe fire. Rex also resembles a Celtic dragon, and not a Tyrannosaurus rex at all.
  • Divergent Character Evolution: In the original, Mario and Luigi are exactly the same, however the GBA remake altered Luigi's abilities slightly. In addition to the higher flutter jump from Super Mario Bros. 2, Luigi's fireballs bounce much higher than Mario's, and Yoshi can spit any enemy when ridden by Luigi (when on Mario, he immediately swallows most enemies), and when hitting a 10-coin block, all of the coins get spit out on the first hit. Luigi, however, is slower than Mario, both on ground and in flight.
  • Double Jump: If you're riding Yoshi, you can leap off in midair, though Yoshi keeps falling.
  • The Dragon: Larry Koopa.
  • Dramatic Disappearing Display: The Bowser battle in the SNES version. No timer, no score, no extra lives - only the powerup box at the top of the screen remains, and only if it contains a powerup. The full status bar can't be displayed due to technical limitations with Mode 7. Played with in the GBA version — it begins with no display just like in the SNES version, but the display drops down from the screen after Bowser appears.
  • Dude, Where's My Respect?: The original game. Did you defeat Bowser while playing as Luigi? Watch the game talk about how Mario saved the day.
  • Early Installment Weirdness: When Spike Tops were introduced in this game, they had six legs and differently-shaped shells from Buzzy Beetles. In all later appearances (when they were more clearly established as a sub-species of Buzzy Beetle), they have only four legs and look identical to Buzzy Beetles except for their spikes (and sometimes their color).
  • Eating The Enemy: When mounted, Yoshi can eat most enemies. In some cases this gives him special powers.
  • Edible Theme Naming: Donut Plains, Soda Lake, Chocolate Island, Vanilla Dome, etc.
  • Egg McGuffin: Yoshi's friends were captured by Bowser's Koopalings in their eggs.
  • Enemy Roll Call: The Trope Codifier. All of the enemies are given names at the end of the credits.
  • Everything's Better with Dinosaurs: Yoshi, Rex, Dino-Rhino, Dino-Torch, and Reznor. The islands are in the shape of dinosaurs as well.
  • Everything's Better with Spinning:
    • The spin jump and spinning cape swipe. On the subject of enemies, there are also Kamikaze Koopas.
    • Ludwig's death sequence and shell spin attack though the former was shared with Morton and Roy in the game, while the latter was also used as one of Bowser's moves in the Super Smash Bros. series.
  • Extreme Omnivore: Yoshi. He can eat the P-switch or even a key if you let him have these items in his mouth long enough.note 
  • The Goomba: Averted with this game's Goombas (later dubbed Galoombas), surprisingly enough. They aren't instantly defeated by a simple jump, only stunned. The Japanese version classifies them as a sub-species of the normal Goomba (called Kuribon as opposed to Kuribo). The weakest enemies in the game are Beach Koopas.
  • Green Hill Zone: Yoshi's Island and Donut Plains.
  • Guide Dang It: Some of the Secret Exits.
  • Hard Levels, Easy Bosses: As is typical for a Mario game. Castles and fortresses (the levels that contain bosses) are significantly harder compared to regular levels, but the bosses are comparatively easy. The exception is the last level, which is easy to go through since there are plenty of possible ways and only any two of them are necessary, continuing with a straighforward path with only some Mechakoopas and Ninjis (and if the level is started by entering the Back Door, it becomes much shorter); but the final boss is a lot more difficult.
  • Healing Checkpoint: If Mario is in his small form when reaching the checkpoint, he will automatically change into Super Mario.
  • Heroic Dolphin: The game features a few levels with Scuba-wearing Dolphins that jump out of the water regularly and can be used as platforms to reach far away areas.
  • Horse of a Different Color: Yoshi.
  • Immediate Sequel: According to the manual, the game takes place right after Super Mario Bros. 3.
  • Infinite 1-Ups: Out of many examples, an often overlooked yet clearly intentional one exists in Chocolate Island 5. A coin formation seen early on reads "M x", alluding to the life counter. Right after it lies a green shell that at first glance can be used to score a combo on the eight shells revealable by a P-Switch, but can also be dropped on the nearby small lake for a easy infinite lives trick.
  • Instant 180 Degree Turn: Averted with the Koopas (while they're wearing shells, at least), Yoshi, Iggy, Morton, Ludwig, Roy, and Larry.
  • Iris Out: During the end of the level or warps.
  • Law of 100: Made a little easier by the Fire Flower turning enemies into coins. Eating enemies with Yoshi also counts as a coin.
  • Level Ate: Chocolate Island, true to its name.
  • Lost Woods: The Forest of Illusion. The layout of the paths in the map is so convoluted that the only way to advance in the game is via secret exits.
  • Luminescent Blush: Happens to Mario when Toadstool kisses him at the end of the game.
  • Market-Based Title: The game was released as Super Mario World: Super Mario Bros. 4 in Japan, but eliminated the subtitle elsewhere.
  • Me's a Crowd: Some Chargin' Chucks can split into three identical copies, which all then proceed to attack.
  • Mini-Dungeon: In addition to having Fortresses (first introduced in Super Mario Bros. 3, and in this game housing Reznor as the resident Mini-Boss), the game also introduces Ghost Houses, and both types of levels forbid Yoshi from entering (so Mario and Luigi have to explore them alone). One of the Ghost Houses also has its own mini-boss, Big Boo.
  • Mood Whiplash: The castles and fortresses start off with their ominous level theme, but their boss room has a more fast paced, less ominous "fighting time!" feel to it.
  • Moving Buildings: After clearing Ludwig Von Koopa's castle, Mario's pulls the plunger to destroy it, but instead the whole thing lifts off into the sky like a rocket, only for it to crash into the hill in the background afterwards.
  • Musical Theme Naming: Six of the Koopalings are named Larry Koopa, Ludwig von Koopa, Lemmy Koopa, Roy Koopa, Iggy Koopa, and Wendy O. Koopa. Also, the triceratops boss Buibui is renamed Reznor in the US and EU versions.
  • Mutually Exclusive Power Ups: The Cape Feather and Fire Flower.
  • Nerf: The Fire Flower isn't quite as useful this time around. Though it does have the nifty side effect of turning the enemies it does work on into coins.
  • New World Tease:
    • In Yoshi's Island, there's a mountain containing the very first Switch Palace. Climbing it will lead into an overlook of the second world, Donut Plains, complete with its music.
    • The "Chocolate Secret" and "Donut Secret 2" levels take place on plateaus overlooking the Valley of Bowser. While "Chocolate Secret" is already pretty close to the end of the game, It's possible to get to "Donut Secret 2," thereby getting a glimpse at the game's final area, fairly early on.
    • There is also one within the title screen. The demo level that plays on the title screen is an actual level within the game, but all you can do is stare at it. The level itself is in the Special world, which you can't get to until a lot later.
  • Noob Cave: Yoshi's Island, the first world you start on.
  • 100% Completion: Finding all 96 goals is necessary to get the "Autumn" theme in the GBA rerelease, whereas all you had to do was beat the special courses in the SNES original.
  • 1-Up: Just like the original Super Mario games, a green mushroom gives you a 1-Up. There are also moons that give you a 3-Up; between the generous number of 1-Up mushrooms and some instances of Infinite 1-Ups (not to mention the bonus game, which can give you up to eight 1-Ups), it is very easy to cap at 99 lives (or 999 on GBA) before you're even halfway through the game.
  • Platform Hell: The closest the actual game gets is the Special World's "Tubular" level and the reclusive "Valley Fortress". ROM hacks of the game almost elevate it to an art form, the most well known being Kaizo Mario World ("Hacked Mario World"), Super Kusottare World ("Super Asshole World") and Super Mario Tabarnak ("tabarnak" is a Quebecois French expletive roughly equivalent to "fuck!"). One of the most hellish is Item Abuse.
  • Power-Up Mount: Yoshi. In addition to being able to eat enemies and get special powers from colored Koopa shells, he also protects Mario from one hit of damage.
  • Prehistoria: Dinosaur Land.
  • Quirky Mini Boss Squad: The Koopalings and, to a lesser extent, the Reznors.
  • Refining Resources: Mooks and items on screen when you pass through the level's end goal transform into coins — get 5 or more mooks on the screen when you do this, and you get 1UPs for each one past the 4th. Holding an inanimate object (Key, P-Switch, Springboard) and crossing the goal transforms it into a power up based on your status and reserve item.
  • Removable Shell: Starting with this game, Koopas are like this. You can tell whether a shell is occupied or not by looking at it.
  • Ring Out Boss: Iggy and Larry are both fought on a teetering platform over lava, and can't be killed directly. You have to knock them off into the lava.
  • Roaring Rampage of Rescue: Bowser kidnaps Peach, but instead of heading directly to Bowser's castle to save her, Mario heads all over Dinosaur Land, systematically defeating each member of Bowser's extended family one by one and freeing Dinosaur Land from Bowser's control region by region ...and also rescuing all of Yoshi's friends, who've been trapped in eggs by the Koopas' magic and are being held by the Koopalings.
  • Savage Setpiece: Rip Van Fish.
  • Schmuck Bait: In some stages, you'll encounter Fishin' Lakitu, the enemy floating around in a cloud at the top of the screen who is now dangling a 1-Up mushroom at the end of a fishing line. If you grab the item, he'll rain Spinies down on you for the rest of the level.
  • Score Milking: The Good Bad Bug in Forest of Illusion 1 where you stomp on Wigglers with Caped Mario. It was fixed in the GBA port.
  • Second Hour Superpower: The feather power-up is not seen until the first level of Donut Plains (the second world of 7 in the main quest). The power-up itself gives Super a real different meaning.
  • Sequence Breaking: It's entirely possible to defeat Bowser after defeating only one Koopaling, without triggering any Switch Palaces, or even rescuing the first Yoshi, thanks to the Star Road. By using only secret exits in Donut Plains, you can travel to the Star Road, unlock the Blue Yoshi, and use it to fly to the key in Star World 4. The resulting warp takes you directly to Bowser's castle, meaning skilled players can complete the game in less than a half hour.
  • Sequel Difficulty Drop: Aside from several That One Levels, the difficulty is much more manageable than earlier games. The official Strategy Guide points out that once all four Switch Palaces have been activated, SMW is actually easier than Super Mario Bros. 3.
  • Shout-Out: The sound of a Yoshi egg hatching is the same as in Devil World, an early Famicom game designed by Miyamoto and Takashi Tezuka that never saw release in the U.S. until the Wii Virtual Console.
  • Skippable Boss: Unlocking the Back Door to Bowser's Castle lets you skip Larry's castle, and thus Larry himself.
  • Slippy-Slidey Ice World: Some of the subterranean stages.
  • Spike Balls of Doom: In this game, there's an underwater variety (urchins) and a variety spinning on chains.
  • Spinning out of Here: Star Roads spin you.
  • Stalactite Spite: Some of the spikes tend to fall from the ceiling when approached. You can generally spot them from a distance.
  • Stealth Pun: This game introduces an underwater counterpart to Bullet Bill known as Torpedo Ted. Which makes the two enemies Bill and Ted.
  • The Stinger: The second part of the credits named every single enemy and boss in the game. The very last slide before the credits was Bowser and his family, which lists their names. For the English players, that last bit wasn't really important to note. For Japanese players, however, this was the first time the Koopalings were actually given names.
  • Stock Subtitle: World.
  • Theme-and-Variations Soundtrack: The overworld, athletic, underground, underwater, castle/fortress, ghost house, bonus room/switch palace, and goal themes are all based on the same basic melody. This also extends to the newly-created music for the Super Mario World airship template in Super Mario Maker.
  • Theme Tune Cameo: The Level 1-1 theme from Super Mario Bros.. plays in the Special World, but the player must wait 9 loops.
  • Throw The Mook At Them: The only way to hurt Bowser is to kick the Mecha Koopas he sends out up so they land on his head. Furthermore, you can pick up and throw Goombas, Mechakoopas, Buzzy Beetles and Koopa Troopa shells at any other regular Mook to kill them.
  • Timed Mission: As per usual. Averted, though, for the Yoshi's House level in both the SNES and GBA versions, where the timer, oddly enough, simply displays zero. The SNES version also averts this in the Top Secret Area as well as the Final Boss battle, although the latter is justified due to the Dramatic Disappearing Display.
  • Totally Radical: the Special levels are named (in order) Gnarly, Tubular, Way Cool, Awesome, Groovy, Mondo, Outrageous, and Funky.
  • Turtle Power: The Koopas, Koopalings, and Bowser himself.
  • Updated Re-release: Super Mario World: Super Mario Advance 2. Adding voice clips and giving Luigi some unique features like a different sprite set (so he's no longer simply a Palette Swap of Mario), his super jumping powers from Super Mario Bros. 2 and the ability to spit out any enemy to use as an impromptu weapon while riding Yoshi, which makes taking out some hard-to-kill enemies a breeze.
  • Underground Level: Vanilla Dome and Valley of Bowser.
  • Under the Sea: It wouldn't be a Mario game without a few underwater levels. One takes place in a sunken airship, overlapping with Ghost Ship.
  • Unexpected Gameplay Change: Several of the Special levels had these. The notorious Tubular is partly notorious because it's the only level that requires you to use the P-Balloon. Other offenders are Way Cool (a maze level where you have to hit switches to fix the track a moving platform rides on), Mondo (a level where the water level rises and falls rapidly) and Funky (a level where the time limit provided is too short and you have to eat time-adding berries)
  • Unique Enemy: There's only one Fishin' Boo in the game. There are also two enemies that are exclusive to secret levels in the game: Torpedo Ted and the Fire Snake, the latter being the only enemy that cannot be encountered outside of the Special World. These two enemies appear in numbers in their exclusive levels.
  • Variable Mix: Yoshi is always accompanied by bongos added to the level music.
  • Video Game Cruelty Potential:
    • When jumping off Yoshi in mid-air, Mario will kick off Yoshi upwards, even if he and Yoshi are already falling downwards. What this means is that if you are falling down a pit, you can quickly jump off Yoshi, making it to a landing, while your trusty steed valiantly falls to his (presumable) death. Note that one of the secret exits actually requires you to use this tactic (or some very precise flying), as you have to go under the usual exit to get there without dropping into the Bottomless Pit below.
    • Yoshi can eat the non-hostile dolphins that pop up in a few levels, but only in the Japanese version. The GBA version allows this in all regions.
  • Where's the Kaboom?: There are small cutscenes showing Mario reducing each castle to rubble after beating their respective bosses. The Forest of Illusion castle starts the same way as the basic cutscene, but then has the bomb fizzle out. When Mario (or Luigi) steps closer to inspect what went wrong, it explodes, leaving them frizzled and covered in soot.
  • Wings Do Nothing: The Rex enemies have wings, but are strictly grounded foes.
  • Word Sequel: More like a World sequel.

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