Super Mario World It was the quintessential plumber platformer in the Super Nintendo era, as well as being the fourth installment in its own series. accompanied to the Japanese launch of the SNES on November 21, 1990 with F-Zero, although it would not be until a few years later that he would land in North America and Europe.
The development of Super Mario World
The Game development It started around 1986 and 1987 and it would take three years until it was ready to be distributed to stores. Nintendo’s Entertainment Analysis and Development group, led by Shigeru Miyamoto and directed by Takashi Tezuka, would be in charge of making this installment a reality, and they would be based on past installments of the plumber.
Although they did not have the same restrictions on this new hardware, many difficulties were anticipated as it was a new “work environment”. They started trying to a port from the previous installment, Super Mario Bros. 3, to check the capabilities of the Super Nintendo. When they saw the result, even with improved colors and image quality, the team decided they wanted to try something completely new.
From the beginning, Miyamoto had one thing clear: include a dinosaur that acts as Mario’s companion on your adventures. He had been carrying this thought since the first installment of the franchise, and due to hardware limitations, it was not until this fourth installment that he was able to make it a reality.
Thus, was that, our dear Yoshi it was first introduced in a video game, allowing Mario to ride it and reach places he couldn’t on his own. Although, his original design looked quite different from what came to us in the final version, showing a similar-looking dinosaur that it did not have its characteristic nose or tail.
Apart from the sprite sheet that we show you in the image above, there is not a lot of beta content for Super Mario World that we have been able to see. Nevertheless, a gigantic piece to contribute to history was rescued this year. This is the first screenshot of a preliminary version of the title, extracted through a Japanese magazine, and sheds light on what the video game looked like at the time of development:
What was left in the inkwell
Returning to curiosities about development, it was planned to include a winged mariowhich would possibly end up triggering the future cloak skill. As many of you may have noticed, this same idea of the plumber wearing wings would be remembered during the creation of Super Mario 64where one of his new powers is neither more nor less than a winged cap that allows him to fly through the skies.
Also, now that we’ve remembered the ability that defined Super Mario World, the layerit’s a good time to look back on the skills of the title. Tanooki’s outfitfrom Super Mario Bros. 3, it was planned for him to make a comeback in this installment, but after the conception of the cape, it was thought that these two powers would collapse into each other, since they share the same purpose.
Even after all we’ve seen, Miyamoto felt that the development of the game had been rushed, and that the final product felt unfinished like a main Super Mario installment. Nevertheless, the reception and critics of the title were excellentselling over 20 million copies worldwide and becoming the biggest hit on the SNES.
What did you think of Super Mario World? We read you in the comments!