The Story of Super Mario World

Gaming Historian53 minutes read

Super Mario World revolutionized the Mario series with new power-ups, friends, and exploration over high scores. Despite challenges and delays, the launch of the Super Famicom and Super Mario World in 1990 was successful, solidifying Nintendo's dominance in the Japanese video game market.

Insights

  • Super Mario World revolutionized the Mario series by prioritizing exploration, introducing new power-ups, and expanding the game's world with unique regions and characters like Yoshi, enhancing gameplay significantly.
  • Despite initial challenges and delays, the Super Famicom and Super Mario World were successful upon release, with the game receiving rave reviews and the Super Famicom outselling competitors, solidifying Nintendo's dominance in the Japanese market and laying the foundation for the console wars with Sega in the US.

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  • What game topped the Retro Gamer Magazine survey?

    Super Mario World

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Summary

00:00

"Super Mario World: Revolutionizing Video Games"

  • In 2015, Retro Gamer Magazine conducted a survey for the 150 greatest video games, with Super Mario World topping almost 20% of all votes.
  • Super Mario World revolutionized the Mario series by emphasizing exploration over high scores and introducing new power-ups and friends.
  • Developed under pressure due to new competition, the game was created for the 16-bit Super Famicom to maintain Nintendo's market position.
  • Nintendo's president, Hiroshi Yamauchi, announced the end of the Famicom era in 1988 due to declining sales and new competition from NEC and Sega.
  • NEC's PC Engine and Sega's Mega Drive threatened Nintendo's dominance, prompting the development of the 16-bit Super Famicom.
  • The Super Famicom boasted superior hardware, allowing for more complex games like Super Mario Bros 4, a sequel to the popular Mario series.
  • The development team for Super Mario Bros 4 expanded in size, with key members like Toshihiko Nakago, Koji Kondo, and Shigeru Miyamoto involved.
  • Shigeru Miyamoto took a step back from his usual role to oversee multiple projects, while Takashi Tezuka led the Super Mario Bros 4 development.
  • The team faced challenges in adapting to new hardware and tools but ultimately leveraged the Super Famicom's capabilities to enhance gameplay.
  • Super Mario World, the final title of the game, was delayed due to issues with the Super Famicom's release, including software development and a global chip shortage.

17:37

Nintendo's Super Mario World: Development and Innovations

  • Nintendo faced a chip shortage and maxed out manufacturing capacity, producing 3 million Famicoms and NES per month.
  • Stock shortages of the Game Boy led to concerns about launching a competing product.
  • Super Mario Bros 3 and Dragon Quest 4 were popular, with plans to release the latter on weekends to prevent kids from skipping school.
  • The delay of the Super Famicom was announced in 1989, with a new design and preview of Super Mario World.
  • Initial reactions to Super Mario World were mixed, with some disappointment in gameplay and graphics.
  • The delay allowed for more development time, leading to significant improvements in Super Mario World.
  • The introduction of a world map in Super Mario World allowed for non-linear gameplay and exploration.
  • Dotted line blocks were added to adjust difficulty, providing new platforms or power-ups.
  • New regions in Dinosaur Land were introduced, each named after food, with unique areas to explore.
  • Yoshi was introduced as a new character, offering various abilities and powers to enhance gameplay.

35:59

"Super Famicom Launch: Success Amid Chaos"

  • The Super Famicom was set to release on November 21st, 1990.
  • Nintendo held a trade show on August 28th and 29th at the Harumi International Exhibition Center in Tokyo, with 33 developers creating games for the Super Famicom.
  • The Super Famicom was priced at 25,000 yen, approximately $170, and included two controllers but no cables or power adapters.
  • Nintendo showcased two launch titles: F-Zero, an ultra-fast racing game, and Super Mario World, which utilized the new Mode 7 technology for a faux 3D effect.
  • Nintendo set up 10 Super Famicom stations at the trade show, with eight dedicated to Super Mario World, drawing significant attention.
  • Nintendo received 1.5 million pre-orders for the Super Famicom, prompting retailers to implement reservation systems to manage the demand.
  • Nintendo launched the Super Famicom and Super Mario World on November 21st, 1990, with a mixed response due to stock shortages and chaotic sales at some stores.
  • Despite initial stock shortages, the Super Famicom and Super Mario World were successful, with 300,000 consoles selling out in three days.
  • Super Mario World received rave reviews, with Famitsu magazine giving it a score of 34 out of 40, praising its addictive gameplay and innovative ideas.
  • By 1992, the Super Famicom outsold NEC's PC Engine in Japan, solidifying Nintendo's dominance in the Japanese video game market.

53:54

Super Nintendo: US Debut and Console Wars

  • Nintendo's Super Famicom was a hit in Japan, but plans for a US debut were uncertain, causing frustration among American buyers.
  • Nintendo of America confirmed the Super Famicom's arrival in North America in 1991, with a predicted launch by the second half of the year.
  • Nintendo aimed to entice developers and compete with Sega before launching the Super Famicom in the US, leading to the removal of their exclusivity agreement.
  • The Super Famicom was redesigned and renamed the Super Nintendo Entertainment System for the North American market.
  • In Japan, the Super Famicom sold rapidly due to a booming economy, but in the US, economic challenges and consumer spending habits posed obstacles.
  • Nintendo faced backlash in the US over the Super Nintendo's $200 price tag and lack of compatibility with NES games, leading to parental outrage.
  • Nintendo defended the Super Nintendo, positioning it as a more advanced system for experienced players, while the NES was for entry-level gamers.
  • Nintendo faced criticism and legal challenges, including anti-trust lawsuits and accusations of monopolizing the industry.
  • Despite challenges, Nintendo's Super Mario franchise remained a powerful asset, with Super Mario Bros. 3's success boosting Mario's popularity.
  • The launch of the Super Nintendo and Super Mario World marked the beginning of the console wars between Nintendo and Sega, with both claiming victory in the 1991 holiday season.

01:12:34

Yoshi and Mario: Gaming Icons Thrive

  • Yoshi, a character created by Hino, became a hit with women and children, leading to his own line of games and a spin-off in 1995 called Yoshi's Island, making him a staple in the Mario franchise.
  • Takashi Tezuka, an executive officer at Nintendo, focused on creating games that players would cherish, exemplified by Super Mario World, which has been re-released multiple times and even inspired fan-made hacks like the challenging Kaizo levels, culminating in the 2015 release of Super Mario Maker allowing players to create their own levels from various Mario games.
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