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Video Game / Super Mario World

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!
Super Mario World (subtitle: Super Mario Bros. 4on Japanese packaging) is a 1990 video game produced by Nintendo as a launch title for their 16-bit console, the SNES. It features their iconic mascot, Mario, taking a vacation alongside his brother Luigi and Princess Peach (then still known in the west as Princess Toadstool) to the faraway Dinosaur Land. There, as is prone to happen, the Princess 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 children, the seven Koopalings, along the way. The video game was released on November 21, 1990 in Japan, but wasn't released in the United States until nine months later on August 13, 1991.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 and Luigi as infants.This game is also notable for being the first game (along with Pilotwings) directly crediting Shigeru Miyamoto as the creator of Super Mario Bros., rather than using a pseudonym as previous games did.note Albeit in Japan, his real name was revealed much earlier in 1986's The Great Mission to Save Princess Peach!.A loose comic adaptation, titled Super Mario Adventures, was published by Nintendo Power in 1992, though the storyline is mostly original.The game was given an enhanced port to the Game Boy Advance as Super Mario World: Super Mario Advance 2, released in Japan on December 14, 2001 and the United States on February 11, 2002. While it removed the alternating multiplayer from the original, it instead offered the choice to play as Luigi during the campaign, who has his Super Mario Bros. 2-established abilities among other differences.Super Mario Maker includes Super Mario World 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:

  • Absentee Actor: 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 pre-release screenshots, this game was supposed to have at least one Toad House like in Super Mario Bros. 3. These (and Toad, as a result) were dropped from the final game.
    • Retroactively, goombas are also absent, replaced by a Suspiciously Similar Substitute called Galoombas. The catch is that they were originally called goombas despite their differences in appearance and gameplay mechanics from other goombas in the series, until Nintendo decided to Retcon them into a different species.
  • 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: Super Mario Advance 2 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 Super Mario World: Mario to Yoshi no Bouken Land in Japan only.
  • Anti-Frustration Features: The original version disables the time limit when Mario reaches 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 Advance 2, 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/Switch Block 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 the Forest of Illusion castle.
  • Attract Mode: Featuring Mario running through the "Groovy" course.
  • Autobots, Rock Out!: The final boss music, especially noticeable in its Itadaki Street DSincarnation.
  • Ax-Crazy: Iggy is implied to be this in the English-version post-defeat narrative.
  • Berserk Button: Knocking the flower off Wiggler's head makes it turn red and more actively chase Mario.
  • Big Bad: Bowser, who captured the Princess and sent the Koopalings to conquer the different regions of Dinosaur Land.
  • Big Boo's Haunt: Starting with Donut Plains, there's at least one Ghost House per area 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 Troopa, if the player doesn't wait so long that Yoshi swallows the mook entirely.
  • Brutal Bonus Level:
    • The Special Zone, its second course (Tubular) in particular.
    • In the main game, the Fortresses in the Forest of Illusion and Valley of Bowser. While Chocolate Fortress is in the main path and Vanilla Fortress is on an alternate path through Vanilla Dome, these two Fortresses are not on any sort of major path and far more difficult that most other levels outside of the Special Zone. Completing Forest Fortress unlocks the fourth Star World portal, while beating Valley Fortress unlocks the back door of Bowser's Castle, which starts after the eight rooms and adds a checkpoint outside Bowser's door.
  • Bubbly Clouds: Downplayed with the courses in the Bridge area. The courses 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.
  • Color-Coded Multiplayer: The last of the series to make Mario and Luigi look identical save for the Palette Swap. Even 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 four Koopa shells in this game, green, red, blue, and yellow. Green Koopa Troopas will walk off ledges like normal, red Koopa Troopas turn around at a ledge, blue Koopa Troopas act like slightly faster reds, and yellow Koopa Troopas are even faster and drop a coin when they get knocked out of their shells.
    • After a Koopa Troopa is knocked out of its shell, it becomes a Beach Koopa, and these also behave differently. Green Koopa Troopas will still walk off ledges and will jump into a shell to turn back into a normal Koopa. Red Koopa Troopas will still not walk off ledges and will jump back into a shell. Blue Koopa Troopas are still like reds, but they will kick shells away, as well as other things like Throw Blocks; they also are the only Koopa Troopas with muscle-toned legs when out of their shell. Yellow Koopa Troopas 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.
    • 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.
  • Console Cameo: Downplayed. The Super Famicom logo can be seen in the Special World.
  • Continuity Nod: The Sunken Ghost Ship course was apparently one of the airships 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: The Princess, and the Yoshis.
  • Death Mountain: Chocolate Island, a brown-colored mountain setting with hot mud, Dino-Rhinos and Rhino-Torches.
  • Defeat Equals Explosion: The fate of any enemy who gets spin-jumped or Yoshi-stomped.
  • Dem Bones: The Dry Bones, Bony Beetles, and Fish Bones.
  • Depth Perplexion: The fact that Yoshi's tongue goes through/around walls becomes important for exactly one secret exit.
  • Dinosaurs Are Dragons: Both Yoshi and Reznors 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, but Advance 2 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.
  • Dolphins, Dolphins Everywhere: Hopping Dolphins (they're actually called that) can be used as platforms to help Mario cross water. One level has them as an entire gimmick.
  • Double Jump: If you're riding Yoshi, you can leap off in midair, though Yoshi keeps falling.
  • The Dragon: Larry Koopa. He is the preultimate castle, which lies in the Valley Of Bowser.
  • Dramatic Disappearing Display: The Bowser battle, originally. 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 Advance 2 — it begins with no display just like in the original version, but the display drops down from the screen after Bowser appears.
  • Dude, Where's My Respect?: Did you defeat Bowser while playing as Luigi? Watch the game talk about how Mario saved the day. Alleviated somewhat in Advance 2.
  • 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.
  • Excuse Plot:
    • The game starts with Mario standing in front of a bush, with a one-paragraph summary that explains that when Mario, Luigi and the Princess came to Dinosaur Land for a vacation, she went missing and assumed kidnapped again by Bowser. Notably, Advance 2 averts this by having a cutscene showing when they arrive at the island and how the Princess was taken (the Mario Brothers discover the Cape Feathers and go to test them out, while Bowser uses the distraction to kidnap her).
    • The captive Yoshis taken by Bowser and hidden in his castles are counted as saved in the credits, regardless of whether the player beats all seven castles or uses the Star World shortcut to skip right to the end.
  • Extreme Omnivore: Yoshi. He can eat the Switch Block or even a key if you let him have these items in his mouth long enough.note This, in fact, is the only way to get the secret exit in Valley of Bowser 4.
  • Forest of Perpetual Autumn: The level Outrageous takes place in a forest setting similar to the levels of the Forest of Illusion (World 5), but it's set in autumn instead of spring. Once this level as well as the rest of Special Zone are cleared, the overworld map will permanently shift into autumn, though this event downplays the trope (the shift alters several enemies to give them a Halloween motif, but leaves the levels' design and themes the same otherwise).
  • The Goomba: Averted with this game's Goombas (later dubbed Galoombas, although the Japanese version always called then Kuribon as opposed to Kuribo). They aren't instantly defeated by a simple jump, only stunned (though a spin jump would defeat them as usual), and the weakest enemies in the game are Beach Koopas.
  • Gratuitous Japanese: This game marks the debut of "Banzai" Bill (known as "Magnum Kira / Killer" in Japannote Interestingly enough, the TV series calls them "Magnum Bills", a name that's (somewhat) closer to the Japanese name.), essentially a giant Bullet Bill (Kira / Killer).
  • Green Hill Zone: The first two worlds, 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 course, 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 two courses with Scuba-wearing Dolphins that jump out of the water regularly and can be used as platforms to reach far away areas.
  • Hitodama Light: The ghost enemy Fishin' Boo dangles a blue flame from a fishing rod.
  • Horse of a Different Color: Yoshi.
  • Immediate Sequel: According to the manual, the game takes place 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 Switch Block, but can also be dropped on the nearby small lake for a easy infinite lives trick.
  • Inflating Body Gag: The Power Balloon inflates Mario so he can float through an area.
  • 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: Subverted. While most worlds and levels are named after food, once you enter them you'll note that they're not actually made of food (not even Chocolate Island, whose name comes from the color of the mountains and the hot mud).
  • The Lost Woods: The Forest of Illusion; in fact, it and the Trope Namer are named the same in Japan. 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 the Princess kisses him at the end of the game.
  • Me's a Crowd: Some Chargin' Chucks can split into three identical copies, which all then proceed to attack.
  • Mini-Dungeon:
    • Ghost Houses, puzzle themed levels that show up in every area except Yoshi's Island and the Twin Bridges partway through the world. Like Castles, Yoshi cannot be taken into these levels, and the game lets you save after beating one.
    • Unlike Super Mario Bros. 3, this is largely averted with the Fortresses. Only four exist in the game, all of them are as hard as, if not harder than, Castles, and only one (Chocolate Fortress) isn't placed off the beaten path. Vanilla Fortress acts as an alternate ending to Vanilla Dome, and the ones in Forest of Illusion and Valley of Bowser are full-fledged Brutal Bonus Levels with major rewards; namely, a portal to Star World and the back door to Bowser's Castle, respectively.
  • 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 the Twin Bridges castle, Mario hits the plunger to destroy it, but instead of crumbling, 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: Like the returning Koopalings, the triceratops fortress boss Bui Bui is renamed Reznor in the English 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.
  • Non-Indicative Name: Despite its name, dinosaurs are a rather uncommon sight in Dinosaur Land aside from the Yoshis. You may have Rexes as recurring mooks and Reznor as a sporadically appearing miniboss, but the rest of your foes are just Bowser's legion of mooks.
  • 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 Advance 2, whereas all you originally had to do was clear the Special Zone.
  • 1-Up: Just like the previous 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 in Advance 2) before you're even halfway through the game.
  • Painful Pointy Pufferfish: The game introduces the Porcupuffer, a giant pufferfish-like Cheep Cheep that chases Mario around some levels. The massive spikes on its back prevent Mario from defeating it by jumping on it, and will damage the brave plumber.
  • Platform Hell: The closest the actual game gets is the Special Zone's "Tubular" course 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.
  • Railroading: The later Star Road levels try to do this by having platforms that are transparent unless you activate all the switches. However, It is certainly possible to bypass them with the Blue Yoshi in Star Road 4 and the Cape in Star Road 5.
  • Refining Resources: Mooks and items on screen when you pass through the level's end goal transform into coins — get five or more mooks on the screen when you do this, and you get 1UPs for each one past the fourth. Holding an inanimate object (Key, Switch Block, 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.
  • River of Insanity: Some levels have a rapid current that is difficult for Mario to swim in. The idea of these levels is to stay out of the river and use platforms instead. The biggest examples are Yoshi's Island 4 and in particular Vanilla Secret 3, where Mario has to hop on jumping Dolphins while a Porcupuffer hunts him down in the water.
  • Roaring Rampage of Rescue: Bowser kidnaps the Princess, 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 courses, 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 Spinys 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 Advance 2.
  • Second Hour Superpower: The Cape Feather is not seen until the first level of Donut Plains (the second world of 7 in the main quest). The power-up itself givesSupera 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 instances of That One Level, the difficulty is much more manageable than earlier games. The official Strategy Guide points out that once all four Switch Palaces have been activated, this game is actually easier than

This article is about the platforming video game series. For the flagship character of the series, see Mario. For other video games and media featuring the character Mario, see Mario (franchise). For other uses of "Super Mario", see Super Mario (disambiguation).

Super Mario(Japanese: スーパーマリオ,Hepburn: Sūpā Mario) is a series of platform video games created by Nintendo featuring their mascot, Mario. Alternatively called the Super Mario Bros.(スーパーマリオブラザーズ,Sūpā Mario Burazāzu) series or simply the Mario(マリオ) series, it is the central series of the greater Mario franchise. At least one Super Mario game has been released for every major Nintendo video game console and handheld.

The Super Mario games follow Mario's adventures, typically in the fictional Mushroom Kingdom with Mario as the player character. He is often joined by his brother, Luigi, and occasionally by other members of the Mario cast. As in platform video games, the player runs and jumps across platforms and atop enemies in themed levels. The games have simple plots, typically with Mario rescuing the kidnappedPrincess Peach from the primary antagonist, Bowser. The first title in the series, Super Mario Bros., released for the Nintendo Entertainment System (NES) in 1985, established gameplay concepts and elements prevalent in nearly every Super Mario game since. These include a multitude of power-ups and items that give Mario special magic powers such as fireball-throwing and size-changing into giant and miniature sizes.

The Super Mario series is part of the greater Mario franchise. This includes other video game genres as well as media such as film, television, printed media and merchandise. Over 310 million copies of games in the Super Mario series have been sold worldwide, as of September 2015, making it the best-selling video game series in history.[1]


Super Mario Bros.[edit]

Main article: Super Mario Bros.

Super Mario Bros. was released for the Nintendo Entertainment System (NES) and is the first side-scrolling 2D platform game to feature Mario. It established many core Mario gameplay concepts. The brothers Mario and Luigi live in the Mushroom Kingdom, where they must rescue Princess Toadstool (later called Princess Peach) from Bowser. The game consists of eight worlds, each with four sub-levels. Though the worlds differ in themes, the fourth sub-level is always a fortress or castle that ends with a fight against Bowser (or one of his minions disguised as him).[2] The game was successful, and is one of the best-selling video games of all time.

Super Mario Bros.: The Lost Levels[edit]

Main article: Super Mario Bros.: The Lost Levels

Super Mario Bros.: The Lost Levels is the sequel to the original Super Mario Bros. and was released as Super Mario Bros. 2 in Japan. It uses the original Super Mario Bros. engine with additions such as weather, character movements, and more complex levels, altogether yielding a much higher difficulty. The game follows the same style of level progression as Super Mario Bros., with eight initial worlds each with four levels. The last levels of the eight worlds is a lava-filled castle that culminates in a battle against Bowser. This sequel was not released outside Japan in this time period, because Nintendo of America did not want the Mario series to be known for frustrating difficulty, to be inaccessible to a steadily broadening market of American video game players, nor to be stylistically outdated by the time the Japanese Super Mario Bros. 2 could be eventually delivered to America.[3] The game later debuted outside Japan in 1993, as "Super Mario Bros.: The Lost Levels" in the compilation titled Super Mario All-Stars for the Super Nintendo Entertainment System (SNES). The original Famicom version was released for the Wii's Virtual Console service in September 2007, listed as "Super Mario Bros.: The Lost Levels" outside Japan. A later Super Mario All-Stars Wii port, titled Super Mario All-Stars 25th Anniversary Edition, features the SNES gameplay and adds Wii Remote, Classic Controller, and GameCube controller compatibility.

Super Mario Bros. 2/Super Mario USA[edit]

Main article: Super Mario Bros. 2

Super Mario Bros. 2 was known in Japan as Super Mario USA. In it, Mario and his companions are out to stop the evil frog Wart in the Subcon dreamland. Based on a discarded prototype,[4] the game was instead originally released as Yume Kōjō: Doki Doki Panic in Japan, and was ultimately converted into a Mario game for the rest of the world as Super Mario Bros. 2, before being named in Japan as Super Mario USA as part of Super Mario All-Stars. One of the game's most defining aspects is the ability to pluck vegetables from the ground to throw at enemies. This is also the first Super Mario game to use a life meter, which allows Mario and the other playable characters to be hit up to four times before dying.[3]

Super Mario Bros. 3[edit]

Main article: Super Mario Bros. 3

Super Mario Bros. 3 is divided into eight themed worlds, each with 6–10 levels and several bonus stages displayed as locations on a mapped overworld. These locations are not necessarily in a linear order, and the player is occasionally permitted to skip levels or play the game out of order. Completed levels cannot be replayed. A world's final level is a boss stage. The penultimate boss stage is a side-scrolling level atop an airship ("Doom Ship") with a fight against one of Bowser's seven Koopalings. The game introduced a diverse array of new power-ups, including flight as Raccoon Mario after grabbing the Super Leaf power-up . Bowser is again the final boss.

Super Mario Land[edit]

Main article: Super Mario Land

Super Mario Land was the first handheld Super Mario title after the Game & Watch port of Super Mario Bros., and was released for the Game Boy. As with other games in the series, it is a sidescrolling platformer in which Mario sets out to save Princess Daisy by defeating the a mysterious spaceman named Tatanga. The game consists of twelve levels split across four worlds.

Super Mario World[edit]

Main article: Super Mario World

Super Mario World was released for the SNES and consists of nine worlds displayed via a world map overworld. Most of the 72 levels have one exit, though some have hidden second exits. Mario's new moves include a spin jump and the rideable Yoshi who can eat enemies and either swallow or spit them out. Power-ups include the returning Super Mushroom, Fire Flower and Super Star, and the new Cape Feather, based on Super Mario Bros. 3's Super Leaf, which lets Mario and Luigi fly with a cape.

Super Mario Land 2: 6 Golden Coins[edit]

Main article: Super Mario Land 2: 6 Golden Coins

Super Mario Land 2: 6 Golden Coins introduces Mario's rival, Wario, who had taken over Mario's castle during the events of Super Mario Land and forces Mario to collect the six golden coins to reclaim his castle. While its predecessor is similar to the original Super Mario Bros., Super Mario Land 2 has more in common with later games. The player is no longer restricted to moving towards the right. A bell at each level's end activates a minigame, where the player can try to get extra lives. There are 32 levels, based on several themed worlds each with its own boss. Three power-ups return: the Super Mushroom, Fire Flower, and Super Star. The game introduces the Carrot power-up, which gives Mario large rabbit ears that let him glide when falling for a limited time. Its story was continued in Wario Land: Super Mario Land 3, which would retroactively become the first of a spin-off series, Wario Land.

Super Mario World 2: Yoshi's Island[edit]

Main article: Super Mario World 2: Yoshi's Island

Super Mario World 2: Yoshi's Island is considered by Miyamoto to be part of the Super Mario series[5] with its sequels forming a spin-off series. In the game, Yoshi carries Baby Mario across Yoshi's Island to find Luigi. It is considered a prequel to all other Super Mario games, portraying the birth of the Mario Bros. The primary goal is delivering Baby Mario safely to the end of each level, where he is transferred to the back of another Yoshi, who does the same. When Yoshi is struck by an enemy, Baby Mario is ejected from Yoshi's back and floats around in a bubble while crying as a timer counts down until Yoshi pops the bubble. If the time counts down to zero, Baby Bowser's minions fly on screen and kidnap Baby Mario, resetting the level. The game has a childlike aesthetic, with environments stylised like crayon drawings. Yoshi's Island has received sequels that have spun off from the Super Mario series, including Yoshi's Story, Yoshi's Island DS, and Yoshi's New Island.

Super Mario 64[edit]

Main article: Super Mario 64

Super Mario 64 was the first 3D and open world game in the series, and a launch title for the Nintendo 64 home console. Each level, or course, is an enclosed environment where the player is free to explore in all directions without time limits. The player collects Power Stars that appear after completing tasks to unlock later courses and areas.[6] The Nintendo 64's analog stick makes an extensive repertoire of precise movements in all directions possible. The game introduced moves such as punching, triple jumping, and using a Wing Cap to fly. It is the first Super Mario series game to feature Charles Martinet's voice acting for Mario. Mario must once again save Princess Peach from Bowser, and collect up to 120 Power Stars from the paintings and return them to her castle, the overworld. There are a total of 105 Power Stars in the paintings, with 15 hidden in the castle. The game's power-ups differ from previous games, instead as three different hats with temporary powers: the Wing Cap, allowing Mario to fly; the Metal Cap, turning him into metal; and the Vanish Cap, allowing him to walk through obstacles.

Super Mario Sunshine[edit]

Main article: Super Mario Sunshine

Super Mario Sunshine, the second 3D Super Mario title, was released on the GameCube. In it, Mario and Peach travel to Isle Delfino for a vacation when a Mario doppelgänger appears and vandalizes the entire island. Mario is sentenced to clean the island with a water-squirting accessory, F.L.U.D.D. Super Mario Sunshine shares many similar gameplay elements with its predecessor, Super Mario 64, but also introduces moves, like spinning while jumping, and other actions through the use of F.L.U.D.D. The game contains a number of independent levels, which can be reached from the hub, Delfino Plaza. Mario collects Shine Sprites by completing tasks in the levels, which unlock levels in Delfino Plaza by way of abilities and plot-related events.[7]Sunshine introduces Bowser's only child, Bowser Jr. as an antagonist. Yoshi also appears again for Mario to ride in certain sections.

New Super Mario Bros.[edit]

Main article: New Super Mario Bros.

New Super Mario Bros. was released on the Nintendo DS. In it, Mario and Luigi set out to save Peach from Bowser Jr. The gameplay is 2D, but most of the characters and objects are 3D on two-dimensional backgrounds, resulting in a 2.5D effect. The game uses an overworld map similar to that of Super Mario Bros. 3 and Super Mario World. Some levels have multiple exits. The classic power-ups (Super Mushroom, Fire Flower, and Super Star) return alongside the Mega Mushroom, Blue Shell, and Mini Mushroom. The Mega Mushroom briefly turns Mario (or Luigi) into an invincible giant that destroys everything in his path, the Blue Shell protects Mario from harm and allows him to slide (depending on speed), and the Mini Mushroom shrinks Mario to very small size, which allows him to fit through tight spaces.

Super Mario Galaxy[edit]

Main article: Super Mario Galaxy

Super Mario Galaxy is set in outer space, where Mario travels between "galaxies" to collect Power Stars, earned by completing quests or defeating enemies. Each galaxy contains a number of planets and other space objects for the player to explore. The game's physics system gives each celestial object its own gravitational force, which lets the player circumnavigate rounded or irregular planetoids by walking sideways or upside down. The player is usually able to jump from one independent object and fall towards another close object. Though the main gameplay and physics are in 3D, there are several points in the game in which the player's movements are restricted to a 2D axis. Several new power-ups appear, and many of these return in its sequel, Super Mario Galaxy 2.

New Super Mario Bros. Wii[edit]

Main article: New Super Mario Bros. Wii

In New Super Mario Bros. Wii, Peach is captured by Bowser Jr. and the Koopalings during her birthday party in her castle, and Mario, Luigi, and two Toads (blue and yellow) spring into action to save her. The game features 4-player co-op and new power-ups: the Propeller Mushroom, the Ice Flower, and the Penguin Suit. The Propeller Mushroom launches the player into the air by shaking the Wii Remote. The Penguin Suit enhances traction of sliding and speed and agility of swimming abilities, in addition to the ice ball projectiles that are provisioned by the Ice Flower. Players can ride Yoshi. Like in its predecessor, there are three hidden Star Coins to find in each level, which can be used to unlock movies with gameplay tips. It was released in November 2009 and was a commercial success and won several awards.[8][9]

Super Mario Galaxy 2[edit]

Main article: Super Mario Galaxy 2

Super Mario Galaxy 2, the sequel to Super Mario Galaxy, was initially developed as an expansion pack to the latter, although was eventually developed into its own game, being released on May 23, 2010. It retains the basic premise of its predecessor, and includes items and power-ups. These include the Cloud Flower, which allows Mario to create platforms in mid-air, and the Rock Mushroom, which turns Mario into a rolling boulder. Also, Mario can ride Yoshi. It was released to widespread critical acclaim.

Super Mario 3D Land[edit]

Main article: Super Mario 3D Land

Super Mario 3D Land was released for the Nintendo 3DS in November and December 2011. It is the first original 3D Super Mario title on a handheld console. It was an attempt to translate the gameplay of the 2D games into a 3D environment, by simplifying the control scheme of the 3D games and using more linear levels. It also brought back several older gameplay features, including the Super Leaf power-up last seen in Super Mario Bros. 3. It was released to critical acclaim.

New Super Mario Bros. 2[edit]

Main article: New Super Mario Bros. 2

New Super Mario Bros. 2, the direct sequel of New Super Mario Bros., released in July and August 2012 for the Nintendo 3DS. The player, as Mario or Luigi, must save Princess Peach from Bowser and the Koopalings, with the game's secondary goal is to collect one million coins. Several gameplay elements were introduced to help achieve this goal, such as the Gold Flower, a rarer variant of the Fire Flower that turns items into coins.[10][11]

New Super Mario Bros. U[edit]

Main article: New Super Mario Bros. U

New Super Mario Bros. U, the Wii U follow-up to New Super Mario Bros. Wii, was released on November 18, 2012 in North America. It plays similarly to the previous New Super Mario Bros. titles, and introduces both a Flying Squirrel suit that lets the players glide through the air, and asymmetric gameplay that allows the player holding the GamePad to influence the environment. On June 20, 2013, New Super Luigi U was released as a downloadable content (DLC) package for the game, featuring shorter but more difficult levels, starring Luigi. It was subsequently released as a standalone retail game on August 25, 2013 in North America.[12] Unlike the downloadable content version, the standalone retail version of New Super Luigi U does not require having New Super Mario Bros. U to play it.

Super Mario 3D World[edit]

Main article: Super Mario 3D World

Super Mario 3D World, the sequel to Super Mario 3D Land, was released for the Wii U on November 22, 2013 in North America, and utilised the same gameplay mechanics.[13] It introduced three power-ups, the Super Bell (which turns the characters into cats to attack and scale walls), Lucky Bell, and Double Cherry (which creates a clone of the character that collects it). Like Super Mario Bros. 2, it features Princess Peach and Toad as playable characters in addition to Mario and Luigi. Rosalina from Super Mario Galaxy is also unlocked later in the game.

Super Mario Maker[edit]

Main article: Super Mario Maker

Super Mario Maker is a video game creation tool released for the Wii U in September 2015[14] and allows players to create their own levels based on the gameplay and style of Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U, as well as share their creations online. Despite being based on existing games, several gameplay mechanics were introduced for the game, with existing ones also available to be used together in new ways. A Nintendo 3DS version of the game, called Super Mario Maker for Nintendo 3DS, was released in December 2016. It features a few new pre-installed levels, but no online level sharing.

Super Mario Run[edit]

Main article: Super Mario Run

Super Mario Run is a side-scrolling and auto-scrolling video game released in December 2016 for the iOS platform and March 2017 for Android. It marks the first Mario game to be developed for mobile devices, and featured simplified controls, to the point that it was promoted as being playable with only one hand.

Super Mario Odyssey[edit]

Main article: Super Mario Odyssey

Released on October 27, 2017 for Nintendo Switch,[15]Super Mario Odyssey is a return to the open-world "sandbox" 3D style of game last seen in Super Mario Sunshine. After Mario's cap is possessed by a spirit named Cappy, he is able to use it to temporarily "capture" enemies and objects and utilize their powers. Like previous sandbox 3D games, the game's worlds contain a large variety of objectives that can be achieved in a non-linear order before progressing. Super Mario Odyssey was critically acclaimed, with many describing it as one of the greatest games of all time.


Below is a table showing releases of Super Mario video games. It does not include games released on LCD systems.

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