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Super Mario World Wie Viele Level

Super Mario World
250px-Super mario world box.jpg
Programmer(due south) Nintendo EAD
Publisher(south) Nintendo
Platform(s) SNES
Release date(south) 1991
Genre(s) Platformer
Players 1-2 players
Rating(s) {{{ratings}}}
Media SNES Cartridge
Input {{{input}}}
Predecessor Super Mario Bros. 3
Successor Super Mario World 2: Yoshi's Isle
Super Mario World at Nintendo.com

Super Mario Earth is a platform game adult and published past Nintendo as a pack-in launch title for the Super Nintendo Entertainment System. Information technology has gone on to go a tremendous critical and commercial success, becoming the all-time seller for the platform, with 20 million copies sold worldwide. Similar in previous games in the Mario series, the plot involves Mario traversing different lands on a quest to rescue Princess Toadstool who has been kidnapped by Bowser.

In Nihon, Super Mario World is also known as Super Mario Bros. 4 and information technology was ane of the launch games for the system, along with F-Zero.

The game has been re-released three times, first every bit part of a philharmonic with Super Mario All-Stars on the SNES in 1994. Secondly, it was released on the Game Male child Advance with modified gameplay, as the second part of the Super Mario Accelerate series. The third re-release was for the Wii'southward Virtual Console in North America in 2007; at that place were no changes from the original SNES version.


Super Mario World is a side-scrolling platformer. The game consists of seven main worlds and two secret worlds. Super Mario World contains an overworld, which provides a passive overview of all the game's levels. Each of the game'south 72 levels is accessed individually from the world map. Most levels have 1 exit, though some take a second leave which is usually subconscious. In full the game has 96 exits.

Mario is capable of a variety of new moves, including a "spin jump". Mario tin can selection upward and throw items, but is at present as well able to throw them upwards or set up them downwardly gently. In addition to the classic Fire Flower ability to project fireballs, the Greatcoat Plumage, based on Super Mario Bros. 3's Super Leaf, allows Mario to wing with a cape. He tin can also use the greatcoat to glide downward slowly, travel long distances while airborne and attack enemies. Conveniently, Mario tin can receive cape power-ups even when he is regular Mario, eliminating the need to "power-up" to Super Mario beginning. Mario can also spin jump in this game allowing him to ricochet off hazardous surfaces, break through blocks, and destroy enemies he unremarkably could not; a caped spin leap volition cause the cape to hit enemies adjacent to Mario, while a fire spin spring will launch one fireball each to Mario's left and right. The histrion has the ability to scroll the screen to the left or correct by pressing the respective shoulder buttons, except in levels that roll automatically.


Super Mario World introduced Yoshi, a dinosaur companion that Mario can ride. The Yoshis appear in four different colors (greenish, yellow, red, and blueish), each with a unique ability. There are too Infant Yoshis in the Star World levels which can be picked upward by Mario. Subsequently eating 5 enemies, five coins, or any power-up, a baby Yoshi will become a fully grown Yoshi.

Super Mario World contains several new types of blocks, one of which is the yellow cake, which spins on its horizontal axis when hit, rendering information technology temporarily passable, and so reverts to its solid state later on a few seconds. (To destroy these blocks permanently, Mario must get a Super Mushroom and and then spin bound on top of them. At that place are also blocks which Mario tin pick up and throw, but disappear after a few seconds. New red triangular blocks grant Mario the ability to walk on vertical surfaces such equally walls or pipes, or can exist used every bit a trampoline when riding on Yoshi.

Enemies hit by fireballs from Burn down Mario will plow into coins which can be collected, rather than getting knocked off the screen. For the outset time Bowser does not exhale burn down in the game, and uses a machine to attack Mario.

When the player has gained a power-upwards, boosted power-ups are stored in reserve. The player can use this stored item at any time, and information technology volition automatically deploy when Mario loses all ability-ups.

Super Mario World was the commencement Mario game to provide the option of exiting a level without losing a life or completing it. This capability is only activated after the player has finished the level at least once. When replaying a level, players tin can go out to the map screen by pressing the START button to suspension the game, then pressing SELECT. Information technology was also the first Mario game to use a visible halfway point marker in levels; if the player is able to activate the marker, and dies or exits the level before reaching the end, they will go far at the marker'south location when re-entering the level. The marking will stay "set" even if the player does not immediately re-enter the level, and will not be reset until that level is completed. The marker will act as a ability up, turning Regular Mario into Super Mario (if Mario is pocket-size when he crosses the line).


The secret exits in some levels lead to 1 of v portals to Star Road, an otherwise undercover realm. Each portal gives the histrion access to a level in the Star World, though simply 1 portal is needed to proceeds access and beat all the Star Globe levels. However, if all portals take been constitute it makes for quick travel betwixt afar parts of the game world.

Each level in Star World has two exits. The normal get out just counts toward the total number of exits found; to properly consummate it, nonetheless, the player must find the key and the keyhole (i.e. the surreptitious exit) in each level to complete the circuit effectually the Star Earth and advance to Special Zone by finding the secret go out in Star World v.

In the Special World, there are 8 boosted levels which are oft said to be of particular difficulty. Some have unique characteristics not seen in any other office of the game. In the American translation, the levels are named with expressions from surfer slang (in the following order: Gnarly, Tubular, Way Cool, Awesome, Slap-up, Mondo, Outrageous and Funky) whereas the Japanese version has other names describing the approximate difficulty of the courses (each two levels would refer to itself equally the same course). Save points are provided later on every other level.

Completing the Special Globe results in a drastic modify in graphics on whichever file the levels were completed. Piranha Plants go pumpkins, Koopa Troopas now wearable Mario masks and their colors have been switched so purple and yellow shells are now more common, and Bullet Bills become Pidgits. The world map takes on a different color scheme, using more than of an Autumn palette. However, the levels themselves practice non alter color. In the Game Male child Advance port, yet, this change does non accept effect until all 96 exits are found.

In the English SNES version, the redone enemies have new names, simply in the Japanese version and Super Mario Advance 2, the enemies share the same name since they are basically the same enemy. In Super Mario Advance 2, two additional enemies receive a face up-lift: Pokey and Goomba (the latter of which is idea to take been considered for it in the SNES version since it has two identical copies in the game information, one of which is used after Dinosaur Land changes)


Source: https://wii.fandom.com/wiki/Super_Mario_World

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