Different coloured Yoshis. In the video green Yoshi can fly, I thought that only blue Yoshi can do that... (Did I spell Yoshi right? Guess I read it too many times)
The fluidity of movement. the fact of being able to get through levels in less than a minute if you knew how to utilize Mario's moveset well is incredible to me.
8:03 Dude, you can fly under the goal line with a super cape. Only sick, depraved monsters that can't master the cape let Yoshi die to get that secret exit.
It was the flow of SMW. It's why you see so many more people speedrun SMW rather than the 2d Marios after it. The newer 2d games have too many stop and wait obstacles. It's like being stuck in traffic sometimes.
I really like New Super Mario Bros U deluxe on the switch. That's the only one of the "new" series I've played. But it definitely is not the same as the old ones. I find it a lot more difficult than SMB 1, 2, 3 and world. Because of the jumping physics. It's very weighty as others have said. And I keep accidently sticking to the wall because of the wall jump mechanic, then falling down a pit or something. I can beat all the old games easily, I play them to relax because they're so easy at this point, and so I think it's just that I'm so used to the jumping in the old games that I can't handle the new ones. Donkey Kong tropical freeze is amazing though, I prefer it to the SNES games. The level design in that game is some of the best ever in a 2D platformer.
Well those new supermariobros games just feel outdated and a step back compared to even supermario 64, because that game feels like a step forward, While those new supermariobros games do have clearly reference to older mario games , but it just feels kindergarden to me, it’s just not exciting.
I wonder how much of that is issues related to newer technology. It's not mario, but I noticed that Sonic Mania, for all the praise it gets felt like it had some really finicky and unresponsive controls in places. A lot of weird deaths seemed to result from this. More interestingly, I have a copy of Sonic 2 both in the collection on Steam (which at heart is an emulated version of the game), and as an actual cartridge, running on a real mega drive. It's not fully comparable, because the emulated copy is emulating the 60 hz NTSC version, and I have PAL hardware... But meanwhile, real hardware running (in my case) on a plasma television (circa 2006 or so.), vs emulated running on a PC with an LCD monitor and all the processing delays that go with that. (A plasma is not a CRT but it still seems to be far closer to the direct nature of how it handles a signal than the average LCD display is.) So, what's the observation here? The emulated version of sonic 2 feels slow, nasty and a little bit... Unresponsive. Exactly like how Sonic Mania feels. Sonic 2 running on real vintage hardware (albeit at 50 hz, and thus technically probably also slower gameplay) feels a lot more responsive and pleasant, and many of the weird random seemingly unfair deaths that I'd get playing the emulated version just seemed to not be there on real hardware... Something about that really stuck with me, and makes me think that perhaps modern computer technology is just... Less responsive. There's way more steps between the game processing some input and something happening onscreen now than there was in the 90's... And perhaps that lies at the heart of the problem. Mario, (and sonic) were designed in this older era when stuff was more responsive. Presumably, if the devs knew what they were doing, they adapted mario's physics to account for the changes... But either way those changes combined with the (potentially) altered physics make the whole thing feel... Slower, more sluggish, and less responsive... It's a possibility, certainly... May not be the whole reason, but likely a contributing factor. Especially if my time with Sonic 2 (which should be the same game either way, surely?) is any indication...
My favorite part of SMW is the smooth like butter controls. Mario turns on a dime. Jumps are super easy to control in terms of height. The spin jump is super useful. Movement just feels faster, as if this is the Melee of 2D Mario. In fact, one reason why I think romhacks of SMW work so well is because the physics allow players to maneuver in ways that are much harder (or impossible) in other Mario games.
Physics is one of the reasons SMW speedrunners don't make/play SMW Mario Maker levels. They learned quickly the physics is different enough that they need time to adjust and relearn it. After that, going back to SMW speedrunning would then require another adjustment period to learn the old physics.
Let's be honest: Mario 1, 2 and 3 had terrible controls compared to SMW. It was impossible to turn in the middle of a jump. Whereas in Mario World it's so smooth you feel like your mind directly controls everything.
@@rogerfvb Well, I don't think SMB3 is really much worse if any than SMW, just different. SMB1 and SMB2 was worse, but I still wouldn't say terrible. After all, the controls of SMB1 is really why it took off. Compare SMB1 to literally any other platformer released at the time and it will easily beat practically every single one. Even to this day, the original SMB1 controls feel better than a lot of indie platformer games.
@@rameynoodles152 calling smb1's controls bad isn't really fair, sure it has a steep learning curve and unusual physics, but once you get used to that, you can actually control it in ways you would've never expected. Like how you can quicly accelerate to full speed by backwards jumping.
You could even climb vines while carrying items! Super Mario World has the best mario physics period. I don't feel that comfortable with other mario games
Yeah, if you know how to use them, shells in SMW are a deadly weapon. Throw them upwards, drop them on a cluster of enemies while holding down and easily pick it back up again, use them as a shield, etc. Hell, if you can master the timing, you can throw them at a wall and bounce off them in midair to get extra height. I can't help but carry a shell on me everywhere I go.
My GOD thank you, finally someone mentioned it: SMW’s map is a work of art. I like SM3, but its maps (non-interconnected areas with only so much to find) that were adopted by all the rest of the 2D series is not its strongest suit.
I prefer 3's map system. Every world being disconnected allows the world to feel larger and allows each world to be more diverse than the one before it. It makes the sense of adventure even greater for me. The connected map is a great touch, and I love how it was executed, but the adventure feels like it's on a smaller scale.
I kinde wish new 2d mario games had 2 game modes. One story like mode with a super mario world design and the 3 star coins, and one harder more basic mode thats like mario 3 with a more basic map and no connected worlds and once a level is completed it can't be replayed during that run, and there are no star coins and there is a card instead of pole at the end of a level again. If would take them longer and more effort to make and they would end up making twice the amout of levels so they probably won't ever do that.
Funny, I've had this video on my Watch Later playlist for over a year, and I finally got around to watching it yesterday. Hopefully that World Builder update for Mario Maker 2 is exciting for you!
I only just realised recently after playing this game for almost 25 years that the 4 colours for the yoshis are the same as the snes logo and PAL abxy buttons. Great summary, the freedom is definitely my favourite part of SMW and choosing a different path each playthrough. It's also a good example of how a game can still be super fun after being made ridiculously easy with power ups, just through good design.
Super Famicom colours. So, it'd make sense that they'd know what those were... XD The Captain Falcon being the SNES mascot thing originally is more amusing, but it's an interesting detail nonetheless. Never really stopped to think about it. Those colours just seemed to make sense with what they did. Go figure.
Yeah, it uses the same melody in pretty much every level but the variety and the difference between for example the castle theme and the cave theme always makes it feel unique. A little going a long way.
For me that was probably my least favorite part of the game. The fact that is was all the same melody just felt lazy and resulted in forgettable tracks unlike other Mario games. But hey, that’s just me and I can see why other people like it.
I know that a lot of people think the cape is broken, and while it does seem unbalanced for regular stages, there’s a reason you can’t grab it in every stage without backtracking; it’s meant to allow ease of access for inexperienced players while offering a challenge inherently in the level for people who want to play it without power ups. World will always be my favorite 2D Mario game because I find the level design and the overall feel of the game to be amazing. Thanks for covering how the mechanics of the game work together to make it a wonderful experience.
I don’t know dude, the cape is pretty broken compared to the other power ups. You don’t necessarily have to back track to get it for any given level, you can just enter a stage with it assuming you acquired it in a previous level. I think we need to acknowledge everything the cape does: - lets you straight up fly over (and sometimes fly under) several levels without dealing with any obstacles - Gives a slower, gliding fall which makes platforming easier - Is required to find some secrets/exits - Gives Mario a (spamable) horizontal attack so he doesn’t need to jump to defeat some enemies - Cape attacks hit bricks, so even if you waste a Koopa shell intended to hit a ground block you can use the cape as an alternative. This also let’s you get by Kamek parts way easier since you don’t have to wait for bricks to be changed into enemies. - Cape attacks permanently deal with skeleton enemies (i.e dry bones) - You can fly up high then slam into the ground for an impactful AOE attack - Can be used in Bowser’s castle to maintain momentum through doors so you can cape different screens of the level. I’m probably forgetting a few things, but the cape is pretty OP methinks.
I’ll grant that yeah, it can break the game, but that doesn’t mean the game is inherently broken. It’s a very well made game that really only warrants cape spamming if a player is having trouble getting used to it, and there are many stages, especially special stages and auto-scrollers, where it doesn’t work quite that well
Thunder Ryu Yeah, I’ll admit that saying that the cape is “OP” or “broken” is hyperbolic. I don’t think it breaks the game at all, in fact I would argue that it adds to the game at all levels. A beginner would use the gliding fall mechanic for tougher platforming sections while a speedrunner wouldn’t dream of doing such a thing. Vice versa a beginner wont be keeping momentum with the cape in bowser’s castle while a speedrunner would see that as a necessity.
Love the reverential view of SMW, being able to verbalise why the game is so innovative and beloved. At best it's "incredible new power up or enemy" and at worst it's "ha that's weird, ok". The secrets and joyous exploration, teeming with creativity is unparalleled. Dammit now I gotta go play it again 😂
My favourite part of Mario World has gotta be the sound effects, for some reason the jumps and satisfying POMF the spin jump does makes the gameplay feel so satisfying, plus the music is consistent memorable song after song
Fun fact: Nintendo actually had the concept for Yoshi while working on Super Mario Bros 3, but the RAM limitations on the NES kept them from implementing him in the end.
Personally, I love Yoshi. I kinda hate how he looks more.. Human now I guess? Idk, it just seems like he was more of a dinosaur in the older games, y'know?
He had more of an actual theropod bipedal dinosaur pose in mario world, now he's standing straight up like a human, that's probably the biggest difference
02:50 “The cape offered never before seen amount of freedom in terms of traversal” You talked about Mario 3 in this video and even mentioned the Tanooki suit. There’s also the super leaf and P-wing power ups in Mario 3 as well Odd slip up there, but an otherwise a great video! SMW is a childhood classic for myself, I played a new file and did the 96 exits last year as well as casually speedrunning the game for maybe a week. I got a sub-15 in the 11 exit with a 14:31. That was good enough for me! This game never gets old.
first of all, the p wing is a practical cheat secondly, he didnt mean the most op powerup but the one with the most travel options which the cape does have due to the expanded moveset of smbw
Super Mario World is basically my favorite game ever, and one I can come back to again and again to endlessly enjoy. The game feels so free in not only physics, but the world you explore: and I can't stress enough the endless fun romhacks add to the game's wonderful control and structure overall. I'm just in love with this game, and I really hope someday.. maybe we can get a "New Super Mario World" or something.. Super Mario Mania? I don't know, something that goes back to when Mario really was at his best in 2D. Thank you for this video dude, you pretty much summarized every reason I love this game perfectly, and why i'm sure others love it too. Keep up the amazing work!
Huh. You actually made me realize why I haven't had fun with any of the New Super Mario games past the first one on the DS. There just isn't any real reward for exploration. That is one of the big things that I love to do in games, is explore and find new things. In all of those games, all you find is those completion coins. Most of the time finding those isn't that hard, or is just a "smash your face against everything until something breaks" challenge than anything interesting. It doesn't even feel like a reward, as much as it does just a checkmark. Thank you for this.
I always loved the "Tutorial" in the opening scene. It teaches almost everything about the game in a really fun way. I think it is one of the best tutorials ever made.
8:05 "killing Yoshi is the real way to reach a secret exit" No, the real way is to fly with the cape from midway across the level, dive below the goal at the right moment, and then propel yourself up. All while dying 4 times out of each 5 attempts. I just refused to simply kill Yoshi...
I love the replay value. I've been playing it since my older sister got an SNES for Christmas when I was two years old, and I have played it thousands of times. It's almost therapeutic to get lost in it for a few hours.
Amazing video! I hope you do a Good Game Design for level creation. You could talk mainly about Mario Maker 2, but also things like the dungeon maker in the Links Awakening Remake, RPG Maker, and the story creator coming to Assassins Creed Odyssey.
One of the nany things I love about SMW is just how beautiful the pixel art is. I mean seriously, this is possibly one of the best looking 16 bit game ever. The colours and designs are fantastic!
The best part about SMW was its approachability for players of all skill levels. Skilled players seek out the hidden exits and shortcuts, which take them to more difficult levels (but closer to the end of the game). At the same time, skilled players will also find the Switch Palaces which will make the game a bit easier without removing the challenge. Less-skilled players can play through the regular levels (and not need to hunt for secrets) and possibly get through the game without feeling like they've missed anything! In that sense, the game was perfectly balanced for players of any skill level.
@@jordanwoods728 Even before DLC, skilled players tend to get rewarded with things that make the games easier. Go out of your way to collect everything? Here's the strongest weapon in the game. Take the harder path in the level? Here's some extra power-ups and health packs to make everything after it easier! To be fair, even some of the crappy P2W games function like SMW...skilled players face get matched with other skilled players to increase the challenge, and unskilled players have relatively easier matches because they get paired with other unskilled players. Hopefully more single-player (not P2W!) games get that design philosophy back.
@@Treyworld Definitely. The game is a lot harder if you don't take advantage of the spin jump's partial invulnerability though. I didn't even realize it could bounce on so many things until very recently! Lol
I don't remember a lot about the game, but I think the Coloured blocks can be used for the secret passages when their unlocked, the Coloured blocks can have items but doesn't make the game too easy.
i remember way back when miiverse was still a thing, i said on there, "mario u is trying to be a modern super mario world but it's missing that magic that mario world had" now i just realized that magic was freedom. great job on the video! this is one of my fave mario games and my fave mario 2d platformer, i'll definitely have tol play through it again after seeing this
For me I liked the amount of balance some stages did by not providing access to all powerups. The Cape pretty much rewards you with a faster way to beat levels once you've mastered it. But other levels often have smaller grounds not allowing you to have enough momentum for flight but you can still use it's other functions like the slow falling and defeating enemies. This shows that even some of the best tactics aren't always the best solution, making you think "Ok, while I can't fly, I can still use it for these other purposes, or maybe use this other powerup instead" something like that. Though the same can be said with Yoshi as some parts make you have to ditch him to progress. Sidenote: I remember back when I had this game on the SNES, my sister would always watch me play it since she wasn't that good at it herself(she mainly wanted to see how it progressed). And I remember she freaked out and called our mom into the room when she saw yoshi could eat the mega moles. Good times
@@Treyworld It gives you a way to deal with enemies at range without needing a shell, and it gives you an alternative way of damaging the castle bosses.
@@reillywalker195 Only two bosses are affected by it. Also more enemies can be killed with the cape spin than with the fire balls. It's a ranged weapon with no versatility and is outclassed by its counterpart.
My favorite part of Super Mario World was always experimenting with Yoshi. I love the blue koopas, they gave Yoshi wings. Oh, and those wings you could find in blocks for Yoshi to take you to a bonus area. 👍
For me, I really did love roaming around the world map, finding secret exits and being able to go to places that I really shouldn't have been able to go, and I love the mystery and wackyness behind a lot of the stages/levels. You said that SMW feels like a place people live, meaning it tried to keep that spark of realism along with its level design, but I found that when you got to the Star Road, it left that realism behind and said "Screw it, we're a game, enjoy!" and threw a random slew of things at you. And how you can enter this fabled sixth star after beating all the levels which takes you to this black void, there really are no other words for it other than mysterious. Aside from that, Lunar Magic (Level/game editor) was a must have for people who wanted to be level designers or just dabble into game design as a whole. Heck, part of my name even comes from a character in Hunter's Revenge.
7:11 - What's weird is that despite being more SMB1-inspired overall, the first NSMB game on the DS kept the extra power-up holder. There was just a big ol' circle on the bottom screen that you touched to make it appear. Which was entirely unnecessary, as the DS had more than enough buttons to dedicate one to it. But it was the early days of the DS, so they had to use the touch screen in some way I guess.
Now that I think about it, NSMB Wii ditching the extra powerup holder is perfectly justified, as that game has a SMB3-style inventory. You'll notice that the games that have extra powerup holders, such as 3D Land and World, don't have a large inventory that you can access on the map.
"what the heck is a tanooki" A tanuki is a Japanese raccoon dog. In mythology, they're often depicted with magical powers, including shapeshifting, and are tricksters by nature. The statue Mario turns into is of a Buddhist monk with his face.
My favorite parts of Super Mario World (which you already touched on) were the surprises like the secret levels. I was impressed how much extra content there was on that single cartridge... even after many years had passed and I had the privilege to play the game again!
Super Mario World was my first Mario game ever and my still current favorite! I love the level design! I love the music! I love the controls and most of all I love the replayability! this game to me is the face of Mario. I'm glad someone else loves it as much as I do! PS here's hoping Mario Maker 7 has a Super Mario Galaxy level maker!
I also like the fact that the PAL version, while only on 50 fps/Hz, actually plays faster. Due to the fact they had to adjust stuff and some physics, Mario actually reached run speed a bit faster for us European gamers. When I first played the 60 fps/Hz version (SNES Mini), it felt off as I somehow could not do some jumps the way I remembered and previously did them on my EU SNES. :)
My favorite thing was definitely how it felt like there wasn't a slow point in the game or atleast a big one. I just kept wanting to go on and find new secrets in the levels.
You know what? I think the plot and the lore of mario are my least favorite part of the games. Of course, my favorite games are those with those with gripping stories and intense action like Red Dead Redemption, RDR2, and The Last of Us. The problem with mario and many kids games out there is that it really lacks the enjoyment of games which is the story. Gameplay does not make a game intriguing to me or many people out there so please stop saying mario games are great or even masterpieces, because they are missing that little piece of the puzzle that makes a game good. That is my rant of Mario fanboys and Mario games in general. Thank you. 😂
@@Nataton-cg8zo I disagree. The story ins't the mainly enjoyment of games. Some games can hardly have one and still be awsome, like Hollow knight, prince of Persia 1998, Celeste, Monster Hunter, downwell. Of course there are some games based on the story that are really Great (Undertale Is my favorite game ever), but not all games should have a good story. I found Mario games really boring too. But i think It's because the gameplay Is boring: Mario is slow, he has to accelerate, stuff like that, not because It lacks a story. Evry player Is different. You love story, i love a bit of evrything, some guys love search evry square meters of Skyrim and other spend 4 hours a day on rhythm games. Story isn't more important than discovery, competition, challenge or immersion.
@@Nataton-cg8zo If the part of a game when you play it isn't fun then maybe you're not a gamer. You want a good story there's plenty of books or even a movie. And I can guarantee you the God Father has a way better plot than Red dead or the last of us. everyone on the last of us the start was so "sad". Yeah his daughter who you see on screen for 15 mins dies and had no connection with was so sad and moving lol
T3hShad0ws dude you clearly don’t get what i am saying. I am saying the bulk of the game is the story, not the gameplay. also, i prefer the last of us plot much better than the godfather. the godfather is overrated. and another thing, isn’t it kinda messed up that your making fun of a game that has a 15 year old being killed? In my opinion, that opening is genius.
I was so psyched to see this video in my subscription box! I have so many feelings towards SMW, as it was the first game I ever played. One of my favorite things about it, though, are the super tight controls. All of the updated movement options from games past, along with all the new mechanics, truly work together in perfect harmony! It’s quick, snappy, precise, and honestly perfect in my opinion.
What I mostly love about SMW is the game's whole design, the spirtes are amazing, the levels and it's secrets as well. Gotta love the backgrounds and music too, and the Forest of Illusion is my favorite part of the game. I'm so glad they added a Forest theme on SMM2.
Awesome video. The segue into SMW was so good I forgot all about the mentions of SM3 at the beginning. Completely stole my attention. Hope to see this channel grow. Has a homegrown Super Bunnyhop feel to it. Nice!
Super Mario world is still the best for many reasons: -different colored yoshis for unique abilities -Different Koopas (the rainbow koopa being my fav) - ? as a goal ring. - the boo that bounces all over the place -THE ONLY MARIO GAME YOU CAN THROW SHELLS UPWARDS
It's very very close, but I prefer SMB 3 to world. And mainly because of the ghost houses. I don't like mazes in 2D mario. The worst offender was the Japanese SMB 2, but SMB 3 for the most part eliminated that. Then they brought it back for world, grr. I love the consistent challenge and perfect difficulty curve of SMB 3, but with world it's like most of the levels are easier than the average SMB 3 level but then the ghost houses are way harder all of a sudden. It just doesn't have the same smooth difficulty curve. That is until you've beat it a few times and then it just becomes a memorization challenge, rather than an action challenge with platforming and quick reacting to hazards that come on screen. I'm nitpicking really, like I said it's very close between those 2. But I find myself sitting down and playing SMB 3 to the end in one go every week at some point, but I don't feel the urge to do the same with World.
I think what I always loved most about Mario World was that playthroughs could take completely different routes and still get through, because of the amount of little ways that just _sliiiightly_ alter the path through the world and the amount of places you can find Star Road and decide to just jump to the end. My childhood playthroughs took completely different structures, and they were always so stumped trying to find such impossible exits that even now occasionally will trip me up as I try to find the right way, despite the fact that I've cleared it more times than I can count. It's weird, despite it being one of the randomizers that impacts gameplay the least, SMW is one of my favorite randomizers, just because I love playing the game in general, and find all its levels and paths so fun, that just changing the order you go through them does wonders to keep it exciting.
I grew up primarily just with a snes, towards the end of its lifecycle. I had Mario all stars and Super Mario World (seperate). Oh man oh man do I look back at those games, even after playing everything nowadays and say that they are and always will be awesome and some of the most fun, innovative and well designed games to date.
I've only played the 2DS XL Virtual Console version of the game (the controls aren't great simply because even the XL has tiny buttons) but I do like the exploration aspect.
Probably the music, I remember playing through the cape level just to get it and the music never got annoying or repetitive to me. I also appreciated the secrets as a kid because it meant so much to me to play levels people may have missed entirely. Overall a fantastic video and thank you for taking a look at my favorite Mario game to date.
One of my favorite bits of Super Mario World is just how well it's aged artistically. It's pixel graphics still look fantastic and fit in nicely with alot of the modern games that are trying to emulate the pixel nostalgia.
I totally agree! The map and secrets were everything for me. I remember absolutely losing it as a kid when I discovered a secret exit! I was really hoping for a map editor in Maker 2 as well!
My favorite part was discovering the map, I played it completely blind about a year ago on virtual console and it was really fun to unlock secrets on the map , also probably the best mario game to do kaizo in made it really fun even after I found all secrets
I only played Super Mario World once and it didn’t really catch my attention, but man, you sure make games seem really interesting, but not in a crappy simple way, but actually explaining what makes certain games different. You’ve just inspired me to try this one out once again. Love your content Keep frosty
I really like the way how mario controls. Jumping doesnt feel floaty at all and it overall feels fluid. I also like all the ideas they put in the game. Things like yoshi, secret exits and the chucks originated from it. Lets not forget the enemies that had their first and only appearance in it. And theres the community that is keeping smw fresh to this day.
I've only ever done it that way. Honestly I have hardly used Yoshi very much at all, and in that specific case I enjoy the challenge of flying in that tiny little space.
I loved the feel of Mario’s movement, running, in the air, I felt I was Mario then and there, playing with that limited SNES controller above all! And I agree on how each level feels like its own little planet, its own unique place. It’s my favorite SNES game, up there with Yoshi’s Island.
I really used to love Good Game Design, back when we were talking about the principles and ideas. Now we only get a bare bones summary of the game and nearly no analysis why it works. This has come from a series teaching beginners how to design games to snoman just putting a spotlight on his favorite games. I miss the old episodes which where more focussed on game design principles and less on showcasing games without getting into the principles
The catchy music and astonishing gameplay really got me. Super Mario World is the definition of my childhood and became my all-time favorite.... and nothing will replace it! Was I the only person that actually first played SMW on the GameBoy Advance?
Favorite thing? Being 5 and unpacking the SNES I got for Christmas and booting it up for the first time. It was freaking magical. I didn’t know if kids will ever experience anything quite like it now a days in quite the same fashion. In a world where everyone has a screen, having 3 generations of a family gathered around to watch the two youngest members of the family playing with their new toy, and it being a technology beyond anything seen before sounds dated.
Great vid covering the strengths of my FIRST owned video game. I love the Star Road. I added "tubular" to my vocabulary because of it ;) And Yoshi was literally my childhood hero. Pretty sure I cape flew under the goal on that stage instead of Yoshi sacrifice. Or maybe I used Blue Yoshi flight. I would say SMW's only shortcoming is how samey the boss fights are. (and how crappy Bowser looks... it's so bad SMM made up a new 16 bit Bowser sprite.) This is a problem with most 2D Marios, though the newer games do a better job. (Final Bowser in Mario WiiU was hype tho) Sure, koopa kids are all slightly different... but never to the point of a truly transcendent, different boss battle. SMW is a gem of a game, but in regards to boss battles, I gotta hand the crown to 2D Sonic and not 2D Mario. (Unless we include YOSHI'S ISLAND which is technically SMW2, those boss fights are glorious!)
For me I really like the difficulty curve. This was one of the first video games I ever played and it's not so challenging that I couldn't beat it but still challenging enough to keep me engaged. Also the soundtrack is great too definitely one of my favorite Mario Soundtracks
Sadly it works more like the world maps in SMB3. If there's ever a SMM3, I hope it has significantly larger worlds, movement between different worlds based on stepping on nodes rather than just switching every time you clear a fixed fortress level, and replayable levels with secret exits.
My favourite part of SMW is the incredible music. The athletic theme really makes you want to go fast, and the way the music changes when on Yoshi is just remarkable. Nintendo really payed attention when making the music.
What I loved in Mario World, which was never reproduced, was the swimming mechanics. Being able to hold up or down to swim at different vertical speeds greatly improved water levels.
I recall figuring out how to use the cape, and it was the best feeling in the world. Before that, I just crashed into the ground every time I tried to fly, but afterwards, I ended up good enough to fly up as high as I wanted.
I feel like many of the "design choices" are unintentional. Yes you CAN kill Yoshi for a double jump but the levels are built for you to never need to do that. That applies to most introduced mechanics in the game. You can pretty much breeze through it as regular small Mario with minimal effort
@@ricemenarq6230 As mentioned in this video, Yoshi double jump is the intended method of reaching one of the secret exits. The developers definitely intended that mechanic.
My favorite was when I finally found the only stage that had torpedo Ted; I remember reading about him in the instructions, but never seeing him in the game at any point... finding him was like discovering a buried secret as a kid.
7:15 My thoughts exactly! The new Mario Games suffer from too much “hand-holding”, and they seem to be all about babying the audience. When I was a kid in the 90s, I would have hated how “childish” these games have gotten. Old Super Mario was tough as sh!t! And we were tough kids in the 90s, we didn’t need on-screen tutorials or cutesy sound effects and cuddly animation! I’m glad Super Mario Maker 1 & 2 exists, so that today’s kids can see what Real Mario was like! Haha, sorry I’m in Grandpa mode...time to take meds.
My favorite part is how adorable the world is. The enemies are really creative looking and the game is bright and colorful. Gameplay wise, I really like the skull ride levels.
You actually can't fly under with Blue Yoshi. No shells are available. What you can do, however, is dive under the main gate and quickly pull up behind it using the cape.
@@reillywalker195 nah, you get to a secret area where yoshi becomes blue in another level then you go back to that stage, grab a shell and you can fly beyond the goal
I've played this game for over 20 years, since I could hold a controller, and I still find new secrets. Never knew about the secret level at 3:40 until I watched this video. Guess it's time to play it again. Such an amazing game.
8:02 WHAAAT, so you're telling me ONLY NOW that you don't have to enter the stage with a cape, fly through the entirety of it, and perform a crazy aerial maneuver at the end to pass under the goal? ._.
Actually you don't even need to pass under it, you can fly above if you are high enough. That's how I've always cleared it, never needed a Yoshi or go through under it.
My favourite part of SMW was the interconnected world map. It felt like a real big adventure rather than small levels that follow one another. I loved the way that map evolved when you solved mysteries in levels, like a hill growing up, a river starting to run in Donut Plains, etc. Also, every single level was introducing a new idea or mechanic, which is totally crazy when you think about it. There is absolutely no level in SMW that was a copy from what you had seen before. They were so confident in the "every level a new idea" that they even did not hesitate to make Worlds shorter instead of creating the same stuff. Take for example World 4, after Lemmy's Castle. There are only two levels in this World, well, yes there are 3 hidden bonus levels, but what I mean is they didn't create levels just for the sake of having 6 or 8 levels per World, they really cut the unnecessary. And everything was perfectly done.
"that they even did not hesitate to make Worlds shorter instead of creating the same stuff" Honestly, that sort of approach feels...wrong. The right thing to do would have been to come up with a few more brand new ideas so that World 4 would actually feel like a complete world, instead of an afterthought.
Favorite thing about Super Mario World was the little epilogue segment each time you beat a castle and Mario just demolished it.
Yes! And the different ways mario would destroy the castle. Bro smw was just so god damn good
And it permanently put a bandage on one of the hills in the background.
*sizzzzzzzle* *pop*
Mario crouches down next to the castle
*boom*
Mario now has soot face.
Different coloured Yoshis. In the video green Yoshi can fly, I thought that only blue Yoshi can do that... (Did I spell Yoshi right? Guess I read it too many times)
@@rydrakeesperanza5370 if the green yoshi eats a blue shell, can fly :D
The fluidity of movement. the fact of being able to get through levels in less than a minute if you knew how to utilize Mario's moveset well is incredible to me.
-You're talking about TAS, right?-
lol
Now imagine using modern moves in it.
This and the sheer amount of movement options with almost no lag.
@joe. jpeg Meanwhile, Sonic fans cry over every Sonic game because they literally finish each level "less than a minute"
Much less slippery controls than the previous Mario games.
8:03 Dude, you can fly under the goal line with a super cape. Only sick, depraved monsters that can't master the cape let Yoshi die to get that secret exit.
After all these years I had only reached it by cape zooming under it and not by Yoshi. Never thought to use Yoshi to reach it that way!!
EXACTLY!! Who would even consider this????
Yoshi is a tool to be used and then discarded.
@@LvLdGhost You're a tool.
(Just kidding.)
Abandon the yoshi!
It was the flow of SMW. It's why you see so many more people speedrun SMW rather than the 2d Marios after it. The newer 2d games have too many stop and wait obstacles. It's like being stuck in traffic sometimes.
@Squirrel I think the levels don't flow very well. Mario feels more weighty and not in a good way. Same way I felt with Donkey Kong Country Returns.
I really like New Super Mario Bros U deluxe on the switch. That's the only one of the "new" series I've played. But it definitely is not the same as the old ones. I find it a lot more difficult than SMB 1, 2, 3 and world. Because of the jumping physics. It's very weighty as others have said. And I keep accidently sticking to the wall because of the wall jump mechanic, then falling down a pit or something. I can beat all the old games easily, I play them to relax because they're so easy at this point, and so I think it's just that I'm so used to the jumping in the old games that I can't handle the new ones.
Donkey Kong tropical freeze is amazing though, I prefer it to the SNES games. The level design in that game is some of the best ever in a 2D platformer.
Well those new supermariobros games just feel outdated and a step back compared to even supermario 64, because that game feels like a step forward,
While those new supermariobros games do have clearly reference to older mario games , but it just feels kindergarden to me, it’s just not exciting.
To be fair, World had a lot of auto-scrolling levels. Not only horizontally, but also those with the land itself shifting up and down.
I wonder how much of that is issues related to newer technology.
It's not mario, but I noticed that Sonic Mania, for all the praise it gets felt like it had some really finicky and unresponsive controls in places.
A lot of weird deaths seemed to result from this.
More interestingly, I have a copy of Sonic 2 both in the collection on Steam (which at heart is an emulated version of the game), and as an actual cartridge, running on a real mega drive.
It's not fully comparable, because the emulated copy is emulating the 60 hz NTSC version, and I have PAL hardware...
But meanwhile, real hardware running (in my case) on a plasma television (circa 2006 or so.), vs emulated running on a PC with an LCD monitor and all the processing delays that go with that.
(A plasma is not a CRT but it still seems to be far closer to the direct nature of how it handles a signal than the average LCD display is.)
So, what's the observation here?
The emulated version of sonic 2 feels slow, nasty and a little bit... Unresponsive.
Exactly like how Sonic Mania feels.
Sonic 2 running on real vintage hardware (albeit at 50 hz, and thus technically probably also slower gameplay) feels a lot more responsive and pleasant, and many of the weird random seemingly unfair deaths that I'd get playing the emulated version just seemed to not be there on real hardware...
Something about that really stuck with me, and makes me think that perhaps modern computer technology is just... Less responsive.
There's way more steps between the game processing some input and something happening onscreen now than there was in the 90's...
And perhaps that lies at the heart of the problem.
Mario, (and sonic) were designed in this older era when stuff was more responsive.
Presumably, if the devs knew what they were doing, they adapted mario's physics to account for the changes...
But either way those changes combined with the (potentially) altered physics make the whole thing feel... Slower, more sluggish, and less responsive...
It's a possibility, certainly...
May not be the whole reason, but likely a contributing factor.
Especially if my time with Sonic 2 (which should be the same game either way, surely?) is any indication...
My favorite part of SMW is the smooth like butter controls. Mario turns on a dime. Jumps are super easy to control in terms of height. The spin jump is super useful. Movement just feels faster, as if this is the Melee of 2D Mario. In fact, one reason why I think romhacks of SMW work so well is because the physics allow players to maneuver in ways that are much harder (or impossible) in other Mario games.
Physics is one of the reasons SMW speedrunners don't make/play SMW Mario Maker levels. They learned quickly the physics is different enough that they need time to adjust and relearn it. After that, going back to SMW speedrunning would then require another adjustment period to learn the old physics.
@@Zanoab yeah I've heard Mario streamers compare SMW to driving a Ferrari and Super Mario Maker to...well, New Super Mario Bros
Let's be honest: Mario 1, 2 and 3 had terrible controls compared to SMW.
It was impossible to turn in the middle of a jump. Whereas in Mario World it's so smooth you feel like your mind directly controls everything.
@@rogerfvb Well, I don't think SMB3 is really much worse if any than SMW, just different. SMB1 and SMB2 was worse, but I still wouldn't say terrible. After all, the controls of SMB1 is really why it took off. Compare SMB1 to literally any other platformer released at the time and it will easily beat practically every single one. Even to this day, the original SMB1 controls feel better than a lot of indie platformer games.
@@rameynoodles152 calling smb1's controls bad isn't really fair, sure it has a steep learning curve and unusual physics, but once you get used to that, you can actually control it in ways you would've never expected. Like how you can quicly accelerate to full speed by backwards jumping.
my favorite thing about Super Mario world is that Mario could trow shells upwards
Yes. I still use the SMW theme in mario maker just for that.
And he could drop them too
You could even climb vines while carrying items! Super Mario World has the best mario physics period. I don't feel that comfortable with other mario games
Dave Graves I’m not comfortable with smb1 every other one is fine to me
Yeah, if you know how to use them, shells in SMW are a deadly weapon. Throw them upwards, drop them on a cluster of enemies while holding down and easily pick it back up again, use them as a shield, etc. Hell, if you can master the timing, you can throw them at a wall and bounce off them in midair to get extra height. I can't help but carry a shell on me everywhere I go.
My GOD thank you, finally someone mentioned it: SMW’s map is a work of art. I like SM3, but its maps (non-interconnected areas with only so much to find) that were adopted by all the rest of the 2D series is not its strongest suit.
I love, though, how active SMB3's map is
I prefer 3's map system. Every world being disconnected allows the world to feel larger and allows each world to be more diverse than the one before it. It makes the sense of adventure even greater for me. The connected map is a great touch, and I love how it was executed, but the adventure feels like it's on a smaller scale.
I kinde wish new 2d mario games had 2 game modes. One story like mode with a super mario world design and the 3 star coins,
and one harder more basic mode thats like mario 3 with a more basic map and no connected worlds and once a level is completed it can't be replayed during that run, and there are no star coins and there is a card instead of pole at the end of a level again.
If would take them longer and more effort to make and they would end up making twice the amout of levels so they probably won't ever do that.
Funny, I've had this video on my Watch Later playlist for over a year, and I finally got around to watching it yesterday. Hopefully that World Builder update for Mario Maker 2 is exciting for you!
@Dry Boi too bad your mom is very limited and doesn't include any secret exits
"Super Mario World had massive shoes to fill."
You mean it had one massive Goomba shoe to fill?
that was smb 3
I only just realised recently after playing this game for almost 25 years that the 4 colours for the yoshis are the same as the snes logo and PAL abxy buttons. Great summary, the freedom is definitely my favourite part of SMW and choosing a different path each playthrough. It's also a good example of how a game can still be super fun after being made ridiculously easy with power ups, just through good design.
I never noticed until...RIGHT NOW lol thanks!
Super Famicom colours. So, it'd make sense that they'd know what those were... XD
The Captain Falcon being the SNES mascot thing originally is more amusing, but it's an interesting detail nonetheless.
Never really stopped to think about it. Those colours just seemed to make sense with what they did.
Go figure.
...Or just the fact that the primary colors (& green) are the most distinguishable alt color palettes to make a character in?
honestly for me atleast even in the newer 2d games with power ups it's still pretty fun while being easy thanks to good design
Interesting, my SNES controllers have purple buttons, so I wouldn’t have made that connection
One of my favorite things from Mario World is the music. The Athletic Theme is prue bliss.
Yeah, it uses the same melody in pretty much every level but the variety and the difference between for example the castle theme and the cave theme always makes it feel unique. A little going a long way.
For me that was probably my least favorite part of the game. The fact that is was all the same melody just felt lazy and resulted in forgettable tracks unlike other Mario games. But hey, that’s just me and I can see why other people like it.
siivagunner witch doctor KekW
I know that a lot of people think the cape is broken, and while it does seem unbalanced for regular stages, there’s a reason you can’t grab it in every stage without backtracking; it’s meant to allow ease of access for inexperienced players while offering a challenge inherently in the level for people who want to play it without power ups.
World will always be my favorite 2D Mario game because I find the level design and the overall feel of the game to be amazing. Thanks for covering how the mechanics of the game work together to make it a wonderful experience.
I don’t know dude, the cape is pretty broken compared to the other power ups.
You don’t necessarily have to back track to get it for any given level, you can just enter a stage with it assuming you acquired it in a previous level.
I think we need to acknowledge everything the cape does:
- lets you straight up fly over (and sometimes fly under) several levels without dealing with any obstacles
- Gives a slower, gliding fall which makes platforming easier
- Is required to find some secrets/exits
- Gives Mario a (spamable) horizontal attack so he doesn’t need to jump to defeat some enemies
- Cape attacks hit bricks, so even if you waste a Koopa shell intended to hit a ground block you can use the cape as an alternative. This also let’s you get by Kamek parts way easier since you don’t have to wait for bricks to be changed into enemies.
- Cape attacks permanently deal with skeleton enemies (i.e dry bones)
- You can fly up high then slam into the ground for an impactful AOE attack
- Can be used in Bowser’s castle to maintain momentum through doors so you can cape different screens of the level.
I’m probably forgetting a few things, but the cape is pretty OP methinks.
I’ll grant that yeah, it can break the game, but that doesn’t mean the game is inherently broken. It’s a very well made game that really only warrants cape spamming if a player is having trouble getting used to it, and there are many stages, especially special stages and auto-scrollers, where it doesn’t work quite that well
Thunder Ryu well the level devs want their work to BE SEEN AND PLAYED THROUGH.
Richard Gibson that’s why the cape is not inherently something the player can get in every level
Thunder Ryu Yeah, I’ll admit that saying that the cape is “OP” or “broken” is hyperbolic.
I don’t think it breaks the game at all, in fact I would argue that it adds to the game at all levels.
A beginner would use the gliding fall mechanic for tougher platforming sections while a speedrunner wouldn’t dream of doing such a thing.
Vice versa a beginner wont be keeping momentum with the cape in bowser’s castle while a speedrunner would see that as a necessity.
To be fair, the NSMB games on DS and 3DS at least still have the reserve item.
Love the reverential view of SMW, being able to verbalise why the game is so innovative and beloved. At best it's "incredible new power up or enemy" and at worst it's "ha that's weird, ok". The secrets and joyous exploration, teeming with creativity is unparalleled. Dammit now I gotta go play it again 😂
My favourite part of Mario World has gotta be the sound effects, for some reason the jumps and satisfying POMF the spin jump does makes the gameplay feel so satisfying, plus the music is consistent memorable song after song
yeah...even though all of the music is technically just connected to the main theme
I told my mom I want that SMW music played at my funeral 😂 It’s catchy af
Fun fact: Nintendo actually had the concept for Yoshi while working on Super Mario Bros 3, but the RAM limitations on the NES kept them from implementing him in the end.
most people who care already know that. sorry
@@alexbubble6952 Actually it was Mario 1
Some romhacks actually made Yoshi work in SMB3. Not sure if it expanded beyond cartridge limitations tho
@@Eichro Yeah I forgot what its called but there was a smb3 romhack that added stuff from galaxy, sunshine the whole 9 yards
@@infinitetyme7478 I believe you're talking about SMB 3Mix which was what came to mind
*"It was Mario on Steroids"*
LOL pretty much
Yes
More like on SHROOMS.
Duchi LOL I read that as he said it
Personally, I love Yoshi. I kinda hate how he looks more.. Human now I guess? Idk, it just seems like he was more of a dinosaur in the older games, y'know?
I think that they did that to make him playable in tbe party games.
@@user-jl7cz2pe6d I do feel like that's their main reason. But hey, he still looks fine, and who doesn't love the green dinosaur you've traveled with?
He had more of an actual theropod bipedal dinosaur pose in mario world, now he's standing straight up like a human, that's probably the biggest difference
They're evolving. Soon he'll be able to grow hair to better fit into party games.
Well Yoshi is a PTD or Personal Transport Dimosaur so yeah his old look was better.
02:50 “The cape offered never before seen amount of freedom in terms of traversal”
You talked about Mario 3 in this video and even mentioned the Tanooki suit. There’s also the super leaf and P-wing power ups in Mario 3 as well
Odd slip up there, but an otherwise a great video!
SMW is a childhood classic for myself, I played a new file and did the 96 exits last year as well as casually speedrunning the game for maybe a week.
I got a sub-15 in the 11 exit with a 14:31. That was good enough for me!
This game never gets old.
first of all, the p wing is a practical cheat
secondly, he didnt mean the most op powerup but the one with the most travel options which the cape does have due to the expanded moveset of smbw
Super Mario World is basically my favorite game ever, and one I can come back to again and again to endlessly enjoy. The game feels so free in not only physics, but the world you explore: and I can't stress enough the endless fun romhacks add to the game's wonderful control and structure overall. I'm just in love with this game, and I really hope someday.. maybe we can get a "New Super Mario World" or something.. Super Mario Mania? I don't know, something that goes back to when Mario really was at his best in 2D. Thank you for this video dude, you pretty much summarized every reason I love this game perfectly, and why i'm sure others love it too. Keep up the amazing work!
Huh. You actually made me realize why I haven't had fun with any of the New Super Mario games past the first one on the DS. There just isn't any real reward for exploration. That is one of the big things that I love to do in games, is explore and find new things. In all of those games, all you find is those completion coins. Most of the time finding those isn't that hard, or is just a "smash your face against everything until something breaks" challenge than anything interesting. It doesn't even feel like a reward, as much as it does just a checkmark. Thank you for this.
I always loved the "Tutorial" in the opening scene. It teaches almost everything about the game in a really fun way. I think it is one of the best tutorials ever made.
Ramon Ramos also fun that you won‘t see this particular stage until the special world.
8:05 "killing Yoshi is the real way to reach a secret exit"
No, the real way is to fly with the cape from midway across the level, dive below the goal at the right moment, and then propel yourself up. All while dying 4 times out of each 5 attempts. I just refused to simply kill Yoshi...
We true gamers must join together to save the yoshis!
I get there by flying to the bottom of the screen very slowly, gaining altitude gradually.
I love the replay value. I've been playing it since my older sister got an SNES for Christmas when I was two years old, and I have played it thousands of times. It's almost therapeutic to get lost in it for a few hours.
Amazing video! I hope you do a Good Game Design for level creation. You could talk mainly about Mario Maker 2, but also things like the dungeon maker in the Links Awakening Remake, RPG Maker, and the story creator coming to Assassins Creed Odyssey.
And maybe use the Geometry Dash editor mode as a comparison
my classmates might make fun of me bottom text A comparison? What’s wrong with GD’s editor?
Can't have an honest conversation about level creation without mentioning classic Doom.
You left out one of the best level creation game! Little Big Planet 2's Creative Mode!
And don't forget about the classic level editing program, Roblox Studio! /s
One of the nany things I love about SMW is just how beautiful the pixel art is. I mean seriously, this is possibly one of the best looking 16 bit game ever. The colours and designs are fantastic!
My favorite part was the interconnected world. I loved the idea of the world map being one giant place instead of a bunch of places.
Blue yoshi was my favorite! As far as traversing the mapvand opening secrets he was super versatile. I never got much use out of yellow yoshi.
The best part about SMW was its approachability for players of all skill levels. Skilled players seek out the hidden exits and shortcuts, which take them to more difficult levels (but closer to the end of the game). At the same time, skilled players will also find the Switch Palaces which will make the game a bit easier without removing the challenge. Less-skilled players can play through the regular levels (and not need to hunt for secrets) and possibly get through the game without feeling like they've missed anything!
In that sense, the game was perfectly balanced for players of any skill level.
Babu's Game Room, so truuuuuee. What happened to that spirit in game design? Now it’s all DLC pay to play nonsense. Can’t stand it.
@@jordanwoods728 Even before DLC, skilled players tend to get rewarded with things that make the games easier.
Go out of your way to collect everything? Here's the strongest weapon in the game.
Take the harder path in the level? Here's some extra power-ups and health packs to make everything after it easier!
To be fair, even some of the crappy P2W games function like SMW...skilled players face get matched with other skilled players to increase the challenge, and unskilled players have relatively easier matches because they get paired with other unskilled players.
Hopefully more single-player (not P2W!) games get that design philosophy back.
I think it was designed more for less skilled players in general.
@@Treyworld Definitely. The game is a lot harder if you don't take advantage of the spin jump's partial invulnerability though. I didn't even realize it could bounce on so many things until very recently! Lol
I don't remember a lot about the game, but I think the Coloured blocks can be used for the secret passages when their unlocked, the Coloured blocks can have items but doesn't make the game too easy.
i remember way back when miiverse was still a thing, i said on there, "mario u is trying to be a modern super mario world but it's missing that magic that mario world had" now i just realized that magic was freedom. great job on the video! this is one of my fave mario games and my fave mario 2d platformer, i'll definitely have tol play through it again after seeing this
For me I liked the amount of balance some stages did by not providing access to all powerups. The Cape pretty much rewards you with a faster way to beat levels once you've mastered it. But other levels often have smaller grounds not allowing you to have enough momentum for flight but you can still use it's other functions like the slow falling and defeating enemies. This shows that even some of the best tactics aren't always the best solution, making you think "Ok, while I can't fly, I can still use it for these other purposes, or maybe use this other powerup instead" something like that. Though the same can be said with Yoshi as some parts make you have to ditch him to progress.
Sidenote: I remember back when I had this game on the SNES, my sister would always watch me play it since she wasn't that good at it herself(she mainly wanted to see how it progressed). And I remember she freaked out and called our mom into the room when she saw yoshi could eat the mega moles. Good times
So what the fuck is the point of the fire flower then?
@@Treyworld It gives you a way to deal with enemies at range without needing a shell, and it gives you an alternative way of damaging the castle bosses.
@@reillywalker195 Only two bosses are affected by it. Also more enemies can be killed with the cape spin than with the fire balls. It's a ranged weapon with no versatility and is outclassed by its counterpart.
My favorite part of Super Mario World was always experimenting with Yoshi. I love the blue koopas, they gave Yoshi wings. Oh, and those wings you could find in blocks for Yoshi to take you to a bonus area. 👍
I make a conscious effort to use the special stage names in casual conversation. “Groovy” and “tubular” are making a comeback, I’m telling you!
For me, I really did love roaming around the world map, finding secret exits and being able to go to places that I really shouldn't have been able to go, and I love the mystery and wackyness behind a lot of the stages/levels. You said that SMW feels like a place people live, meaning it tried to keep that spark of realism along with its level design, but I found that when you got to the Star Road, it left that realism behind and said "Screw it, we're a game, enjoy!" and threw a random slew of things at you. And how you can enter this fabled sixth star after beating all the levels which takes you to this black void, there really are no other words for it other than mysterious.
Aside from that, Lunar Magic (Level/game editor) was a must have for people who wanted to be level designers or just dabble into game design as a whole. Heck, part of my name even comes from a character in Hunter's Revenge.
7:11 - What's weird is that despite being more SMB1-inspired overall, the first NSMB game on the DS kept the extra power-up holder. There was just a big ol' circle on the bottom screen that you touched to make it appear. Which was entirely unnecessary, as the DS had more than enough buttons to dedicate one to it. But it was the early days of the DS, so they had to use the touch screen in some way I guess.
Now that I think about it, NSMB Wii ditching the extra powerup holder is perfectly justified, as that game has a SMB3-style inventory. You'll notice that the games that have extra powerup holders, such as 3D Land and World, don't have a large inventory that you can access on the map.
I really love SMW2 as well. It’s slower-paced, but so charming and added a ton of stuff, not to mention the 3D effects.
"what the heck is a tanooki"
A tanuki is a Japanese raccoon dog. In mythology, they're often depicted with magical powers, including shapeshifting, and are tricksters by nature. The statue Mario turns into is of a Buddhist monk with his face.
My favorite parts of Super Mario World (which you already touched on) were the surprises like the secret levels. I was impressed how much extra content there was on that single cartridge... even after many years had passed and I had the privilege to play the game again!
Super Mario World was my first Mario game ever and my still current favorite! I love the level design! I love the music! I love the controls and most of all I love the replayability! this game to me is the face of Mario. I'm glad someone else loves it as much as I do! PS here's hoping Mario Maker 7 has a Super Mario Galaxy level maker!
The sheer level variety makes me come back to this game so often. All of the tricks, pathways, and powerups help cement a satisfying experience.
I also like the fact that the PAL version, while only on 50 fps/Hz, actually plays faster. Due to the fact they had to adjust stuff and some physics, Mario actually reached run speed a bit faster for us European gamers. When I first played the 60 fps/Hz version (SNES Mini), it felt off as I somehow could not do some jumps the way I remembered and previously did them on my EU SNES. :)
My favorite thing was definitely how it felt like there wasn't a slow point in the game or atleast a big one. I just kept wanting to go on and find new secrets in the levels.
Super Mario World has some of the best movement/controls in any game I've ever seen, it's ridiculous. Spin Jump underrated
What i love about Mario games?
The plot
You know what? I think the plot and the lore of mario are my least favorite part of the games. Of course, my favorite games are those with those with gripping stories and intense action like Red Dead Redemption, RDR2, and The Last of Us. The problem with mario and many kids games out there is that it really lacks the enjoyment of games which is the story. Gameplay does not make a game intriguing to me or many people out there so please stop saying mario games are great or even masterpieces, because they are missing that little piece of the puzzle that makes a game good. That is my rant of Mario fanboys and Mario games in general. Thank you. 😂
@@Nataton-cg8zo
I disagree.
The story ins't the mainly enjoyment of games. Some games can hardly have one and still be awsome, like Hollow knight, prince of Persia 1998, Celeste, Monster Hunter, downwell. Of course there are some games based on the story that are really Great (Undertale Is my favorite game ever), but not all games should have a good story.
I found Mario games really boring too. But i think It's because the gameplay Is boring: Mario is slow, he has to accelerate, stuff like that, not because It lacks a story.
Evry player Is different. You love story, i love a bit of evrything, some guys love search evry square meters of Skyrim and other spend 4 hours a day on rhythm games. Story isn't more important than discovery, competition, challenge or immersion.
@@Nataton-cg8zo If the part of a game when you play it isn't fun then maybe you're not a gamer. You want a good story there's plenty of books or even a movie. And I can guarantee you the God Father has a way better plot than Red dead or the last of us. everyone on the last of us the start was so "sad". Yeah his daughter who you see on screen for 15 mins dies and had no connection with was so sad and moving lol
T3hShad0ws dude you clearly don’t get what i am saying. I am saying the bulk of the game is the story, not the gameplay. also, i prefer the last of us plot much better than the godfather. the godfather is overrated. and another thing, isn’t it kinda messed up that your making fun of a game that has a 15 year old being killed? In my opinion, that opening is genius.
@@T3hShad0ws So if you don't like an aspect of a game... yOu'Re NoT a ReAl GaMeR. Right...
Favorite part of SMW has always been the music it always just tickles my nostalgia bone in the right way.
My favorite aspect in itself was the large connected world.
My favorite aspect when compared to the others was the challenge.
I had it on my mind but you said it all. Great video!
I was so psyched to see this video in my subscription box! I have so many feelings towards SMW, as it was the first game I ever played. One of my favorite things about it, though, are the super tight controls. All of the updated movement options from games past, along with all the new mechanics, truly work together in perfect harmony! It’s quick, snappy, precise, and honestly perfect in my opinion.
Smm2 now has a map editor 👀
What I mostly love about SMW is the game's whole design, the spirtes are amazing, the levels and it's secrets as well. Gotta love the backgrounds and music too, and the Forest of Illusion is my favorite part of the game. I'm so glad they added a Forest theme on SMM2.
My first game ever. THE FEELS
Awesome video. The segue into SMW was so good I forgot all about the mentions of SM3 at the beginning. Completely stole my attention. Hope to see this channel grow. Has a homegrown Super Bunnyhop feel to it. Nice!
Super Mario world is still the best for many reasons:
-different colored yoshis for unique abilities
-Different Koopas (the rainbow koopa being my fav)
- ? as a goal ring.
- the boo that bounces all over the place
-THE ONLY MARIO GAME YOU CAN THROW SHELLS UPWARDS
It's very very close, but I prefer SMB 3 to world. And mainly because of the ghost houses. I don't like mazes in 2D mario. The worst offender was the Japanese SMB 2, but SMB 3 for the most part eliminated that. Then they brought it back for world, grr. I love the consistent challenge and perfect difficulty curve of SMB 3, but with world it's like most of the levels are easier than the average SMB 3 level but then the ghost houses are way harder all of a sudden. It just doesn't have the same smooth difficulty curve. That is until you've beat it a few times and then it just becomes a memorization challenge, rather than an action challenge with platforming and quick reacting to hazards that come on screen.
I'm nitpicking really, like I said it's very close between those 2. But I find myself sitting down and playing SMB 3 to the end in one go every week at some point, but I don't feel the urge to do the same with World.
I think what I always loved most about Mario World was that playthroughs could take completely different routes and still get through, because of the amount of little ways that just _sliiiightly_ alter the path through the world and the amount of places you can find Star Road and decide to just jump to the end. My childhood playthroughs took completely different structures, and they were always so stumped trying to find such impossible exits that even now occasionally will trip me up as I try to find the right way, despite the fact that I've cleared it more times than I can count.
It's weird, despite it being one of the randomizers that impacts gameplay the least, SMW is one of my favorite randomizers, just because I love playing the game in general, and find all its levels and paths so fun, that just changing the order you go through them does wonders to keep it exciting.
Yes exactly!
Bro Super Mario World is my favorite game of all time! Glad to see a good game design about it!
I grew up primarily just with a snes, towards the end of its lifecycle. I had Mario all stars and Super Mario World (seperate).
Oh man oh man do I look back at those games, even after playing everything nowadays and say that they are and always will be awesome and some of the most fun, innovative and well designed games to date.
I've only played the 2DS XL Virtual Console version of the game (the controls aren't great simply because even the XL has tiny buttons) but I do like the exploration aspect.
Probably the music, I remember playing through the cape level just to get it and the music never got annoying or repetitive to me. I also appreciated the secrets as a kid because it meant so much to me to play levels people may have missed entirely. Overall a fantastic video and thank you for taking a look at my favorite Mario game to date.
One of my favorite bits of Super Mario World is just how well it's aged artistically. It's pixel graphics still look fantastic and fit in nicely with alot of the modern games that are trying to emulate the pixel nostalgia.
Disagree; they are plain and bland with no detail. Sonic, Kirby, and Yoshi's Island did old school pixel graphics far better.
I totally agree! The map and secrets were everything for me. I remember absolutely losing it as a kid when I discovered a secret exit! I was really hoping for a map editor in Maker 2 as well!
This video gave me a whole new appreciation for Super Mario World. Sure, I have always loved the game, but this gave me another look at it!
8:40 ay star road
I was JUST thinking about your channel and you upload! Love your videos! I’d love to see one where you talk about MM2!
My favorite part was discovering the map, I played it completely blind about a year ago on virtual console and it was really fun to unlock secrets on the map , also probably the best mario game to do kaizo in made it really fun even after I found all secrets
Dang. I never thought of Mario like this.
I only played Super Mario World once and it didn’t really catch my attention, but man, you sure make games seem really interesting, but not in a crappy simple way, but actually explaining what makes certain games different.
You’ve just inspired me to try this one out once again.
Love your content
Keep frosty
My favorite part of Super Mario World was...
...turning it off and putting in Donkey Kong Country BABY!!!
Oof!
Omega oof
Ultra oof!
Same here. The Donkey Kong Country Trilogy was better.
Taking Nintendo's experimental formulas and refining them into perfection was pretty much Rare's bread and bananas back in the day
I really like the way how mario controls. Jumping doesnt feel floaty at all and it overall feels fluid. I also like all the ideas they put in the game.
Things like yoshi, secret exits and the chucks originated from it. Lets not forget the enemies that had their first and only appearance in it. And theres the community that is keeping smw fresh to this day.
8:01 Or if you’re not a terrible person you could use the cape to fly under it
I've only ever done it that way. Honestly I have hardly used Yoshi very much at all, and in that specific case I enjoy the challenge of flying in that tiny little space.
I loved the feel of Mario’s movement, running, in the air, I felt I was Mario then and there, playing with that limited SNES controller above all!
And I agree on how each level feels like its own little planet, its own unique place. It’s my favorite SNES game, up there with Yoshi’s Island.
I really used to love Good Game Design, back when we were talking about the principles and ideas. Now we only get a bare bones summary of the game and nearly no analysis why it works. This has come from a series teaching beginners how to design games to snoman just putting a spotlight on his favorite games. I miss the old episodes which where more focussed on game design principles and less on showcasing games without getting into the principles
The catchy music and astonishing gameplay really got me. Super Mario World is the definition of my childhood and became my all-time favorite.... and nothing will replace it!
Was I the only person that actually first played SMW on the GameBoy Advance?
Everything you said, but for me - it's the ARTSTYLE. It is so gorgeous!
Favorite thing? Being 5 and unpacking the SNES I got for Christmas and booting it up for the first time. It was freaking magical. I didn’t know if kids will ever experience anything quite like it now a days in quite the same fashion. In a world where everyone has a screen, having 3 generations of a family gathered around to watch the two youngest members of the family playing with their new toy, and it being a technology beyond anything seen before sounds dated.
Great vid covering the strengths of my FIRST owned video game. I love the Star Road. I added "tubular" to my vocabulary because of it ;) And Yoshi was literally my childhood hero. Pretty sure I cape flew under the goal on that stage instead of Yoshi sacrifice. Or maybe I used Blue Yoshi flight.
I would say SMW's only shortcoming is how samey the boss fights are. (and how crappy Bowser looks... it's so bad SMM made up a new 16 bit Bowser sprite.)
This is a problem with most 2D Marios, though the newer games do a better job. (Final Bowser in Mario WiiU was hype tho)
Sure, koopa kids are all slightly different... but never to the point of a truly transcendent, different boss battle.
SMW is a gem of a game, but in regards to boss battles, I gotta hand the crown to 2D Sonic and not 2D Mario. (Unless we include YOSHI'S ISLAND which is technically SMW2, those boss fights are glorious!)
For me I really like the difficulty curve. This was one of the first video games I ever played and it's not so challenging that I couldn't beat it but still challenging enough to keep me engaged. Also the soundtrack is great too definitely one of my favorite Mario Soundtracks
well, you won’t have to wait for mario maker 3 for that map editor idea
Still, mario maker 2 doesn't have secret exits yet, though I appreciate the developers' effort.
I loved finding the hidden keys as a kid. So exciting and mysterious! Great video.
I've been waiting for a video like this for quite a while.
My favorite game! The controls and physics feel perfect - just running and jumping around the levels is a pleasure.
So uh this video simultaneously aged like milk and wine. Hope you’re enjoying the map maker :)
Sadly it works more like the world maps in SMB3. If there's ever a SMM3, I hope it has significantly larger worlds, movement between different worlds based on stepping on nodes rather than just switching every time you clear a fixed fortress level, and replayable levels with secret exits.
My favourite part of SMW is the incredible music. The athletic theme really makes you want to go fast, and the way the music changes when on Yoshi is just remarkable. Nintendo really payed attention when making the music.
Hey, I played this game !
Wait...
WHAT ARE THOSE HIDDEN LEVELS EVERYWHERE ?
IS IT A DIFFERENT GAME ?!
What I loved in Mario World, which was never reproduced, was the swimming mechanics. Being able to hold up or down to swim at different vertical speeds greatly improved water levels.
Is that you playing that Switch gameplay? Your icon is DK and not a snowman? 0/10.
XD Totally kidding.
Can’t wait for Mario Maker 2!!!!
I recall figuring out how to use the cape, and it was the best feeling in the world. Before that, I just crashed into the ground every time I tried to fly, but afterwards, I ended up good enough to fly up as high as I wanted.
The best design choice in this game is allowing the player to kill Yoshi for a double jump
I feel like many of the "design choices" are unintentional. Yes you CAN kill Yoshi for a double jump but the levels are built for you to never need to do that. That applies to most introduced mechanics in the game. You can pretty much breeze through it as regular small Mario with minimal effort
@@ricemenarq6230 As mentioned in this video, Yoshi double jump is the intended method of reaching one of the secret exits. The developers definitely intended that mechanic.
@@Waffletigercat This exit can be reached by using the cape
@@ibmicroapple9142 Yes but it's WAY easier to reach with Yoshi and the developers certainly knew that.
Dad, it's getting tiring to repeat myself: PLEASE return back home
My favorite was when I finally found the only stage that had torpedo Ted; I remember reading about him in the instructions, but never seeing him in the game at any point... finding him was like discovering a buried secret as a kid.
8:08 I didn't get that secret exit that way. It didn't occur to me to use yoshi. I'm pretty sure I just used the cape.
SyrioHghar88 yeah, the old dive and lift. I though Nintendo put the Yoshi there for the wings.
I just love the super detailed graphics
Ok it just looks WAY COOL
7:15
My thoughts exactly! The new Mario Games suffer from too much “hand-holding”, and they seem to be all about babying the audience. When I was a kid in the 90s, I would have hated how “childish” these games have gotten. Old Super Mario was tough as sh!t! And we were tough kids in the 90s, we didn’t need on-screen tutorials or cutesy sound effects and cuddly animation!
I’m glad Super Mario Maker 1 & 2 exists, so that today’s kids can see what Real Mario was like! Haha, sorry I’m in Grandpa mode...time to take meds.
My favorite part is how adorable the world is. The enemies are really creative looking and the game is bright and colorful. Gameplay wise, I really like the skull ride levels.
You can use a blue yoshi to get that secret exit without sacrificing him
You can also bring a cape and use some flying skillz, but it's easy to get wrong.
You actually can't fly under with Blue Yoshi. No shells are available. What you can do, however, is dive under the main gate and quickly pull up behind it using the cape.
you can also fly way above the first exit, but its really hard
@@reillywalker195 nah, you get to a secret area where yoshi becomes blue in another level then you go back to that stage, grab a shell and you can fly beyond the goal
@@fazy1143 You can't transport shells between levels.
I've played this game for over 20 years, since I could hold a controller, and I still find new secrets. Never knew about the secret level at 3:40 until I watched this video. Guess it's time to play it again. Such an amazing game.
You're meant use Yoshi to get to the secret exit on Cheese Bridge?...
I always used the Cape to fly underneath!!
Yeah either are good options
Funnily enough the cape was the only method I knew since I was young! Never thought to bring Yoshi to leap off him like this showed.
Ok, I've played SMW since I was a kid, and I never knew that spin jumps allowed you to jump on sharp enemies!
8:02 WHAAAT, so you're telling me ONLY NOW that you don't have to enter the stage with a cape, fly through the entirety of it, and perform a crazy aerial maneuver at the end to pass under the goal? ._.
Omg, I did it the same way!
I nailed it only like once or twice when I was around 9 years old and then never again. Then I discovered you can just use Yoshi lol.
This is what I always did.
Actually you don't even need to pass under it, you can fly above if you are high enough. That's how I've always cleared it, never needed a Yoshi or go through under it.
Its been 29 years and I'm still learning things about this game. That's nuts.
"I mean look at this! What the heck is a Tanuki?"
*Japan is typing...*
My favourite part of SMW was the interconnected world map. It felt like a real big adventure rather than small levels that follow one another. I loved the way that map evolved when you solved mysteries in levels, like a hill growing up, a river starting to run in Donut Plains, etc. Also, every single level was introducing a new idea or mechanic, which is totally crazy when you think about it. There is absolutely no level in SMW that was a copy from what you had seen before. They were so confident in the "every level a new idea" that they even did not hesitate to make Worlds shorter instead of creating the same stuff. Take for example World 4, after Lemmy's Castle. There are only two levels in this World, well, yes there are 3 hidden bonus levels, but what I mean is they didn't create levels just for the sake of having 6 or 8 levels per World, they really cut the unnecessary. And everything was perfectly done.
"that they even did not hesitate to make Worlds shorter instead of creating the same stuff"
Honestly, that sort of approach feels...wrong. The right thing to do would have been to come up with a few more brand new ideas so that World 4 would actually feel like a complete world, instead of an afterthought.