It's an interesting detail that Yoshi's Island 1 has a naked Koopa at the start, and Yoshi's Island 2 has an empty shell at the beginning. I like to think that Koopa is looking for his shell, not realizing it's in a different level.
Wanna make it crazier? The lone koopa could represent Mario and the shell represents Yoshi, Mario gets a shell when riding Yoshi, a powerful armor and weapon (and btw, some koopas use their shells as weapons to attack Mario in smw)
Level 1 always felt like the more bizarre experimental design, where they showcase a bunch of new mechanics, while 2 is more along the lines of what you'd expect coming from the previous entries. (Though obviously they both have new mechanics)
I was thinking the same. YI1 doesn't feel like a tutorial level, even though it does teach you certain things. The main point of the level seems to be "this isn't the NES anymore... check out all these fancy new features we added!"
It's interesting that they introduce steep slopes right off the bat. Let's the player know that tricky slopes might be part of levels later on, and that sometimes there can be more than one way to navigate to the end. i.e. you can sometimes avoid enemies by going to another height, but other times the enemies might have the high ground and it's easier to walk below.
It can almost be seen as the devs asking a psychological question: do you want the safe and familiar (go right)? Or do you want to explore something new (go left)?
YI1 is a reintroduction of Super Mario Bros. 1’s mechanics - enemy hopping, coin collecting, and Fire Flowers. YI2 is SMB3 (and because Japan and the US got different SMB2s, we have neither item-pulling or poison mushrooms). They’re both tutorials, showing that SMW1/SMB4 is capable of doing what both those games did - and more. In other words, it’s reminding the players that they’re playing with power - Super power.
@@thegreathadoken6808 Wasn't "Blast Processing" just a hardware glitch in the console's clock that Sega's engineers couldn't figure out how to fix so they just advertised it as a feature?
@@Dargonhuman I dunno. I always thought that SEGA was flaunting the fact that they had a faster CPU. Maybe it was only faster due to an accidental overclock, but its the first time I'm hearing of it so I can't be sure. The Super Nintendo had more powerful specs in almost every category besides the CPU, so, at the end of the day, Blast Processing was just a genius marketing gimmick.
Most Mario games would open the first level with a goomba as the first enemy that you encounter, but Mario World's first enemy is a dive-bombing naked koopa
I know at some point that Yoshi's House was supposed to itself be a level, but I assume they split it up because there were SO MANY mechanics to introduce that they just couldn't put them all in the same level And this is why you don't get the feather until World 2, because it's SO MUCH MORE complicated than any other mechanic that they had to devote an entire sub-area to giving you a playground for it.
Fun fact: Yoshi tells you about the switch pallace to the left if you bring him back home and hit the message block, allowing a player who chose to go right to learn about the switch pallaces in the game’s first area.
There's another aspect to the tutorial. So, at the start of the game, you probably visit Yoshi's House, and learn that he left to rescue his friends. Let's imagine the player decides to go Yoshi's Island 2 first, and then finishes the level while riding Yoshi. Should the player then decide to bring Yoshi back to his house, and hit the Message Block while still riding Yoshi, then the game informs the player to go find the Switch Palace by going to the left on the world map.
It's a nice look at how Miyamoto and the gang wanted there to be more freedom in Mario games With SMB1 only having horizontal scrolling, SMB2 (USA) adding vertical, SMB3 having both and a world map, SMW expanding upon that and letting players explore and beat different levels in a nonlinear fashion, and it all leads to SM64
We talked about this in our game design course and the influence our culture has on how we design and tackle objectives - since the game was made in Japan, where you read right to left, the expectation was potentially to guide you right, towards the clearly marked castle on the world map, make you see the dotted yellow blocks, make you curious to go left and explore there. It's super neat and makes me love the opening to this game so much more.
@@viridisspielt nope, in older Japanese texts, you read lines top to down, then right to left. In the late 1800s/early 1900s, when Japan was more open to external cultures due to the meiji restoration, they started creating things such as store signs which only took one horizontal line of space, inspired by western counterparts (before this store signs where written in a vertical line of space). Because they read from right to left normally, that’s how they wrote their signs, right to left. It’s only recently in the last 50 or so years where reading left to right in a horizontal line has been standardized. However, this aspect of top down right to left is still used in books, where sentences are written in a straight line downwards, then move left to the next line. Even in your example, nearly every manga i’ve read in Japanese, you have to read the text (characters) top down, right to left.
@@bolson42 Mangas and prose novels are vertical text right-to-left but most other writing that children (target audience of this game) will experience, like textbooks and magazines and anything on computers, are horitzonal and left-to-right.
SMW was one of the first big games to place a significant focus on non-linear exploration of an overworld map, and they probably wanted to introduce the feel of an "open world" from the very beginning. Worth noting that the early builds of the game had an even bigger emphasis on non-linearity, with FOUR entirely different paths accessible from the start.
Yeah. This first choice may have had a path led to a dead end (yellow switch palace) but beyond Yoshi's island, you start to get actual choices with how you progress, including the ultimate back door path to the final boss (which funnily led you only to the "front door").
As a SMW speedrunner let me tell you I don't usually activate the Yellow Switch Palace.. but when I do I also beat the 96 exits and collect the Dragon Coins and the 7 secret 3up moons.
Kudos to the devs for including tutorial text in those speaker boxes, making them totally optional. Few things are as annoying as mandatory tutorial content bringing the gameplay to a halt on replays where you know this stuff. It's a good compromise between "all in the manual" and "no manual onhand but here's some info if you need it."
A small thing you forgot to mention is that these chucks are also immune to yoshi's tongue, meaning they not only teach you that not all enemies are edible but killing it also becomes an optional extra challenge for players. (Or it also shows how not all enemies are worth fighting)
My sister and I booted up the game in 2-player mode and assumed we were each to take a route. She took the route with Yoshi and I recall bring disappointed not to encounter Yoshi in my route.
I don't know how many people can relate to this, but something I found when I played Super Mario World is that the game feels... unusual. Not bad, just very unlike what I'm used to in Mario games. There's some very strange level elements that only exist in this game, and some of the levels feel like something you could expect to see in Super Mario Maker. Definitely gave the game its own charm, making it stand out a lot. I appreciate that, even if it feels very weird at times.
I completely relate to this, and it's part of why I feel SMW is one of the best Mario games that exists. While it does have its flaws, such as the feather being a bit OP, and the dino miniboss getting a little bit repetitive over time, it genuinely just radiates this feeling that the devs were having a good time constantly throwing ideas around the office that they thought would be fun or interesting, and I love that.
Indeed, when you look at smm and smw, you really notice a lot of missing features tbh. I think the same can be said for smb3, but not as much. New soup really is dry when it comes to feature inclusion in smm tbh
Never thought about the double first level thing before - an interesting choice. This game has such tremendous replay value because of its great design. It's so deep, with the star road, special zone, switch palaces, and all the alternate exits. (Note: push the L and R buttons at the same time to re-enter a castle or fortress you've already completed!)
What’s neat about both levels is that both offer different rewards. If you complete YI1 first, you then get access to the Yellow Switch Palace, which will make some following levels easier. And if you complete YI2 first, you get the gift of speed since you now have the option to avoid YI1 in its entirety.
1’s faster paced nature is fitting for its more optional completion. Perhaps it was intended for those curious players who chose not to go the “intended” path marked by the right sided castle (a clear signal for progression), and thus are soon awarded with the yellow switch palace! Which, btw, you eventually see regardless upon entering into donuts plains, giving a chance for players who skipped out on 1 to go back to see what the big switch does. All in all it beautifully echoes the openness of Mario World’s design in regards to level choice! Great video :D
i always enjoy zoomzike's editing. subtle details like the yoshi percussions on levels relevant to Yoshi, or the reverberance on his voice during the underground levels. if no one else has noticed this i hope you go back and listen out for them
My first thought would be that one is the first level of "easy mode" because it leads to the Yellow Switch Palace, thus adding in those extra safe-guards; meanwhile, the second would be "normal mode" if you never go back, because you won't have those safety nets in later levels. But it is interesting to think about, because you can definitely see the freedom of choice in all the secret exits and Star Road. A tradition that carried forward, in some form of another, right to Odyssey.
Not to mention, the level on the path toward the Yellow Switch Palace also teaches you about the importance of the associated blocks a bit more than the other level does. After hitting the switch, you can have an instant understanding of how things would have been different in 1, especially if you lost the 1up or something.
I believe the split paths concept was more so introduce the player to the idea of having multiple paths, showing that they will have different rewards and objectives. The left path, reveals the switch's existence. While the other path is the objective, but easier with the switch pressed.
One cool thing is that if you do complete Yoshi's Island 1 first, you'll be rewarded with the Yellow Switch Palace, which will make Yoshi's Island 2 easier by covering pits and giving the player Power-ups with the Yellow Exclamation Blocks This can be a cool Tutorial for the players to look out for the other switchs, since after you hit the switch a text box will say that you turned the invisible yellow blocks into solid, and later in the game you'll see other invisible blocks with other colors That also teaches that hitting the blocks makes levels easier and maybe can even unlock some new paths and levels as you see in Donut Plains 1 with the Green Blocks, which will also teach the player about secret levels
When I was a little kid and tried to play this game, I couldn't beat the level in the left because it was too difficult, so I went instead to the right after various failed attempts. After watching this video, the message I thought they meant to send is that it doesn't matter if you can't beat a level, you can always go to another path and comeback later when you know more about the game
I noticed so many little details in your editing like synching the music to the little spin jump explosion and adding reverb to your voice in the cave section! I love it lol, keep it up :)
I love that you added a subtle reverb effect to your voice when talking about underground caves. It's the a t t e n t i o n t o d e t a i l that takes these videos to the next level.
There's 4 first levels in Super Mario World: the tiny stage where the initial plot dialogue happens, Yoshi's house, the first stage you walk on, then the 2 levels on the sides of the house
I hadn't realized how much these two levels contrast... Wow. Also, the editing here seemed a lot more elaborate and it was fun to see the little effects and transitions here and there, great work!
I also think they did this to introduce the idea of multiple routes to the player; World is considerably less linear than it's predecessors, with so many alternate paths. It's all very cleverly done : )
I seem to remember at some point someone saying that Yoshi's Island 1 was intended for more advanced players from the original Super Mario to begin with. Since this would be one of the first times that they are gives a choice in directional movement, they would naturally prefer going to the left, to level 1. Meanwhile, players new to the series would tend to the right to level 2, and thus be given the far more chill first level experience. This could be apocryphal, as I don't remember where I found that information, but it seems as good a reason as any for the situation.
4:03 Oh my god after all these years I never realized the mushroom is coming out from behind the bush. I never really understood that, I thought a mushroom would just pop out of Mario randomly on certain levels.
To add to the thesis of this, I also see it as SMW prepping the player for the branching nature of the world map. Going with 2 takes you down the critical path, but taking 1 unlocks a the Yellow Switch which helps platforming in the long term.
Is 1, activate the yellow switch by climbing the ladder at the left on the map and then 2. You must follow certain level order to get the "*96" at the start of the game that indicates that you really completed the game (star levels and all). If you don't follow that order from the begining, you won't get that. I have years of experience, played when it got realized, and worked hard to get that order, way before the WWW, before emulators... and a few months after it got revealed in a nintendo power magazine lol.
Both levels also have different feelings when played second. Yoshi’s Island 1 with Yoshi has other lessons, and Yoshi’s Island 2 after hitting the Yellow Switch has a bunch of extra blocks to interact with (and reinforces the reward of hitting the switch by covering the only pit)
Yoshi’s Island 1 having slightly more tense gameplay is also a good indicator that you’ll be rewarded with optional/secret content if you engage with it. The Yellow Switch Palace is a good first reward for this.
I think it’s pretty clear that 1 is a tutorial for more experienced players to understand how this game is different from mario 3 and any previous titles, while 2 is a tutorial for any players new to the series where seeing those differences isn’t as important as simply understanding the basics. What’s also interesting is how 1 is optional and 2 is mandatory. 1 will give you a special reward for clearing it, but learning the things it teaches you isn’t necessary at all since you will have the opportunity to learn them later. It’s almost like a teaser for future levels. Whereas 2 is mandatory, which is why it has yoshi as part of the tutorial. However, I personally find this design choice to be sort of conflicting with my first statement. If you have an easier tutorial, i think that should be the optional one, simply because the mechanics of a new game are much more important and because old players won’t have to play an extra level just to learn the basics. This would mean Yoshi is in the “first” level, which fits better with the idea that it introduces new concepts.
Splitting the first level and forcing the player to choose between them *also* serves as a tutorial in itself. SMW features splitting paths several times in the overworld map, and the game introduces this mechanic before anything else. Neat.
I think there's also credit to the overworld's design, if you choose to go left then it shows that there are secrets to be found with the Yellow Switch Palace, opening more paths for the player to explore in the overworld maps through playing levels, being much more open and less Linear by comparison of the SMB3 world maps. this then comes to it's closure as players find magical areas such as Star Road and the Special Zone.
I like that you're rewarded with a strong upgrade for choosing either path to start. If you go right, you get Yoshi, which makes all levels, including the left one, much easier. If you go left, you get the Yellow Switch House which also makes every subsequent level easier.
You‘re out here uploading consistently high quality videos like this and making it look easy. It’s always a joy to be notified of a new video you posted, keep up the great work! Btw, I found you through your newer Mario Kart Videos, and I find them really interesting. As someone who grew up with newer Mario kart games, it’s really fun to see how much charm is packed into those stages, and you picking apart level design in general makes me appreciate these levels and the game devs more, be it Mario Kart or Super Mario World.
the reason for this is to teach the player about routes and how there's multiple ways to beat the game (things like optional levels, buttons, secret exits, etc) ideally, the level on the right would be the real first level while the level on the left is the first bonus level, both thrown at you at the same moment, making you able to choose which route you'd like to explore first... go left, get rewarded with a button which'll change the future experience of the story mode forever... go right, proceed the story mode as intended (with or without button, totally up to you) it basically serves as a choose your own adventure type mechanic which ended up becoming very VERY important in later games like Super Mario 64 (matter fact, allowing the player to choose how and when to clear certain levels ended up saving SM64's level design and solving an otherwise difficult task for the developers: how do you implement a finish line (or flagpole) in a 3D environment? answer: spread stars all around the world)
These are always fantastic! It just goes to show how much thought the developers put into making Mario and making sure the players learn concepts of these games.
Design-wise, the "Rexes" always felt a bit out of place for Mario, especially since they appear so early. Then again, the whole game has a thing with dinosaur and dragon type enemies/characters beyond just the Yoshis, Bowser & the Koopalings... So, I just googled about the enemies, and only now learned that the the entire area of the game is called "Dinosaur Land." Apparently Mario & co. were there on vacation when the game begins... I guess that's what the instruction booklet for a game like this is for :P Though, really, they could've named more places Mesozoic themed - and less with food items! Anyway, another cool thing about the 2 starter levels is that you get to do a "you go that way, I go this way" thing right at the start of 2p mode. With 2 players the alternate exits and map routes become a little more interesting, too.
Thematically, Yoshi’s Island 1 feels more like what you’d expect from a “first level”, being a grass level instead of a forest one, but gameplay-wise, it’s 2 instead
Ok, so I’ve looked on the internet and I can’t find an answer with Google search, after you beat all of the secret levels the chat box in the starting area says something about Dragon yoshi not being there and he’ll be back, what is it alluding to?
I would think that 1 is probably geared more towards teaching players who have no experience with Mario, whereas 2 is geared more towards players who have previously played Mario 3 (for instance). I think this is supported by where the paths lead: 1's path leads to the switch, which makes certain challenges (e.g., 1's 1-up chase) a bit easier, whereas 2 takes you onwards to the rest of the game.
On Christmas morning in 1991 when my mom was hooking up the newly opened Super Nintendo my sister and I were reading the Super Mario World instruction manual, educating ourselves on the different level pieces so that we only had to worry about coordination instead.
Dude, learning about the level design is so cool. I didn't think about how much time it took for the developers to make the first two levels and avoid confusing the player, while also placing blocks and platforms in the right place so the player learns the game as he's playing. Absolutely genius stuff.
Another reason is that the devs didn't know numerical order. They had gone around the office polling employees for weeks and couldn't figure out if numbers went 1-2-3 or 2-1-3. Counting wasn't taught in schools back then.
The first level is yoshis island 2, as it is the first level you need to complete to progress towards the final level, yoshis island 1 is an alternative option that unlocks an aid for when you start your journey.
That Magnum Killer was such a huge moment for me, I was like ENEMIES CAN BE THIS BIG? OH GOD WHAT DO I DO 6:47 heh that's how i did it. i never figured out those blocks or spin jumping as a kid.. but in fairness i didn't own the game, just played at people's houses.
This game is very clever and has many smart decisions that improve and evolve Super Mario Bros! However, I for some reason find myself much more interested in Super Mario Bros 3 over Super Mario World.
What I like is that the levels have both text boxes that tell you how to play and parts that the level design teaches you. You may not know how to clear each challenge in one before going to another, after which the player has the option to go back into one of the stages (an unseen thing in in a Mario game up to now) and try it out.
in terms of timeline, i consider yoshis island 2 the first level because it leads you to the rest of the game while yoshis island 1 only leads you to a switch palace which the game can be played without
Story this reminds me of:I remember finally getting a Gamecube controller for the Wii as a kid not just to play Gamecube games but the SMW Masterpiece in Brawl. Because of the mapping the big A button does the spin jump while the tiny B button does the regular jump and it felt so weird
Two additional things: Yoshi's Island 1 is entirely optional, where you eventually have to beat 2 to continue the game; and beating 1 gets you the Yellow Switch Palace. This implies that YI1 is also a challenge level to earn easier gameplay, like beating Sonic's bonus stages to earn chaos emeralds. Finally, 1 reviews basic Mario gameplay, plus a few new features, 2 expects you to know or quickly figure out the basic mechanics, and advance to Yoshi gameplay. Even though it's harder, 1 seems to be for new or less experienced players.
Ironically, Super Mario World has a 3rd tutorial level, Donut Plains 1. Donut Plains 1 introduces you to the iconic cape ability, the increases exploration the game offers, and the unique and varied enemies you'll find throughout the remaining worlds
8:43 @ZoomZike I can tell you why the dev's put themselves and the player in the situation with Yoshi's Island 1 and Yoshi's Island 2. Yes, you do have the power of choice and that is a part of it's purpose of, but it is not just because of the challenges presented by the first level you choose. The thing that you also have to take into consideration is that they're teaching players about the multiple paths you can take in the overworld map and how certain levels can affect others. One of the things that I'm surprised that wasn't covered was the Yellow Exclamation Blocks. In Yoshi's Island 2 you see those dotted yellow lines between the two Question Blocks. The player, assuming that they have no idea what they are will probably glance over them. However, should they decided to take Yoshi's Island 1, beat it, then beat the Yellow Switch Palace and activate the switch, the player then sees all the Yellow Exclamation Blocks fly all over the map before the Switch Palace collapses and are offered the chance to save. Once the player makes their choice and heads over to Yoshi's Island 2 they now can see the Yellow Exclamation blocks where if they hit it they are awarded a Super Mushroom, and a little later on where the pit is sees that the Yellow Exclamation blocks covering the only pit in the level. With that in mind, the player learns that their choices in how they beat levels can impact where they go in the game's overworld and that beating certain levels can affect the gameplay of other levels moving forward. This isn't necessarily about making choices so to say, rather the developers want the players to explore the map as much as they want you to explore the levels and they reward you for that exact reason.
I literally never thought about it until now, but having the level choice right at the beginning is also the game's way of teaching you about branching level paths as soon as you start playing. You're immediately confronted with a decision that will unknowingly steer you towards regular progress or a secret! And even if you don't get the secret, you'll see the ladder leading to the mountain top on the next map screen, which might peak your interest to backtrack and try the other path. It's really brilliant game design that hammers home the idea of a non-linear map filled with not only progress, but also surprises! Really great video btw, I never realized how much work both of these levels were doing to help the player actively learn so many game mechanics so quickly.
Thank you for making an actual 4:3 video. I watch on a 30 year old vga crt, and I was pleasantly surprised when your video fit my screen correctly whereas normal videos these days all have black bars to fit the entire widescreen video
You forgot to mention that one eat leads to progressing towards beating the game, and the other way leads to a Switch Palace (at a dead end), allowing you to discover new goodies later in the game.
This is something that more modern, open-world games should do more of; give the player two distinct ways to progress right away to tutorialize that making choices is part of the game.
Another interesting detail is that both levels lead to different kinds of progress. 1-2 eventually leads to the world's castle and by extention the rest of the game, but 1-1 leads to the Yellow Switch palace, which also marks progress through the game, even if it is technically a dead end.
3:05 "Notice how all the fruits in the bushes are at the exact height for Yoshi to eat them by simply walking by" (proceeds to walk under an apple that's too high to be eaten automatically) Also it's not BROZE, dude, it's still pronounced brothers. Cute breakdown anyway.
Which Super Mario World level did you play first?
1
1
YI2 I just wanted to get all the 1-ups
Yoshi’s Island 1
I usually go for 1-1 first, but sometimes I go for 1-2
It's an interesting detail that Yoshi's Island 1 has a naked Koopa at the start, and Yoshi's Island 2 has an empty shell at the beginning. I like to think that Koopa is looking for his shell, not realizing it's in a different level.
Wanna make it crazier? The lone koopa could represent Mario and the shell represents Yoshi, Mario gets a shell when riding Yoshi, a powerful armor and weapon (and btw, some koopas use their shells as weapons to attack Mario in smw)
It couldn’t be, because the naked Koopa in 1-1 is the blue fat variant that kicks shells. Meanwhile, the shell in 1-2 is red.
@@Jill_Sandwich can confirm from doing some level editing out of boredom once
Sorry Koopa. Your shell is in another level.
@@Jill_Sandwich His transTurtle alright leave em be.
Level 1 always felt like the more bizarre experimental design, where they showcase a bunch of new mechanics, while 2 is more along the lines of what you'd expect coming from the previous entries. (Though obviously they both have new mechanics)
I was thinking the same. YI1 doesn't feel like a tutorial level, even though it does teach you certain things. The main point of the level seems to be "this isn't the NES anymore... check out all these fancy new features we added!"
It's interesting that they introduce steep slopes right off the bat. Let's the player know that tricky slopes might be part of levels later on, and that sometimes there can be more than one way to navigate to the end. i.e. you can sometimes avoid enemies by going to another height, but other times the enemies might have the high ground and it's easier to walk below.
there is one last thing y-1 tells you sometimes levels lead to switches that activate blocks
It can almost be seen as the devs asking a psychological question: do you want the safe and familiar (go right)? Or do you want to explore something new (go left)?
Aren't both level 1 tho
YI1 is a reintroduction of Super Mario Bros. 1’s mechanics - enemy hopping, coin collecting, and Fire Flowers. YI2 is SMB3 (and because Japan and the US got different SMB2s, we have neither item-pulling or poison mushrooms). They’re both tutorials, showing that SMW1/SMB4 is capable of doing what both those games did - and more. In other words, it’s reminding the players that they’re playing with power - Super power.
No blast processing though. Mario didn't want any of that smoke.
@@thegreathadoken6808 Wasn't "Blast Processing" just a hardware glitch in the console's clock that Sega's engineers couldn't figure out how to fix so they just advertised it as a feature?
I'm actually kind of glad we didn't get the same smb2 as japan did. What we got was a lot more interesting.
this is honestly the best written comment i have ever seen
@@Dargonhuman I dunno. I always thought that SEGA was flaunting the fact that they had a faster CPU. Maybe it was only faster due to an accidental overclock, but its the first time I'm hearing of it so I can't be sure. The Super Nintendo had more powerful specs in almost every category besides the CPU, so, at the end of the day, Blast Processing was just a genius marketing gimmick.
Most Mario games would open the first level with a goomba as the first enemy that you encounter, but Mario World's first enemy is a dive-bombing naked koopa
Also Super Mario World is the only 2D Mario game to not have any traditional Goombas
@@Krexxal Uh, are you forgetting Super Mario Bros 2?
@@beanieweenie1349 I am, my bad lol
@@Krexxal You're fine, honestly does that really count?
@@beanieweenie1349 technically, smb2 (not lost levels) was just a reskin of doki doki panic
I know at some point that Yoshi's House was supposed to itself be a level, but I assume they split it up because there were SO MANY mechanics to introduce that they just couldn't put them all in the same level
And this is why you don't get the feather until World 2, because it's SO MUCH MORE complicated than any other mechanic that they had to devote an entire sub-area to giving you a playground for it.
Or was it just so you wouldn't fly over the whole first world and miss all their meticulously crafted game design?
@@bsharpmajorscale if so they would not have had the feather in the first place, the later levels are no less meticulously crafted.
@@algotkristoffersson15 im pretty sure that the smb3 flying powerup was meant to be used in this game, but it got scrapped
@@algotkristoffersson15 True. I've just seen enough speedruns where I just think of people flying over everything.
@@dylanzlol7293 they changed ideals and if you can bypass the levels that the game working
Yoshi's House is the true first level.
I still have yet to figure out how to beat it
I was gonna say that
No it’s the level that tells you the peach has been kidnapped
@@thatkirbodude You said level though.
@@dissonanceparadiddle you can actually beat it using bugs/glitches. It serves no purpose, except being able to exit the level using start and select
Fun fact: Yoshi tells you about the switch pallace to the left if you bring him back home and hit the message block, allowing a player who chose to go right to learn about the switch pallaces in the game’s first area.
NO WAY!!!!
And let's not forget that clearing Yoshi's Island 1 leads you to the first Switch Palace
I usually always go for the switch palaces now, all thanks to good ol yoshi
All these years of playing SMW and I never knew that. Actually mindblown.😐
Wait, really? Damn, I didn’t know that was where it was used, I wonder how it works
There's another aspect to the tutorial.
So, at the start of the game, you probably visit Yoshi's House, and learn that he left to rescue his friends.
Let's imagine the player decides to go Yoshi's Island 2 first, and then finishes the level while riding Yoshi.
Should the player then decide to bring Yoshi back to his house, and hit the Message Block while still riding Yoshi, then the game informs the player to go find the Switch Palace by going to the left on the world map.
Wow I've been playing this game for 30 years and actually never noticed that before
I had no idea about this!
Romhacker here, haven’t heard this one
SAY WHAT??
Even a year later and I’ve never heard of this!
It's a nice look at how Miyamoto and the gang wanted there to be more freedom in Mario games
With SMB1 only having horizontal scrolling, SMB2 (USA) adding vertical, SMB3 having both and a world map, SMW expanding upon that and letting players explore and beat different levels in a nonlinear fashion, and it all leads to SM64
Mario 64 I would say is more similar to World than any other Mario game.
We talked about this in our game design course and the influence our culture has on how we design and tackle objectives - since the game was made in Japan, where you read right to left, the expectation was potentially to guide you right, towards the clearly marked castle on the world map, make you see the dotted yellow blocks, make you curious to go left and explore there. It's super neat and makes me love the opening to this game so much more.
Japanese is written left to right tho
@@viridisspielt manga are read right-to-left
@@LoraLoibu Only the pages tho. Characters are written left to right or top to bottom.
@@viridisspielt nope, in older Japanese texts, you read lines top to down, then right to left. In the late 1800s/early 1900s, when Japan was more open to external cultures due to the meiji restoration, they started creating things such as store signs which only took one horizontal line of space, inspired by western counterparts (before this store signs where written in a vertical line of space). Because they read from right to left normally, that’s how they wrote their signs, right to left. It’s only recently in the last 50 or so years where reading left to right in a horizontal line has been standardized. However, this aspect of top down right to left is still used in books, where sentences are written in a straight line downwards, then move left to the next line.
Even in your example, nearly every manga i’ve read in Japanese, you have to read the text (characters) top down, right to left.
@@bolson42 Mangas and prose novels are vertical text right-to-left but most other writing that children (target audience of this game) will experience, like textbooks and magazines and anything on computers, are horitzonal and left-to-right.
4:24 6:26 the added reverb effect in the cave areas is amazing attention to detail
Fun fact! If you're for some reason playing Super Mario World via Amiibo Tap on the Wii U, the first level you'll get is actually 1-2.
@theaa4751 So if 1-2 is 1-1 and 1-1 is 1-1 but also 1-2 that means that 1-3 might be 1-0. *Yes I just made your brain hurt.*
@@munky-su7wu no you didn’t.
@@munky-su7wu No?
@@munky-su7wu that didn't make sense
SMW was one of the first big games to place a significant focus on non-linear exploration of an overworld map, and they probably wanted to introduce the feel of an "open world" from the very beginning. Worth noting that the early builds of the game had an even bigger emphasis on non-linearity, with FOUR entirely different paths accessible from the start.
>the entire top down genre
@@TurretBot Not exactly the same thing. In a top down game, the "overworld" is the main game, not a map screen that leads to actual levels.
Yeah. This first choice may have had a path led to a dead end (yellow switch palace) but beyond Yoshi's island, you start to get actual choices with how you progress, including the ultimate back door path to the final boss (which funnily led you only to the "front door").
Players who beat the game without visiting the Yellow Switch Palace are monsters.
As a SMW speedrunner let me tell you I don't usually activate the Yellow Switch Palace.. but when I do I also beat the 96 exits and collect the Dragon Coins and the 7 secret 3up moons.
Kudos to the devs for including tutorial text in those speaker boxes, making them totally optional. Few things are as annoying as mandatory tutorial content bringing the gameplay to a halt on replays where you know this stuff. It's a good compromise between "all in the manual" and "no manual onhand but here's some info if you need it."
A small thing you forgot to mention is that these chucks are also immune to yoshi's tongue, meaning they not only teach you that not all enemies are edible but killing it also becomes an optional extra challenge for players. (Or it also shows how not all enemies are worth fighting)
My sister and I booted up the game in 2-player mode and assumed we were each to take a route. She took the route with Yoshi and I recall bring disappointed not to encounter Yoshi in my route.
I don't know how many people can relate to this, but something I found when I played Super Mario World is that the game feels... unusual. Not bad, just very unlike what I'm used to in Mario games. There's some very strange level elements that only exist in this game, and some of the levels feel like something you could expect to see in Super Mario Maker. Definitely gave the game its own charm, making it stand out a lot. I appreciate that, even if it feels very weird at times.
I completely relate to this, and it's part of why I feel SMW is one of the best Mario games that exists. While it does have its flaws, such as the feather being a bit OP, and the dino miniboss getting a little bit repetitive over time, it genuinely just radiates this feeling that the devs were having a good time constantly throwing ideas around the office that they thought would be fun or interesting, and I love that.
Indeed, when you look at smm and smw, you really notice a lot of missing features tbh. I think the same can be said for smb3, but not as much. New soup really is dry when it comes to feature inclusion in smm tbh
it just hits different and that's why this game is goated
Smw feels like SM unleashed. Like it was the first time the hardware had the umph to make designers dreams come true.
this is what i expect someone to say about super mario 64
You've really gotta admire how much Mario World changed the series while simultaneously keeping it familiar.
Never thought about the double first level thing before - an interesting choice. This game has such tremendous replay value because of its great design. It's so deep, with the star road, special zone, switch palaces, and all the alternate exits. (Note: push the L and R buttons at the same time to re-enter a castle or fortress you've already completed!)
What’s neat about both levels is that both offer different rewards. If you complete YI1 first, you then get access to the Yellow Switch Palace, which will make some following levels easier. And if you complete YI2 first, you get the gift of speed since you now have the option to avoid YI1 in its entirety.
1’s faster paced nature is fitting for its more optional completion. Perhaps it was intended for those curious players who chose not to go the “intended” path marked by the right sided castle (a clear signal for progression), and thus are soon awarded with the yellow switch palace! Which, btw, you eventually see regardless upon entering into donuts plains, giving a chance for players who skipped out on 1 to go back to see what the big switch does. All in all it beautifully echoes the openness of Mario World’s design in regards to level choice! Great video :D
I love the little details like your voice getting an echo while underground. It's a great touch in a great video. Nice work!
i always enjoy zoomzike's editing. subtle details like the yoshi percussions on levels relevant to Yoshi, or the reverberance on his voice during the underground levels. if no one else has noticed this i hope you go back and listen out for them
Oh you're right.
My first thought would be that one is the first level of "easy mode" because it leads to the Yellow Switch Palace, thus adding in those extra safe-guards; meanwhile, the second would be "normal mode" if you never go back, because you won't have those safety nets in later levels. But it is interesting to think about, because you can definitely see the freedom of choice in all the secret exits and Star Road. A tradition that carried forward, in some form of another, right to Odyssey.
Did you find the 3 up moon in Yoshi island 1?
@@littleredpony6868 Now that I'm looking at the map, I don't think so! Neat.
@@bsharpmajorscale you need a feather to get it for a heads up
Not to mention, the level on the path toward the Yellow Switch Palace also teaches you about the importance of the associated blocks a bit more than the other level does. After hitting the switch, you can have an instant understanding of how things would have been different in 1, especially if you lost the 1up or something.
4:20 if you don’t know how to do the spin jump you learn it in the next level, then you also learn you can return to an older level.
It’s weird how what’s referred to as the second level in game, is more relaxed than the previous level in order.
I love the effort in your editing. Especially the reverb to your voice when the underground sections were on screen.
I believe the split paths concept was more so introduce the player to the idea of having multiple paths, showing that they will have different rewards and objectives. The left path, reveals the switch's existence. While the other path is the objective, but easier with the switch pressed.
One cool thing is that if you do complete Yoshi's Island 1 first, you'll be rewarded with the Yellow Switch Palace, which will make Yoshi's Island 2 easier by covering pits and giving the player Power-ups with the Yellow Exclamation Blocks
This can be a cool Tutorial for the players to look out for the other switchs, since after you hit the switch a text box will say that you turned the invisible yellow blocks into solid, and later in the game you'll see other invisible blocks with other colors
That also teaches that hitting the blocks makes levels easier and maybe can even unlock some new paths and levels as you see in Donut Plains 1 with the Green Blocks, which will also teach the player about secret levels
When I was a little kid and tried to play this game, I couldn't beat the level in the left because it was too difficult, so I went instead to the right after various failed attempts.
After watching this video, the message I thought they meant to send is that it doesn't matter if you can't beat a level, you can always go to another path and comeback later when you know more about the game
I noticed so many little details in your editing like synching the music to the little spin jump explosion and adding reverb to your voice in the cave section! I love it lol, keep it up :)
4:37 my guy did you put reverb on your vocals only during this part? sounds like you’re talking in the cave that’s one screen lol
I love that you added a subtle reverb effect to your voice when talking about underground caves. It's the a t t e n t i o n t o d e t a i l that takes these videos to the next level.
There's 4 first levels in Super Mario World: the tiny stage where the initial plot dialogue happens, Yoshi's house, the first stage you walk on, then the 2 levels on the sides of the house
I hadn't realized how much these two levels contrast... Wow. Also, the editing here seemed a lot more elaborate and it was fun to see the little effects and transitions here and there, great work!
I also think they did this to introduce the idea of multiple routes to the player; World is considerably less linear than it's predecessors, with so many alternate paths.
It's all very cleverly done : )
It teaches you early on that there are branching paths on the world map, and also about the switch palaces (after finishing YI1).
I seem to remember at some point someone saying that Yoshi's Island 1 was intended for more advanced players from the original Super Mario to begin with. Since this would be one of the first times that they are gives a choice in directional movement, they would naturally prefer going to the left, to level 1. Meanwhile, players new to the series would tend to the right to level 2, and thus be given the far more chill first level experience. This could be apocryphal, as I don't remember where I found that information, but it seems as good a reason as any for the situation.
4:03 Oh my god after all these years I never realized the mushroom is coming out from behind the bush. I never really understood that, I thought a mushroom would just pop out of Mario randomly on certain levels.
Did you really add a small reverb to your voice when you're showing an underground section?? Fucking W editing bro.
The fact that the video is in 4:3, rather than the modern 16:9, in order to match the original proportions is such a great attention to detail
I love little touches like the added reverb in the underground sections, videos need to do that more :D
This video is super cool! I like how you did your voice-over, very informative and got straight to the point, keep up the good work!
To add to the thesis of this, I also see it as SMW prepping the player for the branching nature of the world map. Going with 2 takes you down the critical path, but taking 1 unlocks a the Yellow Switch which helps platforming in the long term.
Is 1, activate the yellow switch by climbing the ladder at the left on the map and then 2. You must follow certain level order to get the "*96" at the start of the game that indicates that you really completed the game (star levels and all). If you don't follow that order from the begining, you won't get that. I have years of experience, played when it got realized, and worked hard to get that order, way before the WWW, before emulators... and a few months after it got revealed in a nintendo power magazine lol.
Both levels also have different feelings when played second. Yoshi’s Island 1 with Yoshi has other lessons, and Yoshi’s Island 2 after hitting the Yellow Switch has a bunch of extra blocks to interact with (and reinforces the reward of hitting the switch by covering the only pit)
I love how creative your video ideas are. you can hyperfixate on literally any little detail and still make it interesting
this is so ridiculously in depth thank you i didnt know i needed this
Yoshi’s Island 1 having slightly more tense gameplay is also a good indicator that you’ll be rewarded with optional/secret content if you engage with it. The Yellow Switch Palace is a good first reward for this.
I think it’s pretty clear that 1 is a tutorial for more experienced players to understand how this game is different from mario 3 and any previous titles, while 2 is a tutorial for any players new to the series where seeing those differences isn’t as important as simply understanding the basics.
What’s also interesting is how 1 is optional and 2 is mandatory. 1 will give you a special reward for clearing it, but learning the things it teaches you isn’t necessary at all since you will have the opportunity to learn them later. It’s almost like a teaser for future levels. Whereas 2 is mandatory, which is why it has yoshi as part of the tutorial. However, I personally find this design choice to be sort of conflicting with my first statement. If you have an easier tutorial, i think that should be the optional one, simply because the mechanics of a new game are much more important and because old players won’t have to play an extra level just to learn the basics. This would mean Yoshi is in the “first” level, which fits better with the idea that it introduces new concepts.
The way this video is in 4:3 the whole time is my favourite aspect of this video, excellent work man.
Splitting the first level and forcing the player to choose between them *also* serves as a tutorial in itself. SMW features splitting paths several times in the overworld map, and the game introduces this mechanic before anything else. Neat.
i love the fact that they used an echo effect on the narration while showing off underground areas, such a cool touch
I think there's also credit to the overworld's design, if you choose to go left then it shows that there are secrets to be found with the Yellow Switch Palace, opening more paths for the player to explore in the overworld maps through playing levels, being much more open and less Linear by comparison of the SMB3 world maps. this then comes to it's closure as players find magical areas such as Star Road and the Special Zone.
I think the main reason was to show off the world map, giving you two levels immediately so you can tinker with moving around the map itself
I like that you're rewarded with a strong upgrade for choosing either path to start. If you go right, you get Yoshi, which makes all levels, including the left one, much easier. If you go left, you get the Yellow Switch House which also makes every subsequent level easier.
The first level is the one where matio stands in the middle of a field with text saying that peach was captured
You‘re out here uploading consistently high quality videos like this and making it look easy. It’s always a joy to be notified of a new video you posted, keep up the great work!
Btw, I found you through your newer Mario Kart Videos, and I find them really interesting. As someone who grew up with newer Mario kart games, it’s really fun to see how much charm is packed into those stages, and you picking apart level design in general makes me appreciate these levels and the game devs more, be it Mario Kart or Super Mario World.
the reason for this is to teach the player about routes and how there's multiple ways to beat the game (things like optional levels, buttons, secret exits, etc) ideally, the level on the right would be the real first level while the level on the left is the first bonus level, both thrown at you at the same moment, making you able to choose which route you'd like to explore first... go left, get rewarded with a button which'll change the future experience of the story mode forever... go right, proceed the story mode as intended (with or without button, totally up to you)
it basically serves as a choose your own adventure type mechanic which ended up becoming very VERY important in later games like Super Mario 64 (matter fact, allowing the player to choose how and when to clear certain levels ended up saving SM64's level design and solving an otherwise difficult task for the developers: how do you implement a finish line (or flagpole) in a 3D environment? answer: spread stars all around the world)
These are always fantastic! It just goes to show how much thought the developers put into making Mario and making sure the players learn concepts of these games.
Design-wise, the "Rexes" always felt a bit out of place for Mario, especially since they appear so early. Then again, the whole game has a thing with dinosaur and dragon type enemies/characters beyond just the Yoshis, Bowser & the Koopalings...
So, I just googled about the enemies, and only now learned that the the entire area of the game is called "Dinosaur Land." Apparently Mario & co. were there on vacation when the game begins... I guess that's what the instruction booklet for a game like this is for :P Though, really, they could've named more places Mesozoic themed - and less with food items!
Anyway, another cool thing about the 2 starter levels is that you get to do a "you go that way, I go this way" thing right at the start of 2p mode. With 2 players the alternate exits and map routes become a little more interesting, too.
Thematically, Yoshi’s Island 1 feels more like what you’d expect from a “first level”, being a grass level instead of a forest one, but gameplay-wise, it’s 2 instead
Ok, so I’ve looked on the internet and I can’t find an answer with Google search, after you beat all of the secret levels the chat box in the starting area says something about Dragon yoshi not being there and he’ll be back, what is it alluding to?
I would think that 1 is probably geared more towards teaching players who have no experience with Mario, whereas 2 is geared more towards players who have previously played Mario 3 (for instance). I think this is supported by where the paths lead: 1's path leads to the switch, which makes certain challenges (e.g., 1's 1-up chase) a bit easier, whereas 2 takes you onwards to the rest of the game.
On Christmas morning in 1991 when my mom was hooking up the newly opened Super Nintendo my sister and I were reading the Super Mario World instruction manual, educating ourselves on the different level pieces so that we only had to worry about coordination instead.
Dude, learning about the level design is so cool. I didn't think about how much time it took for the developers to make the first two levels and avoid confusing the player, while also placing blocks and platforms in the right place so the player learns the game as he's playing. Absolutely genius stuff.
Another reason is that the devs didn't know numerical order. They had gone around the office polling employees for weeks and couldn't figure out if numbers went 1-2-3 or 2-1-3. Counting wasn't taught in schools back then.
The first level is yoshis island 2, as it is the first level you need to complete to progress towards the final level, yoshis island 1 is an alternative option that unlocks an aid for when you start your journey.
That Magnum Killer was such a huge moment for me, I was like ENEMIES CAN BE THIS BIG? OH GOD WHAT DO I DO
6:47 heh that's how i did it. i never figured out those blocks or spin jumping as a kid.. but in fairness i didn't own the game, just played at people's houses.
This game is very clever and has many smart decisions that improve and evolve Super Mario Bros! However, I for some reason find myself much more interested in Super Mario Bros 3 over Super Mario World.
feels like you're making this way deeper than it needs to be
What I like is that the levels have both text boxes that tell you how to play and parts that the level design teaches you. You may not know how to clear each challenge in one before going to another, after which the player has the option to go back into one of the stages (an unseen thing in in a Mario game up to now) and try it out.
As a kid I always thought those were raspberries depicted on the boxes, which made no sense to me either
in terms of timeline, i consider yoshis island 2 the first level because it leads you to the rest of the game while yoshis island 1 only leads you to a switch palace which the game can be played without
Man, at 1:58 I had to do a double take - I never considered getting up on that platform. I always timed my jump to get the 1 up as it falls!
Story this reminds me of:I remember finally getting a Gamecube controller for the Wii as a kid not just to play Gamecube games but the SMW Masterpiece in Brawl. Because of the mapping the big A button does the spin jump while the tiny B button does the regular jump and it felt so weird
Two additional things: Yoshi's Island 1 is entirely optional, where you eventually have to beat 2 to continue the game; and beating 1 gets you the Yellow Switch Palace.
This implies that YI1 is also a challenge level to earn easier gameplay, like beating Sonic's bonus stages to earn chaos emeralds.
Finally, 1 reviews basic Mario gameplay, plus a few new features, 2 expects you to know or quickly figure out the basic mechanics, and advance to Yoshi gameplay. Even though it's harder, 1 seems to be for new or less experienced players.
Ironically, Super Mario World has a 3rd tutorial level, Donut Plains 1. Donut Plains 1 introduces you to the iconic cape ability, the increases exploration the game offers, and the unique and varied enemies you'll find throughout the remaining worlds
Wish I saw this tutorial back in my childhood when I still had my Super Nintendo.
8:43 @ZoomZike I can tell you why the dev's put themselves and the player in the situation with Yoshi's Island 1 and Yoshi's Island 2. Yes, you do have the power of choice and that is a part of it's purpose of, but it is not just because of the challenges presented by the first level you choose. The thing that you also have to take into consideration is that they're teaching players about the multiple paths you can take in the overworld map and how certain levels can affect others.
One of the things that I'm surprised that wasn't covered was the Yellow Exclamation Blocks. In Yoshi's Island 2 you see those dotted yellow lines between the two Question Blocks. The player, assuming that they have no idea what they are will probably glance over them. However, should they decided to take Yoshi's Island 1, beat it, then beat the Yellow Switch Palace and activate the switch, the player then sees all the Yellow Exclamation Blocks fly all over the map before the Switch Palace collapses and are offered the chance to save. Once the player makes their choice and heads over to Yoshi's Island 2 they now can see the Yellow Exclamation blocks where if they hit it they are awarded a Super Mushroom, and a little later on where the pit is sees that the Yellow Exclamation blocks covering the only pit in the level.
With that in mind, the player learns that their choices in how they beat levels can impact where they go in the game's overworld and that beating certain levels can affect the gameplay of other levels moving forward. This isn't necessarily about making choices so to say, rather the developers want the players to explore the map as much as they want you to explore the levels and they reward you for that exact reason.
I literally never thought about it until now, but having the level choice right at the beginning is also the game's way of teaching you about branching level paths as soon as you start playing. You're immediately confronted with a decision that will unknowingly steer you towards regular progress or a secret! And even if you don't get the secret, you'll see the ladder leading to the mountain top on the next map screen, which might peak your interest to backtrack and try the other path. It's really brilliant game design that hammers home the idea of a non-linear map filled with not only progress, but also surprises!
Really great video btw, I never realized how much work both of these levels were doing to help the player actively learn so many game mechanics so quickly.
sooooo... every time you pick a level in super mario world, you create AN ALTERNATE TIMELINE WHERE YOU PICKED THE OTHER LEVEL!?!?!?!
I watched an entire video about super Mario world not having a first level and I loved it! Really fascinating stuff
Love how nobody's talking about the reverb in the underground segments, which is accurate to in-game.
Holy moly. I was on your channel screen on my phone and the notif popped up. I manifested the video.
The TRUE first level was the friends we made along the way
Thank you for making an actual 4:3 video. I watch on a 30 year old vga crt, and I was pleasantly surprised when your video fit my screen correctly whereas normal videos these days all have black bars to fit the entire widescreen video
You forgot to mention that one eat leads to progressing towards beating the game, and the other way leads to a Switch Palace (at a dead end), allowing you to discover new goodies later in the game.
The choice of two levels at the start is a tutorial itself. Shows the player that there's multiple paths to take to get to bowser.
Very clever use of reverb in the underground section! I love those little details like that in your vids.
This is something that more modern, open-world games should do more of; give the player two distinct ways to progress right away to tutorialize that making choices is part of the game.
Another interesting detail is that both levels lead to different kinds of progress. 1-2 eventually leads to the world's castle and by extention the rest of the game, but 1-1 leads to the Yellow Switch palace, which also marks progress through the game, even if it is technically a dead end.
i should be studying for my test and i don't know how i ended up watching this
3:05 "Notice how all the fruits in the bushes are at the exact height for Yoshi to eat them by simply walking by" (proceeds to walk under an apple that's too high to be eaten automatically)
Also it's not BROZE, dude, it's still pronounced brothers. Cute breakdown anyway.
I just love professionally given facts that give me a new outlook on something- specifically classics that I’ve come to love.
This was one of my first console games as a child. Growing up I always thought of 2 as the first level.
Similar concept in super Mario 3, but not with the 1st level. You can choose which levels to do first or even skip some
After like thirty years, I can’t believe I’ve watched a ten minute’s video in awe about the first two levels. Love it!