Super Mario World (SNES)

What are everybody’s thoughts on the Blue Switch Palace? And which power-up was meant to come up from the Blue block but never did?

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  1. 5 months ago
    Anonymous

    This game has peak 2D platforming but its atmosphere is underrated

    • 5 months ago
      Anonymous

      >but its atmosphere is underrated
      Real

    • 5 months ago
      Anonymous

      wasn't this debunked?

      • 5 months ago
        Anonymous

        Aaand filtered.

    • 5 months ago
      Anonymous

      SMW always looked pretty bad. Sorry to burst your bubble.

      • 5 months ago
        Anonymous

        >SMW always looked pretty bad
        I love the diagonal hills and weird geometrical mountains.
        I can understand not thinking it's the best looking game ever, but saying it looks "pretty bad"? Seems like hyperbolic contrarianism for contrarianism's sake

  2. 5 months ago
    Anonymous

    If something was supposed to come out of the blue blocks, then why didn't fire flowers come out of the red blocks?

    • 5 months ago
      Anonymous

      Rushed development.

      • 5 months ago
        Anonymous

        God if anyone wants to have a fun time go read the tcrf article for SMW. Massive amounts of cut content, I don't think I've seen many other games with that much.

        • 5 months ago
          Anonymous

          read it where?

          • 5 months ago
            Anonymous

            https://tcrf.net/Super_Mario_World_(SNES)

            • 5 months ago
              Anonymous

              Nintendo:
              >No religious imagery!
              Also Nintendo:
              >Touch the stations of the cross for a free life! Jesus saves!
              secretly based

            • 5 months ago
              Anonymous

              Eh, I still don't see how this game was rushed. It has lots of polish in the controls, amazing level and world design with intricate interconnection and multiple paths, overall a super solid game.
              If anything, the amount of prototype and unused stuff is proof that they didn't rush it, they experimented with a ton of different stuff and finally condensed it all into the final form of the game as

              >. Seems really uncharacteristic of Nintendo to rush a flagship title.
              I don't think it's cut content, per se. It's that they created a lot of potential content by way of experimentation, and then only chose the best content to put into the final game.

              puts it.
              >but shiggy said he wanted to do more stuff! It's unfinished!
              Shiggy is never satisfied with anything. He did mention SMW as being his favorite Super Mario game (sometimes he says it's smb1 though), so if he really considered it "rushed" or "unfinished" it wouldn't have been a choice for one of his favs.
              Also, didn't SMW start its development right after smb3 released? That's 1988, 1989 and 1990... 3 years. That's definitely a lot of time for that era.
              Also I agree with

              It's possible that they made them not have a powerup for the sake of mystery. I thought it was quite mysterious that some exclamation blocks had powerups and some did not. The amusement caused by the mystery of lack of powerup was probably greater than if they did have powerups.

              , it was probably deliberate that they didn't want to add powerups for the red and blue blocks, partly due to balance, and partly due to surprising the player.

              • 5 months ago
                Anonymous

                I think you're right to make that distinction. It doesn't at all feel like a rushed product because they had a solid base to work from while they experimented with concepts, and they had enough extra work done that they could pick and choose what they wanted to slap in the final game. The rush they went through was just that they had spent a little too long dicking around and they needed to put it all together much faster than they thought they'd need to.

      • 5 months ago
        Anonymous

        It's this. They had a tight deadline, it's why yellow koopas are so much rarer than the others and why so many enemies appear in like 1 or 2 levels. This thread feels populated by underage posters.

        • 5 months ago
          Anonymous

          >They had a tight deadline
          From 1988 to 1990?
          A rushed game, in that era, is about 3 months of work.

        • 5 months ago
          Anonymous

          >why so many enemies appear in like 1 or 2 levels.
          h-huh? Even Wonder does that, and that game was the definition of not-rushed.
          This post feels populated by some guy who thinks he knows everything but they're just random ideas in his head being treated as fact

        • 5 months ago
          Anonymous

          >why so many enemies appear in like 1 or 2 levels.
          h-huh? Even Wonder does that, and that game was the definition of not-rushed.
          This post feels populated by some guy who thinks he knows everything but they're just random ideas in his head being treated as fact

          Yeah SMB3 also has 1-time only enemy/elements. It's not a bad thing, makes certain levels more special.
          A rushed game would have all sort of enemies all mixed throughout all levels without much thought put into them.

  3. 5 months ago
    Anonymous

    Starmen

  4. 5 months ago
    Anonymous

    It's possible that they made them not have a powerup for the sake of mystery. I thought it was quite mysterious that some exclamation blocks had powerups and some did not. The amusement caused by the mystery of lack of powerup was probably greater than if they did have powerups.

    • 5 months ago
      Anonymous

      Na, it was meant to have something, a HUGE amount of content is cut from the game's release.
      Had to get it out the door one way or another for the Super Famicom's release.

  5. 5 months ago
    Anonymous

    you can tell they realized they ruined the game with the cape so they just gave up

  6. 5 months ago
    Anonymous

    There are screencaps of early versions of SMW with the Tanooki suit, so probably either that or one of the other SMB3 power ups that were cut.

    • 5 months ago
      Anonymous

      My bad. It was actually the raccoon suit, along with a wing suit and a cape suit with a helmet as seen here:
      https://tcrf.net/Development:Super_Mario_World_(SNES)/Sprites

      • 5 months ago
        Anonymous
        • 5 months ago
          Anonymous

          Why would they cut that? Redundancy with the cape?

          • 5 months ago
            Anonymous

            I would assume wanted Mario to have different power-ups from SMB3, so that it was a more distinct game. They didn't want to be seen to be repeating themselves (aside from established power-ups from the original game).

          • 5 months ago
            Anonymous

            From the sprites, it looks like the Raccoon leaf was never "cut". Stuff that the cape does, like the divebombing, were originally made for the racoon leaf. At some point they probably decided the new flying mechanics were getting so far divorced from the Mario 3 version of the powerup that they decided to just change it into something else. So they tried a few different things like wings before settling on the cape.

      • 5 months ago
        Anonymous

        Holy shit, Mario with wings looks cool as hell.

        • 5 months ago
          Anonymous

          Mario if he dead

          • 5 months ago
            Anonymous

            Hol up, was Mario dead all along?

        • 5 months ago
          Anonymous

          kid icarus crossover when?

  7. 5 months ago
    Anonymous

    I'm guessing the head-pound from cape flight was originally only doable with the helmet+cape. There probably weren't enough places to benefit from it to justify making it a separate power up. And raccoon suit was just a gimped cape, though it could have still been cool as a mid level power up. Seems really uncharacteristic of Nintendo to rush a flagship title.

    • 5 months ago
      Anonymous

      >. Seems really uncharacteristic of Nintendo to rush a flagship title.
      I don't think it's cut content, per se. It's that they created a lot of potential content by way of experimentation, and then only chose the best content to put into the final game.

  8. 5 months ago
    Anonymous

    The ! Blocks have less to do with powerups and more to do with the Super Famicom clover logo color scheme that was one of the main motifs of SMW.
    Yellow, green, red, blue: Yoshi, Koopa shells, switch palaces/blocks, the little birds on Yoshi's house and even the Koopalings are color-coded (they appear with their actual "on model" colors on the ending cutscene, but when you fight them, they're either yellow, green, red (only Wendy is red) or blue.

    • 5 months ago
      Anonymous

      This is true, but yellow blocks have the mushroom and green blocks have the feather. So it may be assumed that red and blue blocks should also have power-ups, but they don't. Pic related is an even bigger mystery.

      • 5 months ago
        Anonymous

        how is it a mystery

        • 5 months ago
          Anonymous

          Ok, the mystery of the bonus block has been solved, but it is still a pretty big mystery if you've never read about it online.

          • 5 months ago
            Anonymous

            it is explained both in-game and in the instruction manual

            • 5 months ago
              Anonymous

              But it doesn't tell you which levels the block
              can appear in.

  9. 5 months ago
    Anonymous

    i only play 11-exit

  10. 5 months ago
    Anonymous

    Yellow - Mushroom
    Green - Feather
    Red - Fire Flower
    Blue - Starman

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